Jibble

Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - AJA

Pages: [1] 2 3 ... 27
1
Ah, true, looks like the project file structure has changed enough to break that. I'd recommend using the plugin for exporting, if it works for you, since the old method is more of a hack.

2
Did you follow the instructions from the first post? Should work fine in 3.4.0 (I've tested it with 3.4.0.16), unless of course you've managed to discover a bug.

Quote
1. Copy AGS.Plugin.DialogDesigner.dll to your AGS directory.
2. Run AGS, open your project.
3. Double click Dialog Designer node in the project explorer tree.
4. Select Dialog Designer.exe.

Then you can start writing dialogs and exporting them directly to AGS:

5. Write your dialog.
6. File -> Export to AGS -> Settings -> Set the dialog name.
7. Make sure AGS is open and your project is loaded.
8. In Dialog Designer, select File -> Export to AGS -> AGS Plugin (or Ctrl+E)
9. Switch to AGS, there should be a pop-up saying the dialog was imported successfully. You should see the dialog in your tree view.
10. To edit a dialog that you've already imported, open the dialog in AGS and double click on Dialog Designer in the project explorer tree.

3
At least the source should be accessible here: https://bitbucket.org/AJA/dialogdesigner but no work has actually gone into cleaning it up for public consumption, so expect comments written in Finnish. :P

The editor plugin included in the 1.3 release is probably as close to AGS integration as I'll get. Unless someone else feels the need to do it.

4
Are you using the correct render stage?

Code: Adventure Game Studio
  1. video.renderStage = eD3D_StageBackground;

That should render it immediately after the game background finishes rendering and before anything else.

5
Did you try the version with editor plugin support, a couple of posts above?

Anyway, I found a couple of crashes from the plugin export when I tried it now. Should be working now, and since no one has mentioned any issues with the earlier plugin version (or no one tried it), I'm bravely assuming this is good enough for a release. So, without further ado:

Download 1.3.0!

Changes:
* Added an AGS Editor plugin that simplifies editing and exporting changes to your project.

6
It should be "Direct3D Plugin", at least that's what the plugin returns as its name, so either the method is broken or it's checking against some other string.

7
No problem. Let's hope it doesn't mysteriously unfix itself. :P

8
I ran the same code quickly in my test project (AGS 3.4.0.13) and didn't notice any issues enabling any menus after the video is skipped. Only thing I noticed was that if you have a line of dialogue (probably anything skippable with a key press), it would be skipped without an extra wait after the cutscene.

Code: Adventure Game Studio
  1.     StartCutscene(eSkipESCOnly);
  2.    
  3.     while (video.NextFrame() && !IsKeyPressed(eKeyEscape))
  4.     {
  5.       Wait(1);
  6.     }
  7.    
  8.     EndCutscene();
  9.    
  10.     Wait(1); // Need to wait here so the key press doesn't skip the dialogue
  11.     cEgo.Say("This is not shown without the extra wait");

Could your issue be something related to that or caused by some other part of your code?

9
At least in AGS 3.4.0.13 if I had the video file in the compiled folder and built the game, it got copied to the folder that has the exe.

But then again, does the video need to be in room_load?
You can of course load the videos whenever you need them, shouldn't make any difference.

Anyway, glad to hear you're mananing to wrestle this thing into submission! ;D

10
Ah, so it gets copied there on compile, gotcha!

Cassiebsg, I uploaded a new version which should fix the file not found issue but also, and more importantly, implements screen scaling so it should look the same regardless of at what resolution you're running the game. Might not work perfectly but at least it's a start in case you decide to keep using the plugin.

11
Apparently if you run it from the editor it's looking for the video file in the Compiled folder but if you run the windows executable it looks for it in the Compiled\Windows folder. Maybe that's the issue you're running into? The error handling in this plugin appears to be quite lacking, sigh.

CW, can you confirm that GetPathToFileInCompiledFolder(const char*fileName, char *buffer) is no longer working as expected with the new platform specific folders or is there some other method I should be using to get the final compilation folder?

