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Messages - Crimson Wizard

#281
Where do you set Loop to a new value, can you show your script?
#282
Quote from: imperialdr on Fri 21/07/2023 03:50:29After the variable change, the player is sent back to the beginning of the game.

How do you send them to the beginning of the game exactly?

Just in case you use RestartGame -- that essentially resets all the game data to the initial state. If you are using that, then the only way to save the loop value is to write a file and then read it back (using File script commands).
#283
I think this is a question about global String variables, not built-in "global messages" feature.

@Gal Shemesh, AGS cannot assign values to String variables at their declaration, same as any pointer variable.
You should do the assignment in game_start.
Room-local messages may be initialized in room's Load event.

About translation file, AGS does not add String variable values exactly, because they are only known at runtime.
Instead it adds every string literal from script (the sequence between " ... ") to the translation file, as well as values of textual properties and custom properties.
#284
This means that the editor preferences are broken.
Go to AppData/Local/AGS/ and delete these folders. This should reset the preferences.

But this should not be causing this "exception", I see this as an error in the AGS editor.
#285
Quote from: KyriakosCH on Tue 18/07/2023 23:38:26I was only alluding to formal logic systems having inherent blind-spots (eg Goedel sentences), which aren't removed regardless of expansions of the system.

I'm not going to lie that I understand this fully; it's been many years since I studied math in any way.

But something that I might say: the systems that produce complicated results are not necessarily based on complicated rules. Sometimes complex systems are complex because they are vast, and have many elements; but at the same time may have a simple foundation, which is then copied many times, with variations, or different input parameters.

If the mind has similar structure, then it's a matter of learning the foundations, after which calculating the thought, so to speak, would be rather an issue of employing enough calculation power rather than devising a difficult mathematical theorem.

Quote from: KyriakosCH on Tue 18/07/2023 23:38:26But I won't be at all surprised if the human mind (despite being closer to an analog machine, or at least looking like such) also has built-in defenses against everything being provable (or understandable) while still maintaining consistency.

Well, in that case, I guess, the solution is in building an AI that can understand us. Which may be a good joke, but also a truth.
#286
Quote from: KyriakosCH on Tue 18/07/2023 23:11:31^Regarding AI establishing what works for humans as good art, I have to suppose this would quickly approach one of the many (already) known limitations of any level of a formal logic system. Of course the program can produce stuff and 'by accident' achieve very high quality, but I doubt it will be able itself to reproduce that (more likely that it will mathematically model the success as tied to parameters of the image it wasn't tied to for the human), and even if it does, it won't go above that level, while a human can (due to serendipity if not conscious calculation and extrapolation).

What I mean, the question is whether the human thought and perception may be described mathematically. So far most of the processes in human body were, at least this is my impression based on what I've read or heard. There's already some understanding of how human brain works. I cannot predict the future, but I think there's a realistic chance that, given time and effort, humans will be able to define how their own mind works, including intuition, perception of beauty, and so forth.

Of course the above assumes that the nature of our thought is deterministic. If there's, say, a spiritual essence which cannot be described by a formal logic, then we have a different situation...
#287
Quote from: KyriakosCH on Tue 18/07/2023 21:23:53So the talented artist will still be around, just in the role of the eye - which imo is better, since the mechanics of producing art are tedious regardless of how good one is at it.

From my impression, the people do art for following reasons:
- Recreation and pleasure;
- Devising new ways of portraying reality;
- Money, fame,
- Utilitarian purposes.

Use of AI covers the two last purposes, while majorly defeating the first, and probably unapplicable for the second, at least not at the moment.

Quote from: KyriakosCH on Tue 18/07/2023 21:23:53All that said, we should remember that the human will be needed still, even if only to serve as the evaluator of worth of the computer-produced art. The program itself cannot do it, because it's not actually sentient.

To tell the truth, I actually doubt that it's impossible to teach machine to evaluate art. I thought about this many years ago, long before the AI became a widespread topic, and in my opinion the problem here is mostly to find out how humans evaluate art, and then describe that mathematically. That is, if we want to make machine follow our own perception of "art".
#288
Quote from: Khris on Tue 18/07/2023 15:18:40Please never post code as image.

