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Messages - AndreasBlack

#101
AGS Games in Production / Re: REBOOT
Mon 27/03/2023 23:46:53
Graphics and especially characters have improved, i like it! :-D I have to get going with my own game, have been on five months or more hiatus for a longtime now  (wrong)
Looking forward to play it or test it! 
#102
As for auto-saving do you just call the SaveGameSlot(1, "Autosave"); in a repeatedly execute function or is there additional code that needs to be done for an autosave feature?

#103
Maybe it's just me but if all you want to do is not have the player not being able to move temporarely? Why not just go.

RemoveWalkablearea(1);

And then have a wait command and reload the room or whatever for a new attempt to not "die" and call setWalkablearea(1);


#104
So since there is some action in this thread.. :-D

Abstauber, do you have any idea how to create the double click/run function on a gamepad with the latest AGS Controller plugin? I've tried to use simulatemouse click syntax. I've also tried to just call verbs.startrunning(); on a button, but didn't work!


Thanks!
#105
Depends what you mean by ruining it, but i'd say, no. If he likes to use Twitter, he'll find ways to make it even better and i think he has the potential to do it, i on the otherhand still struggle with getting what's the big deal with Twitter, so i would most definately ruin it if it was up to me (laugh) Time will tell.

#106
I'm gonna be honest, there were so many changes that seemed awesome, that i had to end reading and just type it out! :-D  All the things i've been asking about lately seems to be in this version. Added AudioClip.PlayOnChannel() or the object.manualscaling! So great when trying to lineup pixel characters that are being scaled against room objects(workstation). The zoom function! Sound icons in the vieweditor, yes! Character.AnimationVolume, defining volume of the frame-linked sounds. finally! :-D  (nod) A lot of cool things added for sure! My favourite tho was being able to play the demo of my game on my phone (android). Epic work team!
#107
So i've hardcoded some give away items as @Khris suggested for none moving NPC's. Since there's a bug where the player just won't give the item away, until you click a second time and the cordinates are correct for the script, i suppose. It happens very often. For future release of the template i have a suggestion.

You could add a x/y parameters for the distance of giving an item between characters. Since it would be a neat thing to be able to line up the figures hands or such like i did when hardcoding it.

Edit: Gave up my code attemps, haha!! My last attempt was trying to turn of the  Verbs.SetApproachingChar=false, but still no
#108
Quote from: Crescendo64 on Wed 05/10/2022 01:27:19Hi!

Thanks for your reply. If you mean the option "Use selected inventory graphic for cursor," then I have tried that already and it did not work. Though I am not using the beta program. Would that make the difference?

I've edited my original post i was wrong, it's possible in AGS 3.5, as for your issue, i'm no AGS expert. Ask in beginners forum, i spam that section a lot  (laugh)

@abstauber That's ok. It seems to work fine for me, but i haven't really die hard tested it yet so who knows! A turning headskull or such advanced stuff! I've just done a paper blowing in the wind when new notes have been added too it.
#109
Quote from: Crescendo64 on Thu 29/09/2022 21:21:32Hi there, I had a question. Is there any way to make the cursor change into the inventory item when clicked? I tried turning on the built in setting and tried some codes, but wasn't able to override the original script.

Also, whenever you're running and you click the screen, whether you're done moving or not, it will revert back to walking. Is there any way to make it so you keep running?

You can do what you ask with the touch of a button (inventory item question) in the game setup settings if you use AGS 3.5 and upwards. As for the running. Yes, it's possible, but if that's what you want. Then why not just set the speed manually so it's always "that fast"? character.SetWalkSpeed(9, 9); very easy to do.

Abstauber, you really should add the module InvItemAnimation by strazer into the template. It's very present in Thimbleweed Park as we know, from phones blinking to skulls turning  :-D .
#110
The Rumpus Room / Re: What grinds my gears!
Fri 16/09/2022 08:26:05
When you have hard evidence blatently obvious that the person in question did huge crimes which should lead right into jail, but society says "We can't do anything. Too many years has passed".  (wrong)
#111
Looks nice! Do a Streets of Rage 4 mod with Brok, that would be a way to boost the games interest some, 10% to me for the idea  (nod). On a serious note tho. Nice Disney like characters :-D

Good luck with it 
#112
Cool! Can't wait to try it out later! 8-0  (nod) Thanks like always. Too much summer activities as of lately so not much of game creation going on, on my end. Great to see others keeping the spirit up (laugh)
#113
Hi, i've played little with your demo and i've noticed something a bit odd, i'll put it in a spoiler.

