Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AndreasBlack

#21
Thanks a lot, i will try the function soon! However where do you check for which controller is connected so the GUI knows? Should the gui function be called inside of the various controller code blocks?

Since most people i guess either have a Xbox or PS controller type. And doing a tutorial which ends up being "another button" if you have a xbox instead of a ps connected wouldn't be so nice, hence why you need to make sure to check for a specific controller so future "small tutorials" like "this is how you run",  will be customized
#22
I will try it soon, looks promising! (nod)
#23
Ha
Quote from: abstauber on Wed 04/10/2023 09:31:32Is it a coincidence? @eri0o just released his Toaster Module, doing more or less what you might need:
https://www.adventuregamestudio.co.uk/forums/modules-plugins-tools/module-toaster-0-1-0/msg636658069


(laugh) i don't think it is! I just saw it  :-D  I hope it works as easily as it looks (nod) I still trouble with trying to reference the actual input of the controller. The only way i've gotten that to work is to have the GUI and the controller in the same function. Even tho it's really messy i agree on that. I'm not a "coder" i'm a messer.

If i write a different function for just the GUI how can i get the GUI to recognise that a specific controller is plugged. Cause i can't understand how to do a "Get Controller input* if statement and if controller is x-box = show that gui graphic. If controller is playstation show another bakgroundgraphic on the gui, etc!

Code: ags
  gamepad = Controller.Open(0);
    String inputName = gamepad.GetName();
  
    if (inputName == "PS4 Controller"  //this one i would like the GUI code to "look" for. But i can't)
  
  
    if (gamepad.Plugged()==true 

 
#24
Ah, good to know that's what i had figured since i managed to get two different endings!  :)
#25
@Crimson Wizard I'm quite sure it has to do with being on the edges of a tight walking area, not in the "middle" of a walking-area, if that makes sense? Like you have to walk out on the sides and stop the character = it can stay on a random frame in the walkcycle, until you continue walking. I can probably record a video later if you want to see it in action. For me personally it don't matter that much. I'm trying to focus on creating the game now. Big rooms left to draw! (nod) 
#26
Yes, i love disguises! Short but good little game, strong re-play value (laugh). I'm gonna use disguises in my game too, probably not like this tho. More in a tradional *use tinfoil-hat on playable character click*
#27
So i'm doing this general function for a Gui Popup "controller connected" or "instructions" or "Achievements" sign in the corner. I've noticed some games, no big titles named. They have controller support, however it never says "controller is connected" and it was confusing at first, eventually i realised "omg it's got controller support. That's why the mouse is acting all weird!".

So i'd figured in my game i want a popup for when it's connected, or if it accidently get's disconnected, just in case that happens! Everything is fine apart from i can't manage to get it to stay on screen for some seconds without having it blocking the game. Optimal would be to start the timer after i've pushed the mousebutton or random gamepad button.

When i try tween it with a Timer, that doesn't work for me. It complains about it being a blocking action since i'm obviously using repeatedly execute to check for when the timer has expired. What do i do?

This is the code i have so far..

Code: ags
function Which_Controller_Is_Connected_Gui()

{
    gamepad = Controller.Open(0);
    String inputName = gamepad.GetName();
  
    if (inputName == "PS4 Controller")
  
  
    if (gamepad.Plugged()==true)

{

    if (gPlaystation_4.Visible==true)
{
    if (!gamepad.PressAnyKey() || mouse.IsButtonDown(eMouseLeft))
{
  
  Wait(25); //I don't like. Blocks the player. But i also don't want it to get of the screen immediately
            //I want the player to be able to see it first "Oh, hey a controller or hey a information box"!
            //however if you click the mouse button or the gamepad it flys away fast.
            //so a timer would be neccessary
  aSwoosh_Items.Play();
  gPlaystation_4.TweenPosition(0.7, 220, 250,eNoBlockTween); //I want this to delay or wait a second or two
  gPlaystation_4.Visible=false;
  gPlaystation_4.Transparency=100;
  
} 
}
  
  else if (gamepad.Plugged()==false)

{
  gPlaystation_4.SetPosition(221, 161); //Just in case it's unplugged by mistake it get's noticed..
  gPlaystation_4.Transparency=0; 
  gPlaystation_4.Visible=true;
}
  
}
}



#28
Quote from: eri0o on Mon 02/10/2023 15:12:08
QuoteAll keyboard modules i've tried suffer the exact same faith

@AndreasBlack , have you tried my Controlz module? It works differently, maybe it would work for your game.

