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Messages - nightmarer

#121
We had more than 35.000 sprites so far, so we guessed than we had enough left to finish the game.
We are sad because we did't know we were reaching the top so close to the end.
#122
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.
#123
Ok, thank you very much for the information
#124
Hello, thanks for your answer.

it is ok to convert the sounds to ogg, or I need to export the audio again?

Regards.
#125
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.
#126
Thank you very much for your work.
#127
Hi.

Thanks for you answer. That is a solution.
Is there iny way to access to the class created in orger to build a get method?

Regards,
#128
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.
#129
Thank you very much
#130
Done. Thank you!
#131
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.
#132
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
#133
Thank you Khris!!!
#134
Well, they at the same time, but it works better than before.
#135
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?
#136
Hello.
My character walks in a room which is a library. If the character is at the bottom of the screen it should stay in front, but if he enters in a corridor then the shelves should cover him, so need to change the baseline when he enters in that corridor.
#137
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.
#138
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.
#139
Thank you all!!
Finally this is what it worked.

Code: ags
function gCast2_OnClick(GUI *theGui, MouseButton button)
{
 int x = mouse.x - gCast2.X;
 int y = mouse.y - gCast2.Y;
 if(y <= x)  {
  Display("M");
 }
 else {
  Display("B");
 }  
} 

:grin: :grin:
#140
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.
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