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Messages - subspark

#21
I remember being able to leave comments open - we had a script dedicated for notes once. It always worked before so it registered as a bug from my perspective.
I don't think anybody's in a rush for a fix for something so trivial. It gave me a big "???" moment for a few hours but it wasn't particularly difficult to track down.

Another one for the hit list at least.
#22
Site & Forum Reports / Re: Forum upgrade
Sun 06/05/2012 10:19:46
The code tag is broken.  :(

Code: ags

Fix me please.
#23
Game will not compile a bunch of critical functions are beneath a script with an open chunk of commented code.

To recreate exactly:
Create a script above your GlobalScript and put the following code in the header:

Code: ags

/*


Compile and... error!
I would imagine that the header i supposed to handle comment code identically to the general (asc) script.
#24
Don't look at me good sir. I can't even cook up alphabet soup!!
#25
Quotethe impression being given was that it was impossible
Impressions aren't given. They're received. :P But I do get your point Monkey. As impossible as it seemed to us, I'm actually just simply glad that we finally discovereed the root of the anomoly.

In retrospect, it really is a minor problem that was always there in peripheral vision like a small splinter in the eyeball white. 8-0
#26
You're not wrong, Monkey. After much fiddling we eventually did this as a workaround.  We didn't need any new bitmaps to do so either. However, this being a fundamental flaw in the natural functioning of the engine, we thought it had been problematic enough to bring to the front of the table.
Reaching this workaround was cryptic enough to catch us scratching our heads. Some may have been more perceptive. Our GUI works as originally desired now and for those struggling with the same headache, our solution is detailed below.

Because AGS does not currently draw alpha correctly over a bitmap in the same GUI, any graphics must be isolated into a separate GUI like so:


Our gAction gui is frequently toggled on and off depending of gameplay events. In order to bind the visibility of gActionBackdrop to gAction so that they are both toggled together we use just one line of code:


Code: ags
gActionBackdrop.Visible = gAction.Visible;




Note: This code goes in repeatedly_execute either in the global script or, in our case, higher up the execution chain in its own script.

Then as if by magic, to the end-user it works essentially the same way.
#27
Indeed, what is happening is the alpha of the inventory item is cutting through the GUI background graphic. Alpha or not, the background graphic is suffering from a 2-bit cookie cutter essentially.
This occurs both on the one GUI (with inventory) and two separate ones (inventory isolated).

I've tested all the visibility modes under both scenarios and nothing will preserve that alpha from eating through the background.
I assume by design most might have been lucky not to have noticed this problem? In our case, our GUI is made to toggle on and off in order to reveal the black lower half of the screen during action/cut scenes.

I suppose can say with great confidence now that this is indeed a rendering issue alone or in combination with something erroneous we're doing here on our end. How to correct the problem is my greater concern.
Might I succeed in encouraging somebody with engine-level experience to take a deeper look? Alan, Calin, JJS or Sonneveld... I'm looking at you! :-*
#28
Monkey, if you see this, jump back on Messenger.
I believe you may be able to help us in a private troubleshoot. ;-D

I will post back results as we make them and will detail a final resolution (if any) to this likely specific issue of ours.

Thanks again, kind peeps.
#29
QuoteWhy not make a GUI with only the Inv window on it. Then place it the location of the other inv window that's given you the problem.
Because it's not the inv windows that is giving me the problem. It's the way AGS is rendering the inventory item's sprites. It's not able to render the alpha correctly or at all and this has always been a hindrance to us.
Does anyone have an example of obviously alpha blended inv items (drop shadow perhaps) displaying correctly within the Inventory GUIControl rectangle?

Thanks for everybody's help so far. :smiley:
#30
QuoteOh I meant for the draconian edition.
Of course. How silly of me. Sorry mate.
#32
You're referring to this monkey?
Yeah. No go. I've tried everything. It would seem this quirk has just slipped off the radar. [Sigh] I really don't know what to do about this.
>:(

Edit: Another victim of the same bug.
#33
QuoteI don't know about the alpha issue on the inventory. Maybe one day I'll look into it.
Ta mate.
#34
About working with scripts, does anyone remember The Conversation Engine from The Forgotten Element?

They had something fairly comprehensive going on there for a while.
#35
Alan,

This graphical issue has been a hindrance since alpha channel support was first implemented into AGS back in v2.8.
It's never worked correctly and I wanted to point you to it so that perhaps you'd be the fellow to cook up a remedy:

The second set of inventory icons are what we expect AGS to be rendering on the screen in front of the GUI layer.
The first set is how they've appeared to date.

#36
Cheers man, I'll take it for a thorough test run now.
#37
Having trouble with the update, Sonneveld.
I double click EngineMac and it flashes in the dock but then disappears when I click on the bobbing icon.
#38
QuoteI'm afraid I'll need to look at the code.
No sweat. I PM'd you what you're after.
Ta!
#39
And this is in the beginner's forum? Sheesh!
This moves my code & math capacity all the way down to illiterate now. :-[
#40
Why now AGS you hate of me? -_-


I received this error since Draconian r1 when interacting with NULL:

Note: This wouldn't occur in Vanilla.


And now I get the this error when running the game in r5:


Any clues that might help?
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