I did, i think? If you did use "Walkstraight" in your module it would work the same, however it's been fixed now Crimson fixed it. But tbh it's still acting a bit strange this time in another matter, i don't want to make Crimson cry, but instead if you walk on a walkable area now what happens is if you stop at the "wrong places" it can freeze on random walking cycle frame instead, a bit odd. It happens using the gamepad or keyboard modules.
#29
You could also write SetWalkBehindBase(ID,value); It's good to know. Forexample if you walkbehind something momentarely and then want to change it back. You can do that with a Region WalkOnto and reset the SetWalkBehindBase there, forexample leaving a room walking thru a door. And then when you re-enter the room you want it reset again, so the player doesnt get invisible once he's near the door. You go the same SetWalkBehindBase in Roomload() forexample
#30
Quote from: eri0o on Sat 30/09/2023 15:02:37https://civitai.com/models/151539/lucasarts-style-1990s-pc-adventure-games-sdxl-lora-dreambooth-trained

Saw this recently - I have alerts for Adventure Game Studio in search engines that I occasionally get.


I have to agree. As for the voice AI however it's incredible if the sound source is really good! 8-0  I've done my own voice AI's and friend's AI voice profiles and used that in my game so far. It sounds awesome! It takes time for sure, but that's to expect. But it's doable if you really want voice acting and just can voice act yourself and then replace your voice with various profiles! I've done 400 lines atm from Female to male voices and most of them are good enough, i will probably go over some of them in the future and re-act, but it's good for now! And then if there's a line i can't do myself i just ask the friends to act it out. That's how i've done it so far (nod)


#31
Quote from: Crimson Wizard on Mon 02/10/2023 10:01:09There's currently only one way existing when the object may display in a higher resolution: that is when the "Render sprites in screen resolution" is set in the game setup. This will make scaled object appear to have more resolution, that is - less pixelated.

I don't really know if you were referring to this or not. But this trick is theoretically doable. The problem with this is that the result will depend on the size of the game window that player chooses.

Exactly! I use that setting when scaling the characters, i don't want them looking like the true "Lucasarts" scaling back in the day did. So what you mean is if the player plays in say a windowed mode if they'll save the game it might end up looking...Strange? Or what's the caveat here? Hmm..Well at least i'm trying. :-D
Edit: Ahh, but couldn't i turn off software rendering option or ship the game without the setup file in the future? I mean let's be honest. Who uses that software rendering mode. Maybe i'm missing the point. When i've used software rendering mode my game looks aweful anyways!

#32


Since you've said you need to resize the button on the save function, then i figured maybe it's possible by doing it that way?
#33
Quote from: Crimson Wizard on Mon 02/10/2023 09:32:17
Quote from: AndreasBlack on Mon 02/10/2023 09:21:12If you can type "Game.Camera.SetAt(640x480)" obviously the bakground and everything in the room is now a different resolution from the original Game Setttings (320x200).

No, this is all wrong...
Firstly it's SetSize, not SetAt, but that's a typo. More importantly, this command does not change background's resolution, it scales the room's image, but resolution stays always the same. Resolution means "how many pixels you may have on screen at the same time".

Scaling camera means that room's pixels are duplicated or cut down. For instance, scaling x2 would mean that instead of 1 room pixel there will be 4 (2x2). But the total amount of pixels on the game screen will be the same!

What about this. Having the GUI's code go out to something else in the room instead (Think Room equals the main screen "New Game, Load, Quit, etc". Forexample as a clickable object and have the object act as a "psuedo gui". I'm trying to think of ways to make the same effect as a 1920 x 1200 resolution game setting momentarely. Clearly i could make such a start screen, so wouldn't that be an alternative instead of upscaling everything in the actual game?

It's still probably to advanced for my coding skills..However if that's possible i have to use some form of code for the game to remember which room the player was in before, but that should be quite easy i think with something like player.previousroom? = go there after you've clicked in the main menu's if you push the "resume" object or "go back to game". And yeah, it was a typo ofc, i'm editing it! Is it an alternative that's more doable?






