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Topics - nightmarer

#21
Hello all again.

I'm trying to build somekind of SMS application for my game in which the main character will be able to read all the incomming messages other charaters may send to him.
To achieve this I have defined an struct in a script header in order to have two strigs, one with the sender, and another one with the text message.
Code: ags

struct MsgPDA {
 String Sender;
 String Msg;
};


Following the struct documentation in the following link https://www.adventuregamestudio.co.uk/manual/ags43.htm#struct
Following the recommendation I am trying to combine it with an array.
Code: ags
MsgPDA msg[10];
msg[0].Sender = "Sara";
msg[0].Msg = "Hello, its me.";


My intention is to call this array from any room. But I don't know where I need to place each part of the code, as I am receiving
My questions:

  • The struct I guess it goes in the header of the script. Is that right?
  • Where I should place the array definition? If I enter in the body of the script it says that msg is unexpected.
  • Do I need to do something else to call this array from any room?

Thanks and regards.
#22
Hello.

QuoteAs I'm trying to play one music file I am receiving:
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.5.0.29)

Error: Error running function '_run_dialog15':
Error: Pointer cast failure: the object being pointed is not in the managed object pool

It just happens with the new audios (since number 175) I am entering in the game. It doesn't happenen if play another audio file below 175.
Any idea?

One clue that may not have relation. When I enter a new audio the auto fillcode doesn't recognize this file it untill I restart AGS. Anyway, even adding the audio file and after restarting doesn't solve this issue.

Update: I made sure that the audio is able to be played in the audio menu.

Update: If I delete audio files, this last audio id goes down and now is it able to be played.
#23
Good evening all.

I am continuing this thread I changed the name as now the issue is another.
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58871.0
First I wanted to make the script work but seems that AGS doesn't like to play two tracks at the same time in this way.

In this enum:
Code: ags
enum SetBGM_Channel {
  ChannelA = 0,  
  ChannelB = 1
};


With these array of pointers:
Code: ags
AudioChannel *bgm[2];


With this function:
Code: ags
static void SetBGM::Play(AudioClip *music, SetBGM_Channel index, int initialvol) { 
  if (bgm[index] == null || bgm[index].PlayingClip != music) {
   bgm[index] = music.Play();
   bgm[index].Volume=initialvol;
   Display("index = %d", index);
   Display("Initial volumen = %d", initialvol);
  }
  else if(music == null) {
    music.Stop();
  }
}


If I enter this code.
Code: ags
  SetBGM.Play(track1, ChannelA);
  SetBGM.Play(track2, ChannelB);


The second line seems to overwrite the same pointer in spite it is using different index in the array.
So this way of doing it doesn't work.
Is there any other way to do it?
#24
Advanced Technical Forum / enum of pointers
Tue 23/02/2021 22:27:02
Good evening, community.

I'm trying to create an enum for a script that manages audio chanels.
In the header(ash) this is the enum created.

Code: ags
enum SetBGM_Channel {
  Channel1 = *bgm, 
  Channel2 = *bgm2, 
};


This enum is used in a struct created below.
These pointers are refered in the asc page as

Code: ags
AudioChannel *bgm; //Channel 1
AudioChannel *bgm2; //Channel 2


I'm getting the following error: enum list must be set to literal value
Any idea about how I can do it?

Thanks and regards.

#25
Hello.
I'm getting this error while trying to add new sprites to my game. I got backwards many times and tried to add them in a different ways, saving them in smaller packs but I'm getting the same error.

Code: ags
An error occurred whilst trying to save your game. The error was:
Attempt to divide by zero.
If you cannot resolve the error, please post on the AGS Technical Forum for assistance.

Error details:System.DivideByZeroException: Attempt to divide by zero.
 in SpriteCache.SaveToFile(SpriteCache* , SByte* , Boolean , SpriteFileIndex* )
 in SaveTempSpriteFile(Boolean compressSprites, String* saved_spritefile, String* saved_indexfile)
 in SaveNativeSprites(Boolean compressSprites)
 in AGS.Native.NativeMethods.SaveGame(Game game)
 in AGS.Editor.AGSEditor.SaveGameFilesProcess(Object parameter)
 in AGS.Editor.BusyDialog.RunHandlerOnThread()


My acsprset.spr is 4,346,425 KB but I guess that since 3.5.0 there is not limit with this.
I have the compression of sprite file in General settings is set tu True.
BTW, why does the acsprset.spr get 3 times the size of the PNG folder?

Please, let me know if there is a solution. We have working many time in this game and if we cannot go further then we won't be able to finish it.

