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Messages - AndreasBlack

#121
I did, the problem seems to still be there unfortunately. I can do a game capture and post. Edit: Easiest way to "semi understand" what's going on is. Keep tapping your button where the mouseclick is assigned too. It's a millisecond of "that" move that is happening. It does not happen when using the mouse.
#122
Quote from: eri0o on Sat 21/05/2022 01:12:18
Can you tell me exactly what Android Studio version you downloaded?


I've tried to follow your instructions. The link in the first step i've hit download on that one version! "Android Studio Chipmunk | 2021.2.1 for Windows 64-bit (929 MiB" Then i've downloaded inside the Android Studio all the SDK's i could see. Etc. Accepted the licenses, like i wrote before. So in my mind i've followed the steps, as good as i could. I got an error too btw while trying to create the keystore inside of AGS, so i had to follow a tutorial on google instead where i did it in the command prompt.  (roll)
#123
It happens when i click walk with a button on the controller, yes. Thumbleweed template with own game/sprites ofc. They never behave like that without the controller using the mouse tho. Walks normally then.
Normal walking views added with 8 frame sprites right left up down, etc. Nothing special going on, so i was a bit surprised by it tbh. But focus on solving the big picture, i should never complain anymore, not qualified. Great job so far!  (nod)
#124
Is this tutorial still the method to build for android in the latest AGS beta? I'm trying to make it work, but i get a failure when setting the folder for SDK. I'm probably missing some windows files or such. Windows 7 anything obvious i should have downloaded apart from android studio and all the sdk files? The Java JRE folder seems fine, but setting it to the C:\Users\Andreas\AppData\Local\Android\sdk throw's me an error: I've created a storekey using the dos prompt, i have no idea if that works either, since i get this error..

"can't find sdkmanager" it says..

Downloaded all the sdk libraries as in the tutorial, accepted the licenses unless i mispressed, but i don't think i did! Anyway to check? I've never used Android Studio. Do i need to create a sdkmanager.bat file in notepad or something? Clueless, sorry as always for being annoying  (laugh)
#125
Just downloaded it!  :) Nice, will give it a go! As for the E extension advice. If i'm not mistakening i lose the rightclick open/close feature then won't i? Which feels like "luxury" to me, that i want in the game! (laugh)
But yeah again, i just did a "if (player.previousroom==)" and add in the player.FaceDirection in the entering room load, that fixed it anyhow so, no big deal. (nod)
#126
True! An obvious idea would be to add the parameter since u already have aclosesound & aopensound, so ta-da, unlocksound. I think i've ran into a potential mini problem, also easy fixed by the user i guess, but still.

Maybe there needs to be a timer of some sort before changing rooms, cause the character flips to the room pose's intended direction just before the screen fades out. it's supposed to have that pose when entering the new room not before the screen fades out from the previous room! When using the doorstate function that you've helped out with in the beginners section. But again, i'm probably using a older module so,. maybe this is a none problem.

Can't wait to try the latest version of the template with my "future game"  (nod)

An example GIF from in game, maybe easier to understand the small issue, again it's easily fixed but still! https://drive.google.com/file/d/14YGpHGUWG2s-jAWRVXoXgMKlgsBJQeig/view?usp=sharing
#127
I'm probably messing something up with having multiply keys in the same room that goes to different doors. One door works, the other semi works. It opens the door, the inventory goes away, but then it comes back when re-entering. Looks like a bugg to the untrained eye, but it's probably not. I've set up the roomload_first wrong possibly. Not a coder, so i'm not sure. In the beginners thread btw

Anyway enough about that. I had a suggestion before. That if a player has choosen an dialog option before, that it is greyed out the next time it shows up! Would you be able to add that feature as a bool thing? Would be awesome!
Also when running when using the uniformmovementspeed false/movementlinkedtoanimat/false the doubleclick does not seem to reset sometimes, so i did a little amateur fix for it in a rep execute code i run, no big deal ofc. Just wanted to let you know, perhaps it's been fixed, i think i'm using a older version of the template. To scared to update  (laugh)
#128
Looking in the manual, i can't see the solution, at least not an example of it, not in the demo template either.  8-0 It's very basic usually, but this time it's different, cause i don't know where to put the function!
I'm unlocking a door with a key using your Doors syntax, setting up the doors room firstload, etc. Works just like in your demo. But the demo missed the losing the key after it's been used in the door.
Now i want to drop the key forever from the inventory. How do i do this? player.Loseinventory(iKey); doesn't cut it, or maybe it does but question is where it should be put

I've tried various solutions, timers, etc. Either it drops the key before opening the door, or it drops the key afterwards but the key magically appears in the item box again for a millisecond and then goes away when re-entering the room, really odd! Almost as if the Sheriff a-reno has got something to do with it.  ;)

#129
Just tried the new V3 and i'd made sure i've downloaded all the links this time  :-D In V3 i've noticed the character seems to get stuck around the first or second walk frame before walking away, sorta like running on a treadmill a millisecond (Thumbleweed template). Not sure what that is about ??? works fine otherwise, to the untrained eye, at least. Have you tried adding a view with one frame and added audio into the frame and see if it stutters all over? Say forexample the player wants a fist animation view and adds the sound in the view and pushes the button or holds down the button, does it stutter? In my mind, i don't think it should, if it does! Thanks




#130
I was blind! I didn't see you've also updated the link for the AGSbeta to a "v2". My bad! It works now! Thanks!

The mouse/controller seems stable too, fantastic!
#131
Nice! Gonna give this a try later, thanks! I knew it had something to do with the deadzone being off as i wrote in the DM, but my limited coding knowledge could only get it to stay in the middle of the screen previously!

Edit: Something really strange is going on. I get this error: Failed to save room room1.crm; details below
room1.asc(21): Error (line 21): Type mismatch: cannot convert 'int' to 'float'

The project seems to randomly work. Really odd. Say if i edit the line AGS is claiming has an error.

Code: ags
    float x_lstick = pad.GetAxis(eGamepad_AxisLeftX);


Change it to say AxisLeft); leave out the X then i get an error obviously, then edit it back to the correct syntax AxisLeftX); Then still it gives me the error Line 21 again, even tho the syntax is right!

No idea what's causing this. So i can't give this a try in my main project cause i get that error no matter what in that project. Even in the example project as written above i could recreate the error line.
#132
Quote from: Crimson Wizard on Thu 28/04/2022 14:18:04Well, you don't really need future AGS releases to implement acceleration or switching gears, this all may be done in script. You also don't need Character.setwalkspeed, you may always set x,y position yourself, and then implement velocity and acceleration as variables that you change in script.




I didn't know that! How are you thinking here in terms of scripting is it an object instead of a character perhaps? I do get a warnings.txt in the game folder when using character.setwalkspeed while still "cBus.Walk"'ing the vehicle.

#133
Quote from: Crimson Wizard on Thu 28/04/2022 13:06:32



This is true, rotating the sprites with dynamic sprites will always be pixelated. D3D plugin should indeed solve this problem.
We also have an experimental version of AGS which supports rotating objects in 3D, but it's a wip version that changes often, and not "official" yet, so idk if i should recommend it.




Well at least the vehicle is moving with "drive sound effect" panning and the programming is all done as far as that little puzzle goes, gradually increasing speed etc. Maybe i could improve it using tweens instead but i've just done Character.setwalkspeed solution. Maybe something for future AGS releases to take into account vehicle acceleration switching gears, etc. It's just an image flying over the screen lookin' a bit unfinished atm.  :-D
I guess i'll have to wait for it then, maybe i'll give it a go later, perhaps you guys could use some feedback from the "average user", who knows. (roll)

#134
Quote from: Crimson Wizard on Thu 28/04/2022 08:44:54


Which modules, is this also related to sprite rotation?

In regards to the sprite rotation.




Dynamic Sprite Rotation v0.1 from Khris, some older module, but he wrote something about "pixels not being messy", which caught my eye. I didn't get it to work, at all.

and the The direct 3D plugin by AJA, i think i've red somewhere that you should be able to rotate with it, i know it's only available for PC, and i have no plan to do a "multiplattform" release in the future, yet anyway, so i would have liked to try it out, and see what it can do. I mean ofc i could try and rotate the wheel in animation instead, but it's not gonna look pretty. It's none aliased pixelart after all and it's obvious to the eye in Thimbleweed Park forexample that it's a sprite that is rotated with some 3d (probably) trickery or such. I will try what you've wrote out of course, but it sounds like it's not what i'm looking for since the antialias that is most likely is going to happen will ruin the pixelart, Thanks for your reply as always!



#135
I've downloaded modules and just started crying, pretty much. I make zero sense out of them.

I have a file called Wheels.Png and i've put it in the game folder.

Now i've found in the manual this section, but i have no idea how to turn my own sprite in the manual example, just replacing the bmp with my file that i've placed in the folder does not do the trick. An object with the chosen sprite? a view? a character? What is it in this context "a sprite" , cause the autofill won't show my "sprite" file (Wheels.png).
I get a nullpoint error, most likely cause it does not recognise the sprite file.

