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 - eri0o

#21
I haven't ever used anim8or, looks... Different. Curiously googling about it, half the results are about some character I have no idea who is, but Steam suggested me a game that has graphics that looks straight from this tool.
#22
@Crimson Wizard there is something different because Lorenzo's Stranger in Utopia had some black screen/audio unsync issue that was fixed by just changing to 3.6.1 from the 3.6.0 that he started development in, I remember because I was testing the game. I don't really remember anything different in the code, but my ask to try in 3.6.1 is from remembering that is something that indeed worked for some reason. Maybe the 3.6.0 was an old one that had such issue, I don't remember really, but this is why the game ended being released using 3.6.1.
#23
I think now that you mentioned the whole debug API your suggestion of just a true or false is better, as it could at some point be extended to other debug commands - showing mask returns true, hidden mask returns false and such. Not suggesting adding it now, just that the true/false approach works better in this sense. Just thinking from it being more intuitive, so this could be guessed/infered.

Thinking on the comment that shows up when mouse over the function it could have the added sentence "Returns false when action is cancelled" and this could be extended to be true to all debug commands.
#24
Maybe return room number or something that means cancel?
#25
Erh, it looks like it's best to give some tooling so you can make your own window of that. Just to be clear, you can, you just make a GUI and write your own stuff for that and then just use that in that place in global script - a lot of larger games do that because usually the room alone isn't a good indicator of where in the story the player is.

But let's say there is a RoomInfo struct with read-only properties like Description, then you can do something like:

Code: ags
for(int i=0, j=0; j<Room.Count; i++)
{
  if(Room.Exists(i){
    RoomInfo* = Room.GetRoomInfo(i);
    // do stuff
    j++
  }
  i++
}
#26
The Ctrl codes in AGS are in your global script, they only come pre-written as a suggestion, but you can do whatever you want with them. :)
#27
Erh, you can just set a global variable if you use and then unset it in your check. The script that creates the teleport window you mention is in your global script - you can also not use that and write your own one that actually prepares the game state for each place before going there.
#28
But does it reproduces in 3.6.1? I remember that 3.6.1 had video specific fixes.

About other video formats that answer is either the video library is at least the size of AGS (AV1 dlls are around 4MB) or bigger (vpx stuff is around 20-40MB), or the licenses are not compatible, or patents+license. H.264 patents apparently expire in 2027, so maybe we get to be able to use that stuff after - like it happened with mp3.

Note that exploring video codecs and stuff takes a lot of developer time, so the way we will go is probably to make a small unified decoder API in a way it's easy to build a shim around an existing library and making it a plugin for ags.


Btw opus audio suffers the no library with compatible license issue (see https://nothings.org/stb/stb_opus.html)
#29
Editor Development / Re: AGS Editor on macOS
Mon 23/10/2023 17:31:39
Managed to build the Editor and the Engine for Windows x64, and installing .NET using latest winetricks with latest wine makes things apparently work - in wine64! Still depends on Rosetta, but I am assuming it will exist for a while.
#30
@aussie I think your signature website is giving a not found issue.
#31
@Rik Vargard , sorry, can you share the video file somewhere so it can be analyzed? Afaik video should play in engine with it's images and audio in sync. The audio is played in the same audio system used by audio clips.
#32
If you have a room that always is going to be reset after leaving, you can instead just set the room number to something above 300 (and, erh, below 999), because rooms outside of the 0-300 range never save their state.
#33
Hey I love these things (thanks for mentioning me!), I am a bit out of steam lately, so I haven't been able to finish much stuff.

I think in this realm of non-game stuff I kinda wanted to do a physical thing one day. I have a plugin that adds serial features to ags (somewhere in the modules/plugins/tools thread in the forum), and I have been fascinated by these interactive experiences that are available in Science Museums, so something like that is probably one thing I would love to explore at some point.

I have only something small and old to contribute here, which is this experiment I did ages ago on Mask Drawing, this was done to test the PR that added the Walkbehind, Walkable area and such mask drawing functions.




Edit: I remember I think @edmundito once did something like a galaxy drawing in ags!
#34
I hope BlueSky and Mastodon gain more traction eventually just because I think we need some general platform refreshing.
#35
I really think you don't need to sort, just pick the unit with the maximum speed of a group and then remove it from the group - this should make it easier to add additional conditionals, like, maybe flying units goes first indifferent from speed.

Anyway, if your units all share a same index and you want to sort by speed and you have int sort working, a common trick is instead sorting "val= speed*256 + unit_index" and then later just filtering the index out by using "unit_index= val&0xFF".
#36
I made a quick sort here: https://www.adventuregamestudio.co.uk/forums/advanced-technical-forum/solved-doing-quicksort-in-ags-problems-with-pointers-and-managed-types/msg636624313/#msg636624313

I think if the party/monster is sufficiently small, you can assign an unique add to them and then just put in a group, then you can find the maximum from the group and just remove one by one the ones that are playing their turn. Once none is available the round ends and then you start a new round.
#37
I kinda feel these scaling options would be better set in general settings because usually there is a certain intent from the developer regarding the look and feel of their game.

Even if for some mysterious reason there's a need for this in the config, the default (say there is no acsetup.cfg) would still be set in the game settings. This is mostly because this set alone completely changes the game look and feel.
#38
I don't know what 1 means, but I plan to have an update of this module released this weekend. I may try to cookup a video too.
#39
They were software based (only worked in direct draw renderer or something), so they were dropped to favor the hardware accelerated renderers.
#40
Found a small thread here that doesn't have much things discussed, but posed an interesting idea I had not thought about AI: using AI for testing games. Of course, the subject matter is specific for Chat GPT and Parser games.

https://intfiction.org/t/testing-your-game-with-chatgpt/59863


Of course, perhaps just some automation that clicks in a gazillion random places in AGS and types random bs in a keyboard if stuck for too long in the same place could potentially uncover bugs/crashes with a much simpler code - no AI required.
SMF spam blocked by CleanTalk