Regards.
#26
Good evening all.

I realized that the ambiance loops leave a gap before they start again that lasts a little less than a second.
I know it is not too much, but it is fair enought to be noticed, especially if the game is playing a noisy ambience, as the sound of the rain.
I tested that the loop is correct if I execute it outside of AGS.
Does anybody experienced this issue? Is there any way to fix it?

Regards.
#27
Advanced Technical Forum / Showing the timer
Mon 04/01/2021 23:57:03
Hello!

In the game I am developing the main Character has x time to do one action before the time finishes and he needs to start again.
So far I have configured one timer running in checked by Repetely executed in Global Script which already knows when this Timer is over,
but I would like to stablish a count down in the game, so the player is able to see how much time left does he have,
but I didn't find any function to check the time left for the timer.
Can you please provide me any idea?

Regards.
#28
Good evening all.

When an action is expected from the user in a Dialog, and I mean when you need to select an answer, the background animation is stopped as if the game was paused.
Is there anyway to keep the background animations happening while you select the answer?

Regards.
#29
AGS Games in Production / Black Rain
Wed 18/11/2020 18:49:33
Good evening all, dear community.

We are preparing the Black Rain game, a horror/sci-fi/cyberpunk point 'n point adventure developed in AGS.

The new BloomTeam's cosmic horror cyberpunk Point'n Click adventure takes place in a sinister and suffocating dystopian future on earth.
The world is about to come to an end. The world elites are preparing to left the earth in search of a new horizon outside the solar system;
but the rest of the population, abandoned to their fate, is subjected by an iron dictatorship that is going to impose hard guidelines, with an iron fist, in order to prevent the total extinction.
Each human being will individually face the terrible decision to let himself go, or to initiate the atrocious transition to disembodiment and comprehensive digitization.
As the earth exhales its last death throes, many of the humans, in full decadence, go mad with increasingly frequent dreams about a strange yellow city that seems to have something to do with a possible dark future that looms over the earth, worse than anything expected.

Logo:


Cutscenes:



AGS developing video:



Twitch channel of developing Black Rain in AGS (it is in Spanish, but if you enter we can switch to English) :):
https://www.twitch.tv/dru609

Pixel art developing video:


OST composition and playthrough:


Screen shots:






Stats:
Sprites: 29216
Sprite folders: 852
Total views: 445
Total GUIs: 14
Characters: 57


If you want to check the rest of the games we are developing follow us in YouTube.

Youtube channel: https://www.youtube.com/channel/UCPlTk2HK_FJAYHaAyE5ql5w
Official website: https://www.bloomteam666.com/
BECOME OUR PATRON! - https://www.patreon.com/bloomteam
DONATE - https://www.powr.io/apps/paypal-button/view?id=21890703&mode=page&transaction_id=2899012
Instagram: https://www.instagram.com/bloomteam666/
Facebook: https://www.facebook.com/bloomteamdev
Twitter: https://twitter.com/bloomteam1
#30
Hello all.

I want to make 4 different NPC to leave next room, so the main character can see them, and follow them.
In AfterFadeIn I make this happen, but hte thing is that if I  make this thing it doesn't work.


    1)When the FadeIn finishes Ithey have already left to next room, as they are not blocked.
Code: ags
   Cultist1.Walk(Cultist1.x, 244, eNoBlock);
   Cultist2.Walk(Cultist2.x, 244, eNoBlock);
   Cultist3.Walk(Cultist3.x, 244, eNoBlock);
   Cultist4.Walk(Cultist4.x, 244, eNoBlock);
   
   Cultist1.ChangeRoom(10, 99, 210, eDirectionUpRight);
   Cultist2.ChangeRoom(10, 300, 209, eDirectionUp);
   Cultist3.ChangeRoom(10, 269, 205, eDirectionUpLeft);
   Cultist4.ChangeRoom(10, 444, 209, eDirectionUp);


2) If I block them, then make the move first NPC, then second... and then they leave.
Code: ags
   Cultist1.Walk(Cultist1.x, 244, eBlock);
   Cultist2.Walk(Cultist2.x, 244, eBlock);
   Cultist3.Walk(Cultist3.x, 244, eBlock);
   Cultist4.Walk(Cultist4.x, 244, eBlock);
   
   Cultist1.ChangeRoom(10, 99, 210, eDirectionUpRight);
   Cultist2.ChangeRoom(10, 300, 209, eDirectionUp);
   Cultist3.ChangeRoom(10, 269, 205, eDirectionUpLeft);
   Cultist4.ChangeRoom(10, 444, 209, eDirectionUp);


How can I make them leave at the same time?
#31
Hello.

