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Messages - eri0o

#241
Engine Development / Re: AGS engine Web port
Mon 20/02/2023 19:18:37
Hey I added support for also deleting the files that are persistent through a ui in the bottom right corner.

I also added a Fullscreen toggle that can be used on mobile. You can test in the agsjs website.

Implementation details are in the PR here.
#242
I think you can change the GUI verbs translation by using Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] and Verbs.InitGuiLanguage(), see more info below:

https://adventuregamestudio.github.io/ags-manual/Tumbleweed.html#language--translation
https://adventuregamestudio.github.io/ags-manual/Tumbleweed_helper.html#verbsinitguilanguage
#243
Hey, there have been some newcomer/bot/weird people digging some threads where the last post has been +5yr old.

I think when the thread itself (first post), it's alright to keep going, and maybe either some exception or update to the pinned posts. But for the rest, there is usually little sense to digging these really old threads - the moderator could be able to unlock, since we have some people that come back to their game after a long time.

Most of the time I have seen some post in these old threads it has been the spam bots that make some random post with a single link to whatever the website they are spamming. Maybe this could reduce being targeted by these boys a bit?
#244
I like the remains of a more whimsical time, I think software in general used to be more fun, and have more personality, and it's nice to have these bits.

I think if there are new images it will be ok to replace, but not just removing without nothing in place.

I remember a drawing floating on Twitter once that had lots of adventure characters, not sure if solely AGS ones, but perhaps one of those could be used? I also like Babar's idea of an activity to create new artwork.
#245
Engine Development / Re: AGS engine Web port
Tue 14/02/2023 23:03:17
Hey, I updated the engine built in ericoporto.github.io/agsjs/ to sync save games! (I am using your browsers IndexedDB support)

Please test and see if it works. Make sure to refresh your browser cache.

I am trying to figure out a ui that is simple enough to embed and doesn't suck to be able to also delete the files, but UI is like super hard and this will take me a bit.

Edit: I am going for a minimal approach now of just a button that reads Clear Persistent Files that is in a modal that is loaded clicking a gear-like button on bottom right. I think anything beyond this is too much code right now for the JS. I can't yet add config options there as the engine doesn't support starting again in the wasm environment yet.
#246
@lorenzo ❤  8-0  THANK YOU SO MUCH FOR THIS GUIDE! I was looking into trenitalia and it was soo hard to comprehend the differences but yes, things makes sense now!!!

:-D My other half also thanks you profusely and says your information is very much appreciated.

As we like to have things well planned, we are making a little document and I am copying your information directly into it to.  (nod)

#247
Hi @TheFrighter ! Thank you for the help! I want to go to from Milan (Milano) to Venice (Venezia), from Venice (Venezia) to Florence (Firenze), and from Florence (Firenze) to Rome (Roma) and then back to Milan.

And later, I need to also go from Milan to Basel, in Switzerland, and by train it looks like it would be a nice landscape to look at.
#248
So, I am trying to figure out how to travel between cities, and it appears Italy has a pretty good railway system.

But I can't understand the immense amount of different tickets, if I should get some type of pass instead of individual tickets, and if booking in advance is really needed - it seems a lot of different trains are available.

Somehow it's really hard to find good information online.  :-\
#249
Found this game in Global Game Jam, haven't played: https://globalgamejam.org/2023/games/whose-turn-it-anyway-8
#250
Quote from: zeta_san on Wed 08/02/2023 20:11:44I tried but there was some error. If this method works then try the procedure again

thanks

Can you share the error that you got either on a screenshot or by copy and pasting the text of the error or writing it here? What did you write that gave the error?
#251
Hey, this looks good and sounds good, a nice pairing of humor and art here. Also a good motivation for me to read Timelike Infinity.  :)

Spoiler
I like the idea of hidden Lorenzo characters in the backgrounds in different places, it could be a fun easter egg. Maybe clicking all of them gives an achievement :-D
[close]
#252
I don't remember seeing this game in the DB, it was made for ludumdare: https://ldjam.com/events/ludum-dare/52/homunculus
#253
Engine Development / Re: AGS engine Web port
Wed 08/02/2023 09:47:58
ok, enough people asked already I am looking into this. I was waiting if WasmFS would be finished so I could use that, but it still did not happen, so I need to use the current FS implementation.

My general idea is to leverage IndexedDB through Emscripten, using FS.mount passing the IDBFS specifier, on the save game directory, and then we fsync with populate true. This has to happen before the game starts.

Now, the problem is when a FS sync occurs for the reverse, which is saving the game files in the IndexedDB, need to think about this. The other thing is probably some of those ⚙️ menu need to be superposed to the game on bottom right so people can delete these files if they want. Just noting things for myself for the time being.
#254
On imgur, when you post, in the three dots at top right, there's a get share links, there the third option I believe gets you the image in bbcode tags (the forums tags), alternatively you can use the imgur url that begins with i letter and paste that as the link to the images here in the forums, it's a bit hard to click on the image link and remember from what it belongs to.

There's are two properties of the character that tells the destination, cEgo.DestinationX and cEgo.DestinationY, you can print those or just make a random object be set at that position on rep exec to see if the thing that is the destination is what you think it is.
#255
If both characters are solid they can block one another. You can make the robot non-solid and it should go through the character.
#256
Uhm, do the builtin types (Character, Object, ...) also have this type name? And say, a built-in type from a plugin.

Just trying to figure out what happens with things that have no "script unit" - imagining rtti is already in and I am looking at a variable through the new rtti powered AGS debugger.
#257
Is there a way to have the table of names be built separately so it's not part of the release build? I think the names are not needed unless the game is being debugged? Maybe not consider this on the first interaction of the feature, but something to consider at some point.
#258
QuoteThe video should be decoded onto a dynamically created sprite, which may then be applied to any object. This will allow to play video on anything, and sort among other game elements on screen. VideoPlayback will have a Graphic property, or similar, to let reference this sprite. The sprite likely should be "owned" by the video until it is stopped, after which the sprite is disposed automatically.

This sounds like a good idea, but just to try to figure out how is the "video sprite" size specified, does it uses the video resolution or is the dynamic sprite something we would create separately with whatever size and pass the dynamic sprite pointer to it? (VideoPlayback* vp = vcIntro.Play(dyn_spr);)

About the decoding, somehow the frame has to be set at the beginning or at the end of the game frame, so the contents of the dynamic sprite is predictable so people can assign it to things.
#259
I made a post on the engine board for a  feature request to try to get the engine specifics there on a possible in engine implementation - For a short term version of it, it's best to focus on this plugin, but perhaps it's worth to discuss a bit what's needed in engine.
#260
Being able to playback videos in AGS while using GUIs at the same time could enable building FMV games in AGS. Bonus points for having the video just run in any Overlay (regular overlays or room overlays), which would allow something similar to using videos for things in the background or some specifics, like say, a communication device in a GUI that receives a message.

From what I remember, when a video is playing AGS enters in a special state, so the screen is exclusively for the video and it can't process other things beyond the key to skip the video.

This as other special states are distributed throughout the code (see: Refactor AGS for 1 game loop and game state managing). It looks like some states could be instead managed through a Finite State Machine, but others are things we kinda want to just happen at the same frame (so not exactly a different state). This refactoring is not necessary, but if there was some similar way to arrange this it could maybe work. Video is a bit tricky that the sound and image has to be synchronous, so not sure that could workout.

This thread is both to discuss use cases in game and to see what would be needed in ags details, and also figuring out things like the API for this.

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