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Messages - eri0o

#401
I added also instructions on how to build AGS using only the Makefile and handling dependencies through Homebrew. I adjusted the Makefile. This is intended only for locally running games, and not for porting (use either the CMake or Xcode build systems for that).

Updated the macOS port README here.
#402
Oh, there are games in this archival itch account that are recent. :0
#403
This is really good! I think the note on 3.6.0.36 can be removed now that it has been released! Awesome work @Alan v.Drake !
#404
Hey, if some macOS dev keeps tabs with here, I am updating the Xcode project files for macOS in this pull request here.

It would be really useful if someone could run this in their machine and check if the steps added in README make sense and if they could review my changes as I am not familiar with Xcode. Thanks!
#405
Two Factor Authentication. But I tried again and now it does requests me the TFA code, but after I login there I get the following error message:

You are not allowed to access this section
#406
Yey! We are really close!  :-D
#407
Hey @Gilbert do you have TFA on? I noticed it asks the login but not the TFA and then fail the login - when hitting "log in" in the wiki being unlogged.
#408
Trying to login in AGS Wiki takes me back to the forum, and when I access AGS Wiki, it's not logged anymore.
#409
Google drive links are fine but AGS forums has so far outlived many file hosting websites. GH is usually easy to maintain a mirror for archival purposes.
#410
Pretty cool module. Congratulations! Do you plan on hosting the code also on GitHub?
#411
Engine Development / Re: AGS engine Web port
Mon 03/10/2022 18:13:06
https://github.com/GimmickNG/agsjs-bundler

More a note to myself, but someone in GitHub created an interesting bundler for ags web port that has two interesting features

  • serving the web port, for local testing
  • zipping the directory, for uploading in websites

I think these are interesting things to keep in mind to add in the Editor at some point - probably zipping is a thing for the future after we migrate building to integrated command line tools.
#412
Engine Development / Re: AGS engine Web port
Sun 18/09/2022 12:31:59
I haven't updated the code in my website for some time, trust the one that comes with the AGS Editor! :)

Btw, if you want have the same behavior locally, just delete that very small js file that lists your game files. If you run the index.html locally, it will now ask for you to place your game files.

Edit: Just updated the website!
#413
hey, we have the skill of lockpicking!

> wonder if I am going back to the place we got caught break and entering the first time
#414
> I can't clearly see the person but they are soaked by the rain that falls outside
#415
I updated the Editor, it now instead it has a Joystick struct, and the opened Joystick can be a valid Gamepad or not, I haven't yet figure the interface to say which button can skip dialog/speech, but if it's recognized as Xbox360 compatible gamepad, whatever gets the A button is the button that advances dialog. You can also get button, axis or hat by index if you want to do your own non-xbox360 mapping.
#416
Midjourney must have been trained with some Korean/Chinese artists. I used to follow some that did lots of art for RPG and rereadings of MtG cards, and I remember they used to look a lot like this picture.
#417
The Rumpus Room / Re: Happy Birthday Thread!
Mon 22/08/2022 04:17:50
Thank you cat!
#418
Updated this to use a latest version. This version though will add lines in your game project file, so don't use this in nothing beyond a test game and backup any project before running with this version.

The log panel can be configured by using the properties window when the log panel is selected.
#419
about the buttons stuff, basically it uses the button text and hashes it, and uses this as the name of the button, as a reference, internally. You can try adding spaces at the end I think, it may work, if they HAVE to have the same name. Buttons also support sprite icons too, if you may switch your text for an image - but I think the sprite number is then used as ID instead, so matching sprites probably would cause the same collision problem...
#420
Uhm, I don't remember this hard limit, but I can look into it. Just got the computer working in my new place. :)

I have a non-finished version of this module cutting down some stuff, like scrolling, so that I can leverage what exists of Overlays to make it render less slowly - I think you could notice this module can take quite a hit in performance if you have lots of sliders at the same time.
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