How can I make it to do a walkable area place wih a especific baseline?
I tried to find one function to know the walkable id where a character is, but I just found GetWalkableAreaAt but it does a different thing.

Regards.
#32
Good evening.

I'm traying to build a room where is crowded and they are talking  as crowd, cheering some phrases, insulting, singing...
If I make a character with this crowd then I would have no random positions and differente colors as the words comes from everyplace.
The only idea I have is to create many characters to do this, but I don't know if there is a better way to do it.
Does anybody have experience bulding a situation like this?

Regards.
#33
Hello everybody.

I would like to use this GUI for the player

2-escala" border="0

What I want to make is to make able different functions depending if you press "B" or if you press "m", but seems that if you dont use buttons already provided by AGS it is not that easy.
It is possible to establish regions in anyway in the GUI?

Regards.
#34
Hello.

I've been developing for a while a game configured for 640x400 px resolution.
Recently one designer has joined the team and he did a work of background animation. The idea of this animation is to put all the sprites in a view, then display this view as an object in the screen.
The problem seems that this view has 160 sprites more or less, and each PNG image is 1MB  more or less, sized as 1177x250. So when starting to import sprites at one point having more than ten the application slows down indeed, so I can't import the sprites in a fast way. It takes almost ten seconds to import next sprite. Also if I finish importing all the sprites (or almost all) AGS becomes really slow and seems that is going to crush at any moment.
Also acsprset.spr size becomes 1'6 GB, I can't understand why if I import 160 sprites sized in 1 MB more or less the size of this file increases so much.
The problem is not in my computer, because I tried to do it in another computer I have that is able to render huge videos and the problem is the same. We tried in a third computer and we are having the same problem.
Also we tried to set sprite compression true and false. Nothing changes, we are having problems.
Does AGS support well projects in 640x400?
Can you please provide me a clue about what should be happening?

Regards.
#35
Hello.

I just started the game and i have a ACSPRSET.SPR bigger than 100 mb, so I can't use GitHub.
I can't understand this, because the raw sprite folder is not bigger than 26mb.
Can you tell me if there is any solution?

Regards.
#36
Hello.

I don't know why I am having this problem.
I can't create a String. I'm writting.

String magia="ABC";


And always getting the error in this line: cannot assign initial value to global pointer.
Why is this happening?  :undecided:

Regards.
#37
Good evening all.

I am working in a GUI that my character opens when he clicks with one cursor(cast) and he has to play musical notes using the keyboard.
I'm thinking how to do it fine. First of all I would like to play a sound when they push any key (from A to G), should I do this with the Text Parser?
I think that maybe Text Parser is not for this as it is needed to do a group of words released separately (remember Loom CACD, each key emit one sound and changed the Gui background, if it was the right combination then something mayl happen).
Do you have any sample of something similar or any idea to get this efficiently?

Regards.
#38
Hello everyone.

I'm trying to create an animated cutscene.
I have these cutscene in 60 frames, each one a different picture.
I'm checking the manual and I don't know how to do it.
QuoteAnimating property (object)
(Formerly known as IsObjectAnimating, which is now obsolete)
readonly bool Object.Animating
Returns 1 if the specified object is currently animating.
Returns 0 if the object has finished its animation.
This property is read-only. To change object animation, use the Animate command.

Example:

object[2].Animate(5, 0);
while (object[2].Animating) Wait(1);
will animate object 2 and wait until the animation finishes.
In reality, you would simply use the Blocking parameter of Animate so you wouldn't need to do this.

See Also: Object.Animate, Object.Moving, Object.StopAnimating, Object.X, Object.Y
I don't know if I need to create an object or an array for that.
#39
Beginners' Technical Questions / Starting room
Fri 20/03/2020 23:17:09
Hello.

I wonder if I am able to start my game with a cut scene, but I don't know my character to be in this cut scene, so my characters appears there as the introduction starts.
How can I make it to start without showing my character?

Regards.
#40
Good evening everyone.

I am following the tutorials available https://www.youtube.com/watch?v=79yTq3BQo14&list=PL21DB402CB4DAEAEF&index=19
and in this video at 5:21 they refer to two System variables to get the project width and height.

  System.ViewportWidth;
  System.ViewportHeight;

which is are not accepted by my AGS, displaying the following error:

ViewportWidth is not a public member of System. Are you sure you spelt it correctly (remember, capital letters are important)?

I am checking the manuals and I can't find this system variable. Do you know if it exists, or if it is posible to get this information with another variable?

Thank you very much and regards.
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