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Messages - abstauber

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Ultimately that allows to set up your game around the module without having to modify the module's code (that would not be a problem with other languages, but with AGS it's a nightmare to have to re-import and re-modify an imported third-party module every time it's modified by its creator)

Manually editing the CDG.init() function was the never the intended way of using the module. All variables inside the CDG struct are accessible from everywhere, so you can modify the dialog GUI from every script below the dialog script. So if you do the setup in game_start inside the globalscript (like you do now), you still will be fine, even if the module code changes.

To be honest, the best way of handling / designing custom dialogs would be inside the AGS Editor :P

General Discussion / Re: AGS Image Host?
« on: 27 Jul 2018, 13:35 »

...and probably a few more member hosted platforms came and went. The only thing that would make sense in my eyes is to support direct image uploading in the forums. But that would cause even more traffic and generate costs for AGA and so on.

Yes, the repo is up to date, I just added the tag for 1.6.3 belatedly.
I am still pondering about your pull request though. I agree that it's not very elegant to define all the settings in one giant init function and your code clean up sure is nice. On the other hand it doesn't seem very user friendly or at least I'm a bit concerned that it's so complicated that it might put users off

So instead of this
Code: Adventure Game Studio
  1.     CDG.uparrow_img     = 124;
  2.     CDG.uparrow_xpos    = 137;
  3.     CDG.init();

you have to do that
Code: Adventure Game Studio
  2.   int spriteSettings[] = CustomDialogGui.GetDefaultSettings_Sprites();
  3.   spriteSettings[eCustomDialog_uparrow_img] = 124; //custom sprite for up arrow
  4.   spriteSettings[eCustomDialog_uparrow_hi_img] = 137; //custom sprite for highlighted up arrow
  5.   CDG.ApplySettings_Sprites(spriteSettings); //apply the changes
  6.   CDG.init();

And for every other settings group you need to create a new array. So what's the benefit apart from coding zen ;)
Anyone else has an opinion on this?

Sorry for accusing AGS: I messed up :X.
I forgot to set info.HasAlphaChannel = true;

In line 382 (function dialog_options_get_dimensions) add this

Code: Adventure Game Studio
  1.   if ((CDG.bg_img_transparency > 0 || CDG.bg_img_transparency == -1) && CDG.bg_img!=0 ) {
  2.     info.HasAlphaChannel = true;
  3.   }

@imsomnia212 I can replicate this, