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Messages - eri0o

#421
About Christie I think the general idea is that once Poirot announces he is going to do the reveal you can close the book and reflect about everything you know until that point and attempt to guess at the solution. The book is more intended as a puzzle in that sense.

Big Little Lies mentioned is interesting because you don't follow on the detective, the first season closer to a protagonist is Reese Witherspoon's character, and you try to guess what is the crime in relation to the information presented so far. I don't remember correctly, but I think everything only happens in the last episode of the first season, so you can also attempt a guess before watching that episode - me and my wife did not correctly guessed though.

Knives Out is great, but I missed the moment of guessing what happened once the movie presented what happened with certainty soon - I think the movie switches genre twice so I loved the movie but I did not have the puzzly enjoyment I expected when watching the trailer.

Veronica Mars is really great and has interesting characters. Also back to Christie the characters usually are less formed, and have nothing of the normal characters in other types of books like the ones mentioned on the other thread - to avoid duplicating discussion. But back to Veronica Mars, the episodic format allowed to at least explore the characters that exists through multiple episodes and the movie.

Back to other things now. Harlan Colben produced some books that not sure if I should say they are good, they are alright, feel like they achieve less than Christie's, but some short series were made that are interesting to watch - if you can only watch one, watch Safe, which I thought it was the best one. They are good to desconstruct at least, if you want to produce similar work.
#422
I don't agree with you, the biggest visual novel engine is Ren'Py currently, and a lot of good creators are using and producing games with it. I would consider narrative games a market that would be interesting to cater, hopefully snatching developers from it could result in features on dialog and story writing.

But anyway, I mostly grew up with Manga and Anime so I don't have bad opinions on it when looking. But overall this whole interaction just made me a bit sad.  :(

If you want a middle ground art style, look up the Brazilian artist Maurício de Sousa.
#423
She has a blue cup head, I thought it was genius, I really like her!  :-D
#424
This looks really good Lorenzo!!!

QuoteDoes an "official" AGS win cup design exist somewhere? Like the one used in the ceremony.

I am not sure it's official, but the one from the latest award ceremony probably Duals or Snarky or Cat have the file. I found this video, where at  2:06:24 time here there's the latest best game trophy used.
#425
I like her overall. On the nominee, she could use a vest or stripe and have the nominee tag attached to it, similar to scouts badges. :)
#426
Just a heads up, there's a new interesting in development adventure tool for godot:

https://github.com/mapedorr/popochiu
https://mapedorr.itch.io/popochiu

I could not understand how to use but I like that they added Points as some thing to have in rooms, I really miss being able to create points in the room editor and name them in AGS - it's a simple thing, I know, but it's really useful when scripting movements and such...
#427
AGS has stubs for the known Steam plugins, if you simply delete the steam plugin from the game directory it should keep working, but the Steam API calls will all return false/null. Uhm, if anyone wants to ask specifically about the AGS Steam plugin it's best in the plugin forum topic, I perhaps should not have explained that here now...  :-\
#428
Engine Development / Re: AGS engine Web port
Wed 08/06/2022 13:06:52
So, I have been thinking/looking into how to manage the storage and save files. I think I have an idea, essentially advertise to the browser the game as a PWA, so the user can click install on the game in the browser - still need to investigate if this will actually work. But assuming I can get it to work, the idea would be that, if the game is installed as PWA, the sync to the browser storage would be automatic and if not then it would not sync. Then when the PWA is uninstalled, the storage would be gone.

The storage would be where config and save files will persist.

Ah, right, through an installed PWA the game would work also when offline, which is cool.

I need to check if the itch.io and gamejolt URLs change on each push or not, if they are always the same for the game, this also means that the installed PWA would auto-update - when you load it while being online.
#429
So many pixels! Yey! I love the animated details in the backgrounds! :)
#430
AGS should use OGL if you specified D3D and it doesn't find it (there's no D3D in Android). So it's probably the setting itself, please try setting it like at game_start and see if it solves your problem. You can also later make a GUI in your game to config to let the player configure if sprites should be rendered at screen resolution or not if you feel the need to do so.

Code: ags
System.RenderAtScreenResolution = true;


About the keyboard input, can you tell me how you are receiving the player keys? Like, is it a custom Gui and label with on_key_press, is it a textbox, are you using Game.InputBox, ... What's the way you are acquiring the keys? When I tested this before it was working but maybe something got broken or there's some specific character I did not test...
#431
Any chance you can hit Ctrl+v (it's under Keys, at the end of the key list after you hit back) or use I believe Debug(1,0) ? It could be you are using the software renderer instead of the hardware renderer. Also I don't think that option exists in android.cfg, so you need to set it in your game through scripting.

https://adventuregamestudio.github.io/ags-manual/System.html#systemrenderatscreenresolution
#432
I began writing the manual entry for building for Android from AGS, hope to have it finished soon, hopefully it can help anyone using it - still trying to figure out the best order to approach each subject.
#433
So what I am looking into now is the GameController part of the API, this is just to go fast, later I will look into what you mentioned which is in the joystick part of the API.

But keep in mind I am looking at the intersection of this and the engine, this means I am modifying the engine, like, if a cutscene can be skipped by the controller, or a wait, or dialogues and so on, these are the things I am trying to figure out here.

Once that is taken care, then things like button configuration, what a joystick 1 or 2 have different, when this matters, and then we can go to the joystick implementation.
#434
Quote from: martag on Sun 22/05/2022 21:47:42
1. Is this the same APK that potentially can go in the Google Store or is there another procedure for that?

@martag, APKs are not accepted in Google Play, you need to generate an AAB. On the AGS Editor, in General Settings, in the Android group select either AAB or AAB Embedded. Basically it goes like this:


  • If your game is up to 85 MB, you can select AAB Embedded - Game is delivered with Store generated APK.
  • If your game is bigger than that, you must select AAB - Game is delivered as an asset to the APK, it looks like APK for the player, but download works slightly different behind the scenes.

Your game top limit in size is 500MB for Google Play, so use sprite compression, reduce audio quality and overall try to stay below 500MB. There's no easy way to go to sizes bigger than this right now in Google Play using AGS Engine. AABs are not easy to test locally currently, there's a command line tool from Google, but it can only work with AAB Embedded.

Google ups the SDK API target limit around every six to twelve months, I usually keep track of this, but if Google Play Console complains the API is too low we can up the version number easily.
#435
Can you tell me exactly what Android Studio version you downloaded?

In the first post there's a FAQ, you need to follow the steps there to install the SDK.

Btw, I don't know if Android Studio works on Windows 7 since I never used it there and the OS is unsupported by MS, so there's that too.
#436
@AndreasBlack, Can you try V4 that is up and see if it still happens? I previously wrongly handled button press when the button was released too, so this may have been a problem, but I fixed in the latest version.
#437
Ah, ok, just thought to ask :)

I will use dynamic sprites for now. It was for lighting in this tiled fps test here: https://ericoporto.github.io/agsjs/galleys/
#438
uhm... About overlays... How far off is adding tint to them?  (roll)
#439
Now you can use A,B,X or Y buttons to skip Display and Speak messages. This is still in development, I am trying to figure it out the API for being able to say which button can be used and stuff like that - for now, if keyboard can skip text, the gamepad will be able to skip too.

For now, the controller has to be connect first by using the script API before it can be used as such. I updated the top post to v4 which is the release that includes this. If you downloaded the v4 yesterday, you need to download again as I just found a mistake at that.
#440
Hey, this worked for me on 3.6.0.25 too! Thanks for the release!
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