From the manual:

DynamicSprite* sprite = DynamicSprite.CreateFromFile("Wheels.png");
sprite.Rotate(90);
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(100, 100, sprite.Graphic);
surface.Release();
sprite.Delete();
#136
Shameless commercial (sorry). But my own music actually.  :-D

If you like jokes about the modern society it should probably be right up your alley, if not, maybe not so much.

Youtube search this " Max Fury - Famous & Smarter ".

Seems like the direct linking won't work since i've age-restricted it for obvious reasons
#137
Looks promising. The art improved a lot from previous games(!) nice with a highres Wadjet Eye game feels like a natural transition to be honest!
I'm always up for some time travelling 8-)
#138
Wacky Wheels and Mario Kart were favourite racers as a kid  8-)
So cool! Great job as always!
#139
Quote from: Rik_Vargard on Tue 01/02/2022 20:46:26
So again just me:

- I really like the voice arrangements and video from your original version a lot.
- I myself grow up in a kind of "Punk Rock & Rock'n'roll" world so I like everything a little provocative when (again) it's funny and to the point.
- Again, so funny and so true; but nowadays people get so easily offended, disturbed or destabilized.

- As a karaoke version, this one is complicated to me because :
> I like the fact that I can create my own singing but:
> Some words are missing; do I have to improvise?
> There should be some , you know, little ball or word highlighting while the song is playing to know where I sing what.

Overall, I've learned this (but it's just me):

Whatever one creates, as an artist or creative person, one should be, at first doing it for him/herself.
Once happy with the result, the finished creation, one can share it with the world.

And from there on, you know, people will like or dislike what you created for many reasons and some comments will be useless and other will be constructive, and others will inspire... or not.  ;)  :P

Thanks for taking the time to do such a well thought out feedback! Much Appreciated. As for some words missing, either i messed up or i *****(censored 'em). Simply cause i do not want Youtube to ban my account for "inappropriate videos". Obviously Youtube flags videos that are "bad for kids" or whatever, and i wanted the "karaoke/instrumental version" to be able to be viewed by anybody, easiest trick in the book censor the bad words/take out the Willy/Bikinibabe. So i intentionally put the vocal version as a 18+ video, since the first time i uploaded it i got complaints from Youtube, locking the comment section "protecting kids", i believe it was Willy or Bikini girls fault, but it's hard to know, really what the Youtube algo's find in my video that was "bothering" it! I don't want my account taken down. Perhaps i'll put the uncensored karaoke version on another webpage where there is no censorship going on  (nod).

I've tried Bitchute dot com a little, but i don't know if it's worth putting the time into it yet, little views. Same issue as with Instagram. Feels like one is "shadowbanned" without even doing anything!  (laugh)
As for the ball jumpin' or that "true karaoke" feel, i guess i should have been more careful with the wording. It was more sorta as a joke, but i mean who knows. In the future maybe it will be a karaoke song. Since the lyrics are like you say. Very true, i doubt much will change in society, this is the path we're going down. Things will just get worse, onlyfans or similar webpages will probably pick up early teens/kids find some holes in the laws and use them "almost sexually" for their monitizing gains, leaving parents not so happy. Wouldn't surprise me for one bit!

As for improvise i think people can sing whatever they want, if they want to sing a serious own creation/lyric/melody they can do so. That's also the fun part with Youtube, that people can sing or perform over your stuff. Some harmonica player many years ago played over a tune i did, it was really cool and such a surprise! So i'm all up for people to sing whatever they want, but in hindsight maybe i should have added some "nicer" words for the karaoke instead of ass, grass could have worked, i suppose. It's easy to get caught in the "i should have done that" thoughts. I have been thinking about extending the guitarsolo in the ending aswell, but i cut it out! I was jamming like crazy, it was too long! Oh, yes i almost forgot. There are two bodybuilders showing how to work-out to a trance song i did back in the day aswell on Youtube. But yes, people and Youtube obviously get very easily offended.

I'm working on my last instrumental version of a previous song i did, then i should have enough rock based tracks for the soundtrack for my upcoming (in many years probably) game. "Max Fury". !



#140
For all you rockers out there, tonight is the premier of the "karaoke version with guitar solos & talkbox". 8-)
If you enjoy instrumental guitar rockin' without the lousy vocals from me. This is the version for you! In fact i will probably do all my songs as instrumentals, i think it's a good thing. I've been thinking a lot about the fact that it gives "real singers" a chance to sing and maybe collab with me in the future, so can't hurt to put it up without the vocals and just play the vocal melody on the guitar.
Rock On!



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