To clarify, it's a bad practice, because if one would like to test the code in AGS, or post a corrected version of a code, they would have to manually read it from screenshot and retype everything.
#289
Looking at this from another angle, I think there's an irony in how a good number of human writers and artists will soon be indistinguishable from AI.

Wonder which of the things that you read, watched or listened to in the past would appear AI-generated today?

I guess that over time it will require an effort to prove that you did "it" yourself too.
#290
This is the "disabled interface" effect applied when the game is paused during the "blocking" action. It may be removed by changing the following option:

General Settings -> Visual -> When player interface is disabled, GUIs should...
#291
Quote from: CaptainD on Mon 17/07/2023 11:32:42The Tunnel Under the World by Frederik Pohl has a fantastic twist <...>

If you want to read the story itself, don't look at the hidden description below!!

Spoiler
...rebuilt the town in miniature. The dead people's memories and personalities were read from their brains and copied into minuscule robots, which are being used as captive subjects for testing high pressure advertising campaigns. Each night, the power is cut and Dorchin's employees manually reset each robot's memory in preparation for the next experiment. The protagnosit founds out that his whole world fits on top of a table.
[close]

Hey, I know another example, and imo it is more close to this idea:
Spoiler
The "Dark City" movie, where aliens recreated a human city in space, and use humans as test subjects, wiping their memories and changing the roles they live.
[close]
#292
Quote from: SirLean on Sun 16/07/2023 20:04:28Everything looks fine but, how can I change the cursor mode? Only the "Walk to" Cursor is available, wherever I click I can't seem to be able to change the mode to "Look at" which is the one that plays a huge role in the game.

Please, first of all you have to explain which kind of controls do you have in game, and how do you normally change the modes by the mouse. Without knowing these details I may only guess about what the problem may be.

Android's controls are currently using "mouse emulation", which means that touches are converted into "mouse clicks" in game.
If your game is requiring the right mouse button to either switch cursor or activate a second verb, then you need to set a "Touch to mouse emulation" setting in "Default Setup" to "Two fingers".

Quote from: SirLean on Sun 16/07/2023 20:04:282nd question, if changing cursor modes is impossible on Android: how can I then change my "2 cursors" game, to a "1 cursor for all" game?

Mouse input is scripted in "on_mouse_click" function in the global script, this is where you decide which mouse buttons to react to, and how.
Using 1 cursor mode for all is also a design choice. If you go this way, then first you need to define clearly how do you want your game to behave (what happens when player clicks), then it will be possible to figure out how to write that in code.
#293
Hello.
PlayMusic and PlaySound are ancient scripting commands that were replaced many years ago. In the contemporary versions of AGS you should be importing audio clips in the project tree, under Audio, and play them using "MyClipName.Play()" kind of command.

https://adventuregamestudio.github.io/ags-manual/MusicAndSound.html
#294
I'm not a literature theorist, but one twist that impressed me for being both mildly expected and whimsically funny (that's why it stayed in my memory) was the Edogawa Ranpo's short story "The Human Chair". To me this is an example of a story where you have a almost physical growing anticipation of something "dark" to be revealed as it progresses, and also the one that gives you a hint practically right from the beginning, if you pay attention to a specific element.

This story has 2 consecutive twists actually.
#295
Quote from: Akril15 on Sun 16/07/2023 03:22:42I just want to keep the characters from overlapping where one character is "floating" in front of the other. I've tried adjusting the NPCs' Z axes (the player character's is -25), but I still end up encountering this problem whenever I make the player character walk into one of the NPCs.

