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Messages - AndreasBlack

#61
It is about seamless walking with a keyboard module/gamepad, i didn't write that, it seems? Sorry! Since AGS has no built in keyboard movement (it seems)! Perhaps that would be the new feature request instead! Anyway. All keyboard modules i've tried suffer the exact same faith = all AGS users will end up with the same issue.

The "new problem" seems to not be AGS engine related, sorry i didn't do my "debugging" right :-[. Something is off in the various Keyboard Module's coding. I believe the module's unfortunaly are doing their own "movement" and they are in fact not following AGS Engine's mouseclicking behaviour which i mistakenly thought it did ofc! The animation ends up cutting itself off when trying to walk seamlessly with any walk module available on the AGS forum (at least that i've tried)! Hopefully it's an easy fix like you say. If not. well don't bother.

Here's the script i use, and i warn you if stuff looks strange in the script, it could be my own attempts..

https://www.mediafire.com/file/i2yv1xi930ipqq0/Keyboard+Module.ash/file

https://www.mediafire.com/file/amul10iec7ipz8b/Keyboard+Module.asc/file


#62
Quote from: Snarky on Mon 11/09/2023 13:25:27Can't the original behavior be accomplished by adding a Character.StopMoving() command before the redirection? If so, I don't think there is any reason to add another configuration setting.

No, it's already in the keyboard module i'm using, look here:
Code: ags
    KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction

  } else { // if new direction is same as current direction
    player.StopMoving(); // stop player character
    KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop; // update current direction
  }

but it does not work that way, unfortunaly. Khris (Module creator) said he'd might fix it in the future. But i think he shouldn't. Cause it's such a basic animation feature that it should be in the engine itself from the get go. (nod)

#63
The Rumpus Room / Re: What grinds my gears!
Thu 07/09/2023 12:45:34
Photoshop CS6 unique Bug or if it's a setting i haven't been able to find it, unclear  ??? Where you want to move one layer, but for unknown reason it just jumps down in the layer list randomly to another layer that is not selected and starts moving that layer instead of the one you've selected at first. Only happens with the mouse, not with the keyboard so i can use the arrow keys, but it's a tedious process when you have 6000px wide rooms.  :~(  >:(
#64
Yes, you are probably right! Sorta like a tickbox in the characters options..

ContinuesAnimationMovement true or false  ??? Something like that perhaps  (roll)
#65
What i mean is if you go to one side and then go down or up to the same side. "DOWN/RIGHT" or "UP/RIGHT", etc. it will cancel the ongoing animation and it looks really bad. Say when using a controller like a "d-pad" style beat 'em up game (Sorry i know it's like cursing in Church, but just to get the point across). Probably someone might do a point & click or RPG while using a controller in a "Grim Fandago" stylish manner and it just doesn't look right!

Thanks!
#66
Hi-jacking the thread a little bit, but it's a similar thing i believe. When the character changes from say a Side view to going to either side down or up, the animation should keep going. It doesn't. Would be nice if it was fixed in the future! :)
#67
Ahh, my bad i wrote wrong i meant SetSize, will edit it! and yes, indeed i'm talking about the Screenshot/Savestate's "look" that's just pixelated and barely can be seen where you were in the game previously! I will try your suggestion! (nod)

Unclear if this is where i should be changing things

Code: ags
// Show control panel
static void OptionGui::ShowOptions() 
{
  if (!customSaveData.save_scheduled) {
   
                                  
    OptionGui.CreateScreenshot(customSaveData.font);
 
    gOptions.Visible = true;
    
    //or perhaps..


