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Messages - nightmarer

#141
Ok, I've already seen that there's another threads opened for this thopic.

I apologize.
#142
Hello everybody.

I see no recent updates in this post. Does anybody know anything about the development of these new engines?

Regards.
#143
Hello everybody.

My videos does't load if I don't set the property video.isLooping to true.
But it is strange that if I enter a Display("") to pop-up a message pausing the game after calling the function, the video is Displayed while the action is paused.


   
Code: ags

    videofile="Rosefall.ogv";    //here I set the videofile that must be load
    videoloop=false;       //this is a global bool to set as value in video.islooping
    playbackground (videofile); //this is the call to the global function
    Display("Playing"); //If I enter this I see the video running, but if not the video is not shown
    stopplay();  //this is how I call the function to set video as null, because it didn't work in the original function in the else statement
    videofile="Nebula2.ogv"; //setting another video
    videoloop=true; //this is the way to set that the loop works agaoin
    playbackground (videofile); //and this oe works fine


This is how I modified this functions.

Code: ags
function playbackground (String videofile) {
 if (Game.IsPluginLoaded("ags_d3d")) {
  // Required for autoplay
  D3D.SetLoopsPerSecond( GetGameSpeed() );
  // Open video file
  video = D3D.OpenVideo( videofile );
  if ( video ){
   // Use room coordinates
   video.relativeTo = eD3D_RelativeToRoom;
       
   // Anchor point to top left corner
   video.SetAnchor( -0.5, -0.5 );
        
   // Play!
   video.Autoplay();
   video.isLooping=videoloop;
  }
  else {
   Display( "Couldn't open video." );
   return;
  }
 }
 else{
  Display("Couldn't load ags_d3d plugin");
 }
}

function stopplay() {
video=null;
}


Do I need to do anything to let the video finish?
How can I load a video to be played just once without doing weird things?

Regards.
#144
Thank you very much for this useful plugin

:smiley: :smiley: :smiley: :smiley: :smiley:
#145
Quote from: Cassiebsg on Sun 10/05/2020 00:02:14
No problem, glad it could solve your problem.  :-D

But all credit goes to those who coded it and posted it for us to use. They deserve the big "thanks".  ;)
You are right, I will thank him in his post.
#146
Quote from: Cassiebsg on Sat 09/05/2020 16:59:53
It's possible to play video on the BG, you just need to use a plugin.

Edit: You can find it here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=45348.0
give it a try before you give up.   ;)
This plugin rules!
It fixed it! Thats great! Thank you very much.
#147
Quote from: Cassiebsg on Sat 09/05/2020 16:59:53
It's possible to play video on the BG, you just need to use a plugin.

Edit: You can find it here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=45348.0
give it a try before you give up.   ;)

Thank you very much! I hope it works.
#148
Quote from: Crimson Wizard on Thu 07/05/2020 22:49:18
It's not very common to have 160+ frame animation full-background size, and your sprites, as you say, are  1177x250 in a 640x400 game. Do you really need this animation to be that big? Is all the 1177x250 area animating? Can you give an example of what is happening on background?

Sure, it is a nightsky with northern lights and glowing stars.

#149
Quote from: Crimson Wizard on Thu 07/05/2020 22:49:18
Using video if possible is one solution, another is to break single animation object into parts which animate and don't animate.
:confused: :confused:
But video playing pauses the game, this animation was prepated to set as a view in the background. As I see it is not possible I must start everything from the scratch but  in 320x200 px resolution, because AGS doesn't work well with 640 x 400 px.
I'm really disappointed with AGS. :( :( :( :(

Thank you all anyway I think that the best thing AGS has is its community.

Regards.
#150
:(


What do you recommend me to use then?
#151
Hello,
I tried to separate this animation in two different views but I'm still having this problem.
I took almost one hour to export all views and I'm having a acsprset file of 1,2 GB.
After that when I run this room it goes slow and lazy.
I can'understand why this is not working as it should.
It is a pity after all the work the designer has made is not able to work properly in AGS while importing the sprites in the first room.
#152
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.
#153
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.
#154
Ok, I've checked that if I insert it in Global Variables then it works. Thank you very much.
#155
Quote from: Crimson Wizard on Wed 22/04/2020 22:30:05
Quote from: Cassiebsg on Wed 22/04/2020 22:00:15
I think it's

string magia="ABC";

AGS is case sensitive.  ;) and String does not equal string.

Lowercase string is a deprecated type, modern code uses String. Lowercase string has a hard limit of 200 characters, and cannot be assigned directly at all, you have to use StrCopy function (but have to disable "Enforce new-style strings" option in the General Settings first).

The reason why assignment does not work is one of many limitations of AGS script. Assignment at declaration only works with simple types, such as int, float and char.
If you need to assign a string at startup, declare string unassigned (that creates empty string), then assign it in game_start function.

Hello. I think I don't uderstand.
I saw in tutorials Strings declared as example.

Code: ags
String mytext = "Hell";
mytext = mytext.AppendChar('o');
Display(mytext);


Why it doesn't works in that way?
If I declare an empty string then it gives an error anytime I want to change the value returning a Parse Error. Unexpected magia.

What do you mean about I need to assign a String at startup? DO you mean that I need to declare them in Global variables??
#156
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.
#157
Hello.

I'll give it a try. The GUI is only displayed when the character makes an action with a hotspot, character, object and so on.
So it wouldn't be any problem with it, the same that happened with loom.
I will tell you it it works.
Thank you very much.

Regards.
#158
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.
#159
Hello here a Spanish speaker.

Have you consider it to do it in Spanish?
I can do the translation as well.

Regards.
#160
oh, finally I got it.
Thank you anyway.
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