If you're refering to the "Character.z" property, that is a graphical offset, the property you need is called Baseline.
https://adventuregamestudio.github.io/ags-manual/Character.html#characterbaseline
https://adventuregamestudio.github.io/ags-manual/Character.html#characterz
#296
If I recall correctly, you may still use "return" inside the brackets, if you indent and return a proper code:
https://adventuregamestudio.github.io/ags-manual/DialogScript.html#using-regular-scripting-commands-in-dialogs

QuoteIf you want to conditionally break out of the dialog script, the special tokens RUN_DIALOG_GOTO_PREVIOUS, RUN_DIALOG_RETURN and RUN_DIALOG_STOP_DIALOG are available which you can return from inside a script block
#297
Updated to Beta 5
(Please use download links in the first post)

Changes in this update:

Editor:
- Support '\n' linebreak character in the Label's Text and potentially other text properties.
(along with the traditional AGS's '[')

Script API:
- Added static File.ResolvePath() and File.Path attribute.
These are mostly useful for diagnostic purposes, or logging, or to pass into plugins, for instance. File.ResolvePath() takes path like "$SAVEGAMEDIR$/data.dat" and returns the actual path on player's computer. File.Path returns the actual path this file was opened at.

Engine:
- Fixed IsSpeechVoxAvailable() returning positive result if run from IDE and Speech folder is empty.
- Fixed speech and messages were skipped by modifiers and other special keys (Ctrl, Alt, etc). (regression since 3.6.0)
Also fixed few regressions since previous Beta 4:
- Fixed engine crash when trying to render a non-32bit sprite.
- Fixed ListBox.FillSaveGameList() fills the items in a wrong order.
- Fixed File.Open() fails if no location token is present in a path.
- Fixed walkable area 0's scaling is completely ignored by characters and objects.

Plugin API:
- Added IAGSEngine.ResolveFilePath() method, which resolves a script path (with location tokens) into a proper system filepath.
#298
There have been a report about the recent Beta causing error
"UpdateDDBFromBitmap: mismatched colour depths".
Unfortunately, I was not able to test the game which caused this, because it is a big download, and i had issues with internet connection recently.
I suspect that particular graphic feature is causing this. I may experiment with various things, but this is a unreliable kind of test.
If anyone experience same problem, please report here!

EDIT: okay, what's happening is a "false positive" error check , happens when sprites are not 32-bit.
#299
I forgot to mention, I really like to recommend declaring constants to use in script instead of plain option numbers. This is a standard method that helps avoiding editing too much script if ID changes, as you only need to edit that in one place: the constant's declaration.
Besides it clearly tells what you are doing.

What I mean is this:
Code: ags
#define DIALOG_NPC_OPT_TELLYOURNAME    1
#define DIALOG_NPC_OPT_SELLMETHEKEY    2
#define DIALOG_NPC_OPT_BYE             3

with which you can do
Code: ags
option-off DIALOG_NPC_OPT_SELLMETHEKEY
or
Code: ags
dDialog1.SetOptionState(DIALOG_NPC_OPT_SELLMETHEKEY, eOptionOff);


A somewhat safer alternative to "#define" is "enum":
Code: ags
enum DialogOptions
{
    eDlgNPC_TellYourName = 1,
    eDlgNPC_SellTheKey = 2,
    eDlgNPC_Bye = 3,
}
#300
This looks like a design issue in AGS, dialogs have names, but options don't. And there's no way to conveniently reorder them anyway in the dialog editor, without copy-pasting lots of stuff (option text + script). Neither it's possible to setup their display order at runtime (automatically).

Quote from: Khris on Mon 10/07/2023 23:31:50Yeah, but reordering them via custom dialog rendering is going to be much more cumbersome

I think that reordering in dialog will be far worse, because you will have to carefully copy-paste option texts, option scripts, adjust option's checkboxes, etc. Carles already mentioned option ID references everywhere.

Reordering on display may be done by introducing mapping array: an array of ints, where index is an order of display and value is the ID of an option (or vice-versa, depending on what's more convenient).
Such array would be initialized 1:1 by default, and then adjusted depending on the dialog. This way you only need to manually configure cases where you need to change the display order.

Then script the "custom dialog options rendering" to use this array when drawing options.

EDIT: by the way, I wonder any of the existing modules support options reordering already. This sounds like something that many users would find useful.
For example, reorder options based on their "already asked" state, and so forth.
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