//  Prepare a screenshot
static void OptionGui::CreateScreenshot(FontType font)
{
  customSaveData.saveSlotString = TimeCount.GeneratePlayTimeString();
  
  int btnWidth  = Game.SpriteWidth[customLoadData.slotSprite];
  int btnHeight = Game.SpriteHeight[customLoadData.slotSprite];  
  
  saveScreenshot = DynamicSprite.CreateFromScreenShot();
  
  saveScreenshot.Crop(0, 0,  ScreenWidth, ScreenHeight - gMain.Height); //TODO : remove reference to gMain
  saveScreenshot.Resize(btnWidth-4, btnHeight-6);
  
  DrawingSurface *tempSurf = saveScreenshot.GetDrawingSurface();
  tempSurf.DrawingColor = 15;
  tempSurf.DrawString(0, 1, font, customSaveData.saveSlotString.Substring(0, customSaveData.saveSlotString.IndexOf(";")));
  
  String st = customSaveData.saveSlotString;
  tempSurf.DrawString(0, btnHeight-15, font, st.Substring(st.IndexOf(";")+1, st.Length));
  tempSurf.Release();  
}
    
  }
#68
Perhaps you could write what it says in the book or give a screenshot, cause at the moment it's kinda hard to help. Is it the book that the guy that did the Ags tutorial videos did? I haven't read it, just watch those instead, even tho some of it is dated, you can still learn a lot from them!

#69
Someone told me long ago if you make a 320x200 game just make a 320x200 game, well yeah...Problem is when you save your game and look at the Thumbleweed save states, you almost can't see what it is a friend told me! (laugh) When loading the Mainscreen i've done a Game.Camera.SetSize(1920x1200); but that doesn't change the Gui's internal resolution which seems to still be 320x200 game's default setting, unclear ???

Thanks!
#70
Thanks, actually it was working i had blocked it myself with the character i was trying to do it with. Forgot i had speedrunning turned off just for that little room! (laugh)
I will try your code Crimson Wizard, thanks!
#71
It was one of the best ideas instead of double tapping, just holding in a button to run!  (nod) I'm unsure why this is not working. Perhaps it's the script of Double-Click that's blocking it somehow. Since i guess it should work in theory, right ???
Edit: I do undestand i need to reset it somehow, i'm just curious as to why this is not working, and how you would do it differently

Code: ags
function repeatedly_execute_always()
{
  
  if (mouse.IsButtonDown(eMouseMiddle) || gamepad.IsButtonDown(3))
  
  {
    player.SetWalkSpeed(10, 10); //Something like this perhaps,  but it's not working..
  }
  
#72
Lol, the accident reminds me of a scene in my upcoming game. Why is it always funny with unexpected trip/falls? (laugh) Good luck with your game :)
#73
Quote from: eri0o on Tue 29/08/2023 19:53:54The issue is upstream of us, here:

https://github.com/icculus/mojoAL/issues/12

There is an open PR there that adds an extension to mojoAL that would make it possible to do it. The discussion there explain the details.

Eri0o have you forgot who i am? I'm the guy that almost didn't get your experimental gamepad to work! (laugh) How's that going anyway any progress? I'll pass your suggestion, but thanks for letting me know! Mono works fine as for now. It's not that important since it's just an ambient wind sound! (nod)
#74
Quote from: Crimson Wizard on Tue 29/08/2023 14:40:21
Quote from: AndreasBlack on Tue 29/08/2023 14:29:17I'm unsure where to ask this, but this code doesn't seem to get any result anymore in AGS 3.6..
It doesn't give me any error's or something like that. It just doesn't pan out to the side's anymore. It was a nice effect to use!

What kind of a sound file are you using for this?
There's a known issue that stereo sounds can no longer be panned in 3.6.0, only mono ones.
Mostly this is because the stereo panning was not really a "panning" in previous versions, but another effect which coincidentally worked as if it were panning.

I've been using both waves and ogg's this particular one seemed to be ogg 32bit floating stereo! So i'm converting it to Mono now, hold your butts! (nod)

Edit: Ogg mono, 32bit, works! Stereo would be nice ofc, but whatever it's just a ambient wind sound, not that important!
#75
I'm unsure where to ask this, but this code doesn't seem to get any result anymore in AGS 3.6..
It doesn't give me any error's or something like that. It just doesn't pan out to the side's anymore. It was a nice effect to use! :~(

Code: ags
function region1_WalksOnto()
{
if (Ambient_Wind.IsPlaying)

