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Messages - Crimson Wizard

#961
Quote from: tzachs on Tue 05/06/2018 16:12:45
Seems as the 2 possible options for supporting mac long term are either metal or vulcan using moltenvk (and of course supporting vulcan should give performance benefits on all platforms whereas metal is apple platforms only).

Hopefully we won't have to do that ourselves; when we switch to SDL we just use whatever it supports.
#962
Editor Development / Re: AGS Build Server
Sun 13/05/2018 20:44:02
Not meaning to say a lot right now, but something has to be done with this.

Since last year the automatic building was disabled. While I was not sure if I ever make any release again, this did not bother me much, but now I did that again, and it began to.

Making a release all by hand currently takes about 2-3 hours of my time, and even more before that to prepare and check everything:
- templates (if they changed)
- build for Windows, build for Linux, build for Android.
- package everything, and upload.
- make a post, edit download links.
- tag a release on github.

The process is extremely tedious and prone to mistakes. What is worse, if there is a critical bug in release, I will have to redo everything again soon.

This is also why I do not like to make new releases often.

Few years ago I had plans to learn making and using automatic building, but then Nick Sonneveld appeared and made one, so I forgot about that and focused on other tasks. That was a mistake of course.

That would be so good to have one for AGS, even if it does not run all the time (i.e. with nightly builds), but only started to make a new release.
#963
Quote from: morganw on Sat 12/05/2018 15:33:25
I wasn't sure what the overhead of creating the array was (I was looking to run this entirely in a script module, and so have no state to permanently store an array)

Hmm... imho unless you have an array of many thousands entries, there should not be an overhead. Besides, you can create dynamic array.
But then, maybe I do not understand your case well enough.

Anyway, this does not deny the fact that script API is imperfect.
#964
Quote from: morganw on Sat 12/05/2018 12:39:05
The missing name and non-visible ID does make it pretty difficult to randomly select an AudioClip. I thought that I could workaround this by checking the hex value that is used as the filename for the audio cache, but it seems this number doesn't match the ID value.

True, and as many other object IDs it cannot be set by user. Unreliable AudioClip.ID situation was discussed in another thread, regarding new audio system.

The only solution currently is to create custom arrays of AudioClip pointers in script, fill them in proper order and random pick from them.
#965
Quote from: icey games on Mon 07/05/2018 01:44:03
I wish AGS had like a native outlining option for fonts because I have a font that I wanna use for talking but it lacks an outline. I could have sworn there was a solution for this a while back but I'm not all too sure.

Hmm, AGS has automatic outlining option, if that's what you mean. You may choose it in font properties, it's called "Outline style".
#966
Quote from: icey games on Sun 06/05/2018 08:54:49
I changed the resolution of my game when I started it and I noticed that the main font is super big and I'm not sure how to scale it down to a reasonable size or where to locate the main fonts to reimport them both in a smaller size.

AGS never changes the font files themselves, only scales them when drawing, so it is safe to reuse same WFN or TTF files from your game's folder.

Most probably you have "Fonts are designed for high resolution" turned off, which makes AGS scale them up. Try turning that on and AGS will use them in their actual scale.

That is the only reason why WFN (bitmap) fonts can be scaled in game. TTF (vector) fonts may be also rescaled by reimporting same file again and telling different size.


PS. AGS Editor does not provide any fonts on its own, they only come wit templates, so if you've lost a "default" font file for some reason, you may retrieve it from a game template by creating a dummy game.
PPS. Oh. also there are some template source in the repository, so it's possible to download fonts there too:
https://github.com/adventuregamestudio/ags-template-source
#967
Site & Forum Reports / Re: Bug reports
Wed 02/05/2018 15:52:06
Not sure if intended, but youtube video embedding does not work if put in spoiler, e.g. compare:

https://www.youtube.com/watch?v=FoT5qK6hpbw

Spoiler
#968
Quote from: katie08cd on Fri 20/04/2018 17:08:47
thank you, but I can edit it like the deduction room, like Sherlock Holmes: Crimes & Punishments?

Yes of course. The module was created having extension in mind, that allows you to script dragging of both built-in AGS objects and also any kind of custom "entities" in your game, that you define yourself.

Before using it I recommend to first find out how do you set up the deduction room itself. After you know what kind of objects you will have there, and which AGS features will represent them, then I may be able to give more detailed advice for the use of this module.
#969
@Mandle,
Spoiler

Thinking of how the people in hell and heaven could be different, I'll make a guess the ones in heaven feeded each other.
[close]
#970
Quote from: Loslem on Tue 13/02/2018 23:51:41
verbgui.asc(1594): Error (line 1594): '.SayBubble' is not a public member of 'Character'. Are you sure you spelt it correctly (remember, capital letters are important)?

Make sure that Bubble module is positioned above verbgui in the list of scripts. In AGS scripting scripts can only use functions and variables declared before them.
#971
Quote from: Radiant on Sun 28/01/2018 21:38:39
Ok, I'm trying this out now. But neither the AGS repo nor Janet's has a branch named osx-nick...

https://github.com/JanetGilbert/ags/tree/osx-nick
#972
Quote from: amit14 on Mon 01/01/2018 15:22:58
when I use the exit function in c
exit();
the compiler reports an error
too few parameters for exit to function but when I use
exit(0);
it works fine
please someone explain

amit14, frankly, this is a kind of question that is normally answered by reading a book.

Each function has a number of parameters that it may require. Exit() function has 1 parameter. If you don't pass one in, it won't work.
If you need to know information on particular function, what they do, what their parameters mean, there are tonns of documentation about C and C++ library functions online. For example this: http://en.cppreference.com/w/c/program/exit

Also, I meant to mention this earlier, although this is only my opinion, but if you are just beginning to study programming, C and C++ are not the languages I'd recommend to start with. They are far not the easiest ones and contain features that are found nowhere in many other modern languages, such as direct operations on computer memory for example, that may be quite confusing (and even dangerous in some ways).
Unless you have a good reason to learn C in particular, I'd recommend to start with something like C#, Python or Javascript instead.
#973
Quote from: Egmundo Huevoz on Fri 29/12/2017 02:39:21
EDIT: Looking around, I found it inside the compiled folder. Maybe it goes somewhere else? Still, I'd like to use it with modern AGS. BTW, the demo game is great. I wish I can make it work.

In AGS 3.4.0 and later it needs to go to Compiled/Windows, where game's exe file is built. Does this mean that plugins are not copied correctly with the latest versions of AGS?

Hmm, wait, how do you use the plugin at all? Did you copy it to the AGS Editor's folder first before building the game?
#974
Quote from: amit14 on Thu 28/12/2017 05:47:49
actually I know what they are and how to use them in program but I am having problems in using them

I am still not sure how to help you. You are saying you have problems, but not telling what these problems are.
Maybe you can give an example?
#975
Quote from: Except Pigs on Wed 27/12/2017 22:21:26
No there's certainly no [ in the text - however adding a space after the final word has seemed to resolve the issue.

Could you give an example of text that caused this? Does this happen with any text or particular one? Depends on font? This information would be very useful to prevent this error in the future.
#976
Quote from: amit14 on Wed 27/12/2017 19:32:58
guys, I have started learning c language through a book but I am facing some difficulties related to some topics so can anyone help me out
someone who is quite well in c and c++

Please be more specific, what topics are these?
#977
Quote from: Radiant on Tue 26/12/2017 13:56:03
I'm now getting a file not found on alplatf.h; looking through the folder there's an alplatf.h.cmake file which appears to be a proper C header; I'm not sure where the .cmake part comes from, maybe allegro didn't properly build?

Don't know anything about OSX build, but I know that alplatf.h is supposed to be generated if you run cmake script.
#978
Yes, the first guess will be that you have '[' character in the string which is used as a linebreak in AGS.

On a side note, I realized there is a functionality limitation in this module that it cannot handle "escaped" linebreaks, e.g. "\\[" will still break line, although it must print '[' character (it does in common functions like Display(...)).
#979
Finally someone did it :).


Although, Phylactere sounds so much nicer than Bubble, after all French is such a refined language, compared to the barbaric ones.
#980
Quote from: Snarky on Tue 14/11/2017 09:16:19
Just reviving this thread to check that there isn't an update to this. It's still not possible to actually access these indeterminate parameters in AGS, right?

Right.
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