Spoiler
If Walter buys a flashlight, he get's a package from his aunt with another flashlight, looking in the inventory, logically now there should be two flashlights, but the one he bought seems to just have been replaced as by magic. Maybe Walter should say a comment so the player knows he drops the old one? "I'd might as well get rid of this flashlight, no idea in using it anymore now". That way the player knows. Just an idea, i'm not sure i would call it a bug, but yeah. Just wanted to let you know! A minor detail
[close]
#114
Quote from: Crimson Wizard on Tue 31/05/2022 17:34:33

Please tell, what error is that? Does it happen on desktop?

It's funny you'd say that. Cause i've just tried that "System.HardwareAcceleration" that is, and yes, it's not showing. Just red it in the manual, ha ha! So what else could be causing it? Any ideas? Is it that my phone is the wrong Android for the build itself? I installed all sdk packages even Jelly Bean 4.1 or something like that, if that's got something to do with it? That my phone is the "wrong" android system. Like mine may not be 8.1, bla bla bla?

As for the question, i did write that it's only regarding Android, so nothing we are discussing now happens on the PC build, everything is working fine there! It's just the Android. It's basically stating that "Ã,,tbajs parser else if error" something along that line. Cause unfortunaly. The phone won't let me install the app again  8-0. So i've re-started the phone, turned off the phone, and if i'm lucky it will let me install again! I wonder what's causing this. I know sometimes it shows "install unknown source" and i've ofc clicked yes there to install, but i'm not getting any such messages it just says "The app has not installed" and i have one choice which is to tap "done".  (roll)

Edit: Moved the downloaded APK to an SDcard in the phone, that worked, random luck, i suppose. The error message is as follows: Error: Said: supplied word 'tbajs' is not in the dictionary or is an ignored word Text %)*bajs"

I can't do the exact symbal that shows up before "bajs".
so it's obvious to me that it probably has to do with the letter Ã,, being in usage in the word itself. But it's funny. Because i actually wrote another else if answer which was not "ätbajs". So it's a bit of a weird error, i think.
And again, just to be clear. This all works in the PC Build.
#115
Quote from: eri0o on Tue 31/05/2022 16:13:59
AGS should use OGL if you specified D3D and it doesn't find it (there's no D3D in Android). So it's probably the setting itself, please try setting it like at game_start and see if it solves your problem. You can also later make a GUI in your game to config to let the player configure if sprites should be rendered at screen resolution or not if you feel the need to do so.

Code: ags
System.RenderAtScreenResolution = true;


About the keyboard input, can you tell me how you are receiving the player keys? Like, is it a custom Gui and label with on_key_press, is it a textbox, are you using Game.InputBox, ... What's the way you are acquiring the keys? When I tested this before it was working but maybe something got broken or there's some specific character I did not test...


Edit 2: The code you've wrote did nothing it's still Software Rendering. But did you see my warning messages in the screenshot posted previously? Perhaps they are the cause, i don't know. You might know!

Turns out, it's not the choice of D3D that's causing it. I've changed to Open-GL and ctrl+v clearly shows software renderer like you've said before. So now we know that!
The error message is regarding the "ätbajs". I have other parser answer alternatives too, but even if i write any of those answers they still give me the error and the app is crashing. and Btw just to give you even more headaches, there seems to be an issue with trying to reinstall the app. I've tried several times now. Un-installed the previous game, downloaded the new app with Open-GL in the settings this time obviously into the phone, etc. And it says program wasn't installed and i click "done" and can't seem to install it again, yes, it's uninstalled, re-booted the phone, i've tried the re-upload the apk to google drive, gonna try again ofc, but it happened before, so it's not a one time thing, unfortunaly. Any idea why this is happening? Now i've turned off the phone, see if that helps.. 