{
Ambient_Wind.TweenPanning(0.3, 100);    //Right or Left side of the room

}


}



function region2_WalksOnto()
{
if (Ambient_Wind.IsPlaying)

{
Ambient_Wind.TweenPanning(0.3, -100);     //Right or Left side of the room
}


}

#76
I can't seem to find any options for how to zoom in and have it zoom in at a certain X/Y on the screen ??? 
Looking at the Tween Git Manual something like this should be possible alltho the manual's example uses a GUI and i'm trying the Camera. My Camera.position does nothing in this room, but it works in another wider room, unsure why. Tried putting various x/y's, nothing happens. Atm i'm trying in afterfade.

Code: ags
Game.Camera.TweenPosition(2.0, 1, 300);
Game.Camera.TweenSize(2.5, 100, 100);



Thanks!
#77
General Discussion / Re: RIP Slasher
Sun 20/08/2023 22:42:29
Slasher, here's a screenshot from the re-mastered room! In honor of you i'm posting it when the graphics ain't really done (laugh) Enjoy wherever you are. @heltenjon you don't happen to have any build of his unfinished masterpiece?  ??? Would be fun to see his best effort! 8-)

#78
The Rumpus Room / Re: What grinds my gears!
Sat 19/08/2023 08:50:48
Quote from: Snarky on Fri 18/08/2023 13:16:09My frustration is that it is always asking me to select which parts of an image that contain a bicycle, a motorbike, or a staircase. And this turns out to be very difficult!


 (laugh) 100% Maybe you could create an automated AI script that knows his bicycles, motorbikes, red lights, stairs, etc! Have it epoch a lot on those things so it's infallible  (nod)

Alltho that would defeat the purpose of showing that you are a "real human" :-D  To be serious i also fail them a lot. When i tried to join this forum was fun, i had to do Captcha's to be able to post, i was frustrated to say the least! NOT only that the scripting was impossible for me back then but that i had to deal with those aswell?! (laugh)
#79
General Discussion / Re: RIP Slasher
Sun 13/08/2023 02:08:20
I must say i'm in 8-0 Like i've said he was one of the first to help me out when i knew nothing. Kinda sucks he doesn't get to witness the masterpiece i'm working on! My demo game that he wasn't impressed with he said something like "Well, that's a fairly basic puzzle" i actually laughed! I love honest people, most don't, but i do! It's refreshing. But i'm taking it places now. Re-mastered no longer 16 colors, lots of custom animations, etc. I'm sure he's looking down and thinking. You're insane! The massive amounts of questions i had in the beginnings. I remember him saying something like "Well...that was a mouthful" (laugh) Only today i've probably recorded 70 voiceclips, cut & pasted together takes to get one good full voiceclip and ai:ed them with a friend's voice, since i'm another character in the game! This is just one of the first rooms of the game and i'm already up at 93 voices for his character! (laugh)

Hope you'll like it wherever you are Slasher! You will definately be in the credits in the future! R.I.P
#80
You need to think of the distant sky as more blurred and not as eyepopping, i think. The sky colors are way over saturated to my eyes. It might sound dumb, but google "daylight sky" and perhaps download a picture and grab some colors with the photoshop eyedropper tool! "Real Artists" look at real life all the time. Mark Ferrari said this in his GDQ talk, he's a real artist i'm not! (laugh). It's the best way there is to get the colors right! Also it's unclear to me is it supposed to be pixelart or not? Cause the resolution seems kinda high for pixelart ???

Also your clouds now look like they have a form where the gray is it's bottom shape, which might be your artistic choice, after all art is art. I would have liked grays sky light blue in the clouds too! When objects are distant it usually gets less saturated colors. Just my own observation. So your green fields should really be more brighter and less saturated the furter away from the camera they get. Look out of your own window and see if you can spot distant objects. Forexample i see tree's far away from my window now, they are clearly less saturated then the ones just 100meters away from my window which have more eyepoppin' colors :) Great to see all guys helping out in the thread tho! I can give this a shoot later but i need to know if i'm allowed to use the brush tool or not  (laugh)
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