12
To my great surprise, I found the sources for this ancient turd, whee!

Should run in AGS 3.4.x now: http://www.serpentpictures.net/ags_d3d/ags_d3d.zip

Thanks, CW, for figuring out the fix beforehand. Saved me a lot of time, cheers! :cheesy:

13
Haha, thanks, Fitz! Really glad to hear it. :)

14
Thanks guys!

The horrible real life events that inspired the game were definitely worth making a game about.


I can't even finish my background in 6 days (sniff :~( )

The key to making a game in one week is starting strong and then just constantly dropping your quality standards as the week progresses. Plus insanity, lots of it. :)


15
Selmiak,
Spoiler: ShowHide
There's one more exact time mentioned in the notes you've picked up.

Sorry about the scrolling issue. I'll have to keep that in mind for future projects.


But my name isn't Marie... :confused:
It will be once my lawyers are done with you!

16
Hello, you guys! It's been a while since my previous adventure game. I know most of you have been anxiously awaiting for my next project!

*crickets*

Well, that still doesn't change the fact that we made a quick little point & clicker in roughly six days with a team of four. So here it is:


Made with Unity using Adventure Creator, created by Chris Burton, ICEBOX Studios (IceMan).

It's a short one so if you have a couple of minutes you want to spend doing some mysterious adventuring, this is the game for you!


Let us know what you think! ;D
Thanks!

17
Ooooh. So tempting. Unfortunately for me, the dates currently leading the poll are right in the middle of a big work deadline chaos. But at least I'll get to play all the games you guys make!

Holy crap, it's been four years since my last OROW and ten years since my first. So, this is basically the 10 year anniversary of OROW? WOOO! :=

18
Awesome, thanks!

19
If anyone's feeling adventurous, here is some sort of a plugin implementation, ready for testing. Documentation hasn't been updated. Requires AGS 3.3.
https://bitbucket.org/AJA/dialogdesigner/downloads/release-1.3-plugin.zip

Backup, backup, backup to be sure you don't break your valuable game. :)

And here's how you use it, roughly:
1. Copy AGS.Plugin.DialogDesigner.dll to your AGS directory.
2. Run AGS, open your project.
3. Double click Dialog Designer node in the project explorer tree.
4. Select Dialog Designer.exe.
5. Write your dialog.
6. File -> Export to AGS -> Settings -> Set the dialog name. (In this version, all these settings are dialog file specific!)
7. Make sure AGS is open and your project is loaded.
8. In Dialog Designer, select File -> Export to AGS -> AGS Plugin (or Ctrl+E)
9. Switch to AGS, there should be a pop-up saying the dialog was imported successfully. You should see the dialog in your tree view, and hopefully it will work.
10. To edit a dialog that you've already imported, open the dialog in AGS and double click on Dialog Designer in the project explorer tree.

Known issues:
- If you re-export a dialog that is already open in AGS (but is not the current active editor pane), the ui is not updated. Instead you need to close and reopen the dialog pane. I didn't find a way to fix this with the current editor plugin API since it has no way of accessing all the open editor panes. The active editor pane (if it's the dialog you're re-exporting) should be correctly updated.

20
Quote
Since July 2013 there has been the IRePopulatableComponent interface which is implemented by editor components which can have their child nodes repopulated (e.g., the DialogsComponent). [...]
Cool. Might have to take a look at some point to see how much work integrating it with AGS will be.

[edit]Well, seems to be working fine with AGS 3.3.3! Just needs some ui for defining the name of the dialog and it's pretty much ready for testing. Pretty good for three hours' work.[/edit]


Quote
You shouldn't put the compiled binaries into the repository [...]
Yeah, you really shouldn't. Imagine the fun times I had committing ~1GB (uncompressed) binaries of Barely Floating a couple of years back. :)

Anyway, I put them there for convenience reasons since it was a private repo. But since it's not anymore, I figured out some way to automatically upload the binaries to bitbucket whenever I push my changes to the server. Seems to be working ok, unfortunately it doesn't overwrite the old files and I gave up trying to get my script for deleting the old ones working (stupid bitbucket doesn't have a rest api for downloads :(). Anyway, 1.3 branch no longer contains the binaries.

Pages: [1] 2 3 ... 27