#34
Thanks as always for your input @Crimson Wizard ! I'm never expecting you to look into code you haven't written! And when i wrote "i didn't get any help" i meant from a perspective of actual code since it's mission impossible for a none-coder like me to do some of this stuff, even tho you seem to have some faith in me! I'm still using the manual cause i can't remember how to do a "do while" syntax, that speaks volumes!  (laugh)
 
I meant "momentarily". I tried to do exactly that. Inside of the codeblocks of the "Thumble Save function" i put in "Game.Camera.SetSize(1080x1200) as an attempt. I guess changing the resolution perhaps is the wrong expression. Changing the bakground to whatever resolution you want. Probably like always i confuse things so let's set the record straight.

If you can type "Game.Camera.SetSize(640x480)" obviously the bakground and everything in the room is now a different resolution from the original Game Setttings (320x200). The Gui's as i understood it is still 320x200, but the screenshot doesn't take those into account equals the ending resolution in the screenshot would appear to be 640x480 even tho the game "isn't really" in 640x480 overall??? Am i right or wrong here? 

Or am i confusing the bakgrounds resolution for the entire games assets apart from the GUI. Perhaps i am! The painful potential solution ofc upscaling all gui's, UI, BG's, characters, etc and set the game to a higher resolution is a valid option. I'm still kinda early in the development so i can still do it.

However i'm afraid code in the script needs to be changed then since a lot of the custom dialogs seems to be basing it's stuff on various widths and heights that would probably only work in a 320x200 setting right @abstauber ? And then i'm beeped since i'm no coder! So i don't think it's as simple as just "upscaling" everything and changing the game setting to 1920 x 1200 or could i just go multiplication x6 on your various heights/width settings in the Thumbleweed template to get it "right" looking, @abstauber?


#35
I've updated my previous post. And yes, that's the thing! I have been thinking about doing that for a long while. In fact i don't know if you've seen my posts in beginners, but i have been doing upscaling on wheels forexample in my game to make them spin nicely without apparent anti-aliased effect/blurryness. In fact that would probably solve my little issue with the save files that i have aswell. not being in "high res" most likely since it's basing the screenshot of the game's average resolution. I tried to momentarily change the resolution of the game just before the saving part in the code, but i couldn't get it to work properly. I need practice in AGS coding so bad (laugh)
#36
Will try it! Don't worry. It's pretty good for what it is, these minor lags that i feel here and there is just nitpicking, chill out! No biggie. It's great otherwise! In fact i was thinking about giving away one room as a "rellax demo room" but i'm not sure yet. My code is kinda messy, but it does use the rellax in a "realistic point & click setting" i would say!

Edit: I had no idea you had an "issue" with GetProperty, somehow i figured that is an issue. Look at what you had me doing! :-D
Btw, maybe i should mention that this room is the potential "demo room".

Now all "i" need is a setting for the rellax to "fall back" in a gradually smooth speed you'd like. Sorta like a tweening function, and since you are using it already. Can't you just shamelessly steal something again and make a function out of it? For the Parallax to move it's position smoothly for where the character is (look at the code in Spoiler to understand what i mean, hopefully).

Cause the parallax kinda flies back for lack of a better word. I can post a video if you want to see it? it's much better now then the jerky movement that was before. I think what is causing my little issue is the fact that i change from a character to a object doing the "custom animation", and the rellax doesn't track objects, so when you finally move the character in it's place rellax just immediately jumps to fit the characters placement on screen. Rellax needs a setting for that, so the rellax object fall back smoothly if that makes sense? I hope. Alltho i thought my do and while syntax should fix it, but nope it doesn't :-\

Spoiler
Code: ags
 if (Used_Bed==true && Is_Ruslana_In_Bed==false)


{
  
  
     StartCutscene(eSkipAnyKey);
     Disable_Everything(); //Just gui, mouse, etc.
     cElita.Walk(254, 153, eBlock, eWalkableAreas); //rellax character that it's following
     oParallax_1.SetProperty("PxPos", 0); //this is the parallax front object, that looks a bit off..
      Rellax.EnableParallax=false; //without these off temporarely, it just "jumps" into place weirdly
     Rellax.EnableSmoothCam=false; 
     SetWalkBehindBase(1, 151);
     oRuslana_Run.Transparency=0; 
     cElita.Transparency=100;     
do
{
     oRuslana_Run.Animate(1, 1, eOnce, eBlock);
}

while (cElita.Move(144, 130,eBlock, eAnywhere)); //so if the rellax character is moving shouldnt it work
                                                 //but no, if i have parallax and smooth on='jumprellax'
}
     

     cElita.FaceDirection(eDirectionRight);
     oRuslana_Run.Animate(0, 1, eOnce, eBlock);    
     oRuslana_Run.Transparency=100; 
     cElita.Baseline=140;
     cElita.Transparency=0;
         cElita.LockView(108);
          // oParallax_1.Move(12, 264, 2, eBlock, eAnywhere); //"Attempt to move parallax in it's place"
     cElita.Animate(0, 1, eOnce, eBlock);
     cElita.UnlockView();
     cElita.Walk(144, 126, eBlock, eWalkableAreas);
     oFloor_Get_Down_Right.Clickable=true;
     oFloor_Get_Down_Left.Clickable=true;
     Is_Ruslana_In_Bed=true;
         
           Enable_Everything();
 EndCutscene();
   return;
}


and then in a region ID when i've come so far away from the object that it's not seen on the screen.

Code: ags
function region7_WalksOnto()
{
  oParallax_1.SetProperty("PxPos", -50); //Original setting when starting the room..
}

[close]

#37
Great a new version! :) Will have to try this asap! I think the issue i had before were solved, yes. Now i have other nightmares in front of me. The hotelstairs, but i'll come back and cry about that when i'm focusing on that area of the game! (laugh) Just take some well deserved rest now (nod)

Edit: Just tested it, yeah it feels better to me. I've used Rellax so much i've forgot how the normal AGS camera feels. This lagginess that you can feel sometimes when going up or down and sideways is that AGS or a Rellax issue? If so that could perhaps be bypassed somehow temporarely or is it too much of a hassle? Forexample when i walk up to a church and wants to look at it. It's laggy and i don't even have any parallax in that room going on, so i could just as easily turn it off completely. Perhaps i've already done that with  Rellax.EnableSmoothCam=false; and  Rellax.EnableParallax=false;. I'm not sure if that bypasses all the relax script? Remember i'm not a coder.

 

#38
Trying to SaySync the Standard Replies like "I can't use that" inside the Thumbleweed TemplateSettings.asc that works for multiply characters, and not just Character.SaySync. However i can't seem to find an option for it. I'm guessing it's doable, it's just my none coder brain is clueless
#39
Quote from: abstauber on Fri 29/09/2023 10:51:16I'd just like to add that the fix is safe to use and I've already updated the Github Project.

Is there anything else that needs fixing while I'm around? Not that you have to wait another year or so   ;)

Haha, yes there is! Ability to make the save files screenshot highres. When loading and saving it should look "good". I wrote about it in the beginners forum, but didn't get help (laugh). Since you can change the resolution now in AGS i do it quite a lot in my game so far actually, and yeah it would be nice to be able to have higher resolution on the screenshots of the save files!  (nod)
#40
The Rumpus Room / Re: What grinds my gears!
Wed 27/09/2023 10:46:29
Quote from: cat on Wed 27/09/2023 09:59:03To be fair, I think it's a nice thing when car drivers slow down and let you pass. On a pedestrian crossing, they even have to, by law. However, it's often hard to be sure whether they really slow down and let you cross. Some are clever enough and blink or make a gesture, others just slow down a bit and then look annoyed that I don't cross immediately.
When I'm at a crossing and do not want to cross (or wait for them to go first) I usually gesture to indicate that they should go first.
What are the odds! I thought about that just a week ago, even said to a friend i've figured how to solve the situation. Walk over the street look at the driver angry, and they'll slowdown. That's all there is to it really! Worked so far, otherwise i'd wouldn't be here obviously, but i've been acting like you aswell before. Doing a gesture (go on then!) waving  (nod)
SMF spam blocked by CleanTalk