Code: ags

function cmdbox_OnActivate(GUIControl *control)
{cmdbox.Visible = false;


    Wait(1);
    Parser.ParseText  (cmdbox.Text);
    String badword = Parser.SaidUnknownWord();
    
    
    
    if (badword !=null)  

  {

   player.SayAt(110, 75, 100, "Wrong password");
   

   
   player.ChangeRoom(1, 506, 121);
   cmdbox.Text = (""); //rensa texten pÃ¥ GUi
    
}

    else if (Parser.Said("ätbajs")) 
{ 
player.ChangeRoom(4);

}
#116
Quote from: eri0o on Tue 31/05/2022 14:41:07
Any chance you can hit Ctrl+v (it's under Keys, at the end of the key list after you hit back) or use I believe Debug(1,0) ? It could be you are using the software renderer instead of the hardware renderer. Also I don't think that option exists in android.cfg, so you need to set it in your game through scripting.

https://adventuregamestudio.github.io/ags-manual/System.html#systemrenderatscreenresolution

Thanks will try your idea, maybe that's what's happening! I'm using Direct3d 9 in the Default Setup btw. I have to build the game again with debugging enabled to be able to do what you ask, i suppose. Will try later and edit this post the result.

Oh, and btw pushing the back button and trying to enter a password aka using the text parser throw's me an error and game crash. I believe the error probably has to do with that i use an ä letter, not sure tho.

Edit: Just to make sure. It's the android build i'm discussing only here!
#117
Quote from: Crimson Wizard on Sat 28/05/2022 22:08:11


Please, could you be more specific, what is "not happening"? What do you expect, what happens in reality? Does "it" happen on desktop PC? How do you set the config on android?

I've just tried the latest AGS 3.6 beta 6, same issue.
For the PC Version Build (Built at the same time as the Android version) "Render Sprites at Screen Resolution" it works! But Android does not work.

When the characters scale they should somewhat still be in their "high resolution look" and not get pixelated and loose details. So "Render sprites at Screen Resolution" Again. No effect on the android build. At least not my Android build! I do get some warnings when building. Perhaps they are the cause. I have no idea! These are the warnings i get inside the dosprompt window.


Maybe the android port somehow misses the feature? Here's an example of how it looks. Clearly when the characters scale he turns ugly, when he shouldn't.

Edit: The photo is ofc screenshot from my Samsung Galaxy S7 running the latest build to show how it looks. Perhaps it's the phones fault. :-D

[imgzoom]https://i.imgur.com/EjAdTM6.jpg[/imgzoom]


Edit: Here's a normal link it doesn't show the error message fully on the board, so here it is (the error/warnings when building) in it's full detail: https://i.imgur.com/9NbZuXT.jpg


#118
  :-D and thinking. God, i need to finish the game!
#119
The Rumpus Room / Re: What grinds my gears!
Sat 28/05/2022 20:39:07
This is probably an oldie, but when McDonalds delivers their "highcost meals" without paper around the hamburger and in a paperbox. Jesus Christ, how many trillions of dollars are they making and yet you get a hamburger with no paper around it with lots of lettuce and such that falls out of the hamburger almost instantly when you pick it up?   :-D

What's even weirder is the fact that they usually have papers around cheaper alternatives like the cheeseburger. I never understood that, anybody that knows the answer, please let me know. The answer is probably a googling away but still. (roll)
#120
For those who might run into the same problem as me. Here's the solution, yes it might sound dumb at first, but hear me out. You have to go "computer, c: (if that's where yoru windows user directory is)

Mine is C:\Users\Andreas\AppData\Local\Android\Sdk

This is really odd behaviour, i'm just saying. Chosing the link by clicking directly on Andreas\appdata\local\android\sdk did not work. Perhaps it's like always. Unique bug cause my brain is strange!  (laugh) Or that's "wrong" of me. It's something about the pathfinding not working correctly that way i suppose, in my mind c:\users should be automatically "recognised". You need the "c:\users" and not just "\andreas\appdata". That's my best guess to why it didn't work before!

Edit: a Question. So my game is 320x200 and i used the "render sprites at screen resolution" option, but that seems to not be happening. When my character looks like quasimodo in the face, it's quite obvious somethings gone bad  (laugh) Am i missing something? Anti-alias sprites perhaps?

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