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Messages - nightmarer

#41
Quote from: Crimson Wizard on Tue 30/11/2021 02:10:07
Quote from: nightmarer on Mon 29/11/2021 14:32:20
Not sure from which build started, but I will provide you a video.

Actually, I've been testing some of my own games, and it looks like similar thing happen if you have a room without any imported background, then there's a 320x200 magenta rectangle drawn instead of regular black one.


Meanwhile, I made an experimental build that lets select a "LZW" compression for sprites:
https://www.dropbox.com/s/d51t7xnmnwfkzh8/ags-3.6.0--experiment-spritelzw.zip?dl=0
it replaces regular "Compress sprites" option to "Sprite compression type", which has None / RLE (current) / LZW.

Could you check that out and see what difference does this make to your game sprites? I tried this with my games, but the effect was kind of small (but my largest sprite file is around 15 mb).
NOTE that it's best to use this on a side copy of a project, not the main one.

If this does not help much then I may look into adding Deflate (compression used by PNG) or else.
I'm afraid it didn't change the size of the asprset.spr. Do I need to do anything or just run it?
#42
Not sure from which build started, but I will provide you a video.
#43
Quote from: Crimson Wizard on Sun 28/11/2021 23:56:36
Quote from: nightmarer on Sun 28/11/2021 23:32:28
Any update about the PNG compression for this new version?

If you mean changing the compression method for the game sprites, there were no actual plans for this within 3.6.0.

EDIT: ags currently has a ready support for LZW compression which is used with room backgrounds for some reason. It might be curious to experiment also using this with sprites (optionally, if certain setting is on) and see what compression rates it can achieve and what will be a perfomance impact.

Our sprites are 1,6 GB and our acsprset file is 3,4 GB. It is a shame that our game is going to be so huge in disk space.

Quote from: Crimson Wizard on Sun 28/11/2021 23:56:36

Quote from: nightmarer on Sun 28/11/2021 23:52:42
BTW I see at the beginning of my game that the black background, which it was blac at 3.5.1 now is pink.
After that everything is fine.

Do you mean the room's background, or before the first room fades in? Does this depend on the graphics driver selection?

There where is empty background before it was black, and now it is pink/purple. This purple screen starts as soon as there is a fade in. Maybe it is showing the alpha layer as purple, when it should be invisible.
#44
BTW I see at the beginning of my game that the black background, which it was blac at 3.5.1 now is pink.
After that everything is fine.
Any reason for that?
#45
Hello all.

Any update about the PNG compression for this new version?

Regards.
#46
I see, then I don't have too much to do.
#47
Hello.

My global script is growing and growing, and now it is so long that it is really difficult to read.
How it would be the best solution to keep all the Character and inventory interactions in separated scripts?

Regards.
#48
Thank you for this update! Everything works fine.
#49
Great! Now it works
#50
Sorry, the link doesn't work :(
#51
Hello.
Quote from: Crimson Wizard on Sun 08/08/2021 00:47:56
Quote from: nightmarer on Sat 07/08/2021 21:52:36
I'm not able to open my project with this patch. I'm getting the following error:
QuoteAn error ocurred whilst trying to load your game. The error was:

getSpriteAsBitmap32bits: Unable to find sprite 0

If you cannot resolver the error, pelase post on the AGS Technical Forum for assistence.
The previous patch worked fine. (Build 3.5.1.8)


Is it a project where sprite file is over 4 GB?

I found there was an error made couple of years ago, but it did not cause noticeable effect until now.

The test build will be available here after building is complete: https://cirrus-ci.com/task/5848071650148352

No, the sprite files is 3,47 GB.
#52
Hello all.

I'm not able to open my project with this patch. I'm getting the following error:
QuoteAn error ocurred whilst trying to load your game. The error was:

getSpriteAsBitmap32bits: Unable to find sprite 0

If you cannot resolver the error, pelase post on the AGS Technical Forum for assistence.
The previous patch worked fine. (Build 3.5.1.8)
#53
Beginners' Technical Questions / Re: eKeyEnter
Sun 04/07/2021 10:39:16
Thank you.
#54
Beginners' Technical Questions / eKeyEnter
Sun 04/07/2021 08:52:35
Hello.

In the eKey list I don't see a eKey for the Enter key (eKeyEnter)
Does it have another name?

Regards.
#55
Thanks eri00.

Sometimes I used object names, but sometimes I prefer to use the numbers just for doing everything faster, and that is why I sometimes mess everything.
#56
OK, I think that now I know what is happening, I think that I asigned the objets to wrong views in the same room and everything is doing a mess. Sorry for the inconvenience.
#57
It happened to another room of the game sometime before, but it seemed to fixed without doing anything.
Let me share the code of the room, so you will see there's anything weird about it.

Quote// COURTYARD
function room_Load()
{
  transicion(true);
  object[0].SetView(514, 0, 0);
  object[0].Animate(0, 5, eRepeat, eNoBlock);
  object[1].SetView(513, 0, 0);
  object[1].Animate(0, 5, eRepeat, eNoBlock);
  object[2].SetView(512, 0, 0);
  object[2].Animate(0, 5, eRepeat, eNoBlock);
  object[3].SetView(511, 0, 0);
  object[3].Animate(0, 5, eRepeat, eNoBlock);
  object[4].SetView(510, 0, 0);
  object[4].Animate(0, 5, eRepeat, eNoBlock);
  object[5].SetView(291, 0, 0);
  object[5].Animate(0, 5, eRepeat, eNoBlock);
  object[6].SetView(515, 0, 0);
  object[6].Animate(0, 5, eRepeat, eNoBlock);
  object[7].SetView(516, 0, 0);
  object[7].Transparency=(80);
  object[7].Animate(0, 5, eRepeat, eNoBlock);
  FadeOut(64);
  Wait(5);     
  FadeIn(1);   
}

function room_AfterFadeIn()
{
  SetTimer(1, 500);
  Isaac.Walk(246, 240, eBlock, eWalkableAreas);
  transicion(false);
}

function room_FirstLoad()
{
  Isaac.Think("Oh my fucking god.");
}

function room_Leave()
{
  stopper();//AudioStop
}

function room_RepExec()
{
  if(!Spider.Moving && IsTimerExpired(1)) {
    Spider.Walk(Random(175)+200, Random(130)+20, eNoBlock, eWalkableAreas);
  }
}

function room_LeaveBottom()
{
  Isaac.ChangeRoom(29, 136, 753, eDirectionDownLeft);
}
#58
Hello.

I'm getting a weird error while loading one room.
This is how it looks in AGS.

https://imgur.com/hdC98AV
This is how it is shown when running the game.

https://imgur.com/nJp4CMN
Anyone has an idea why is this happening?

Regards.
#59
Oh! I see. Thank you!
#60
Advanced Technical Forum / Character.Moving
Tue 25/05/2021 21:20:49
Hello.

Seems that Character.Moving function is not detecting the movement of my character out of a point and click movement.
If I'm moving the character through a Character.Walk function blocked then the Character.Moving returns false.
I also tried to do it through Character.Frame > 0 and still doesn't work.
How I'm able to know that the Character is moving then?

This function is run through the RepExec.

Code: ags
function walking() {
  if (stop == true && Character.Moving == true){
    stop=false;
    Display("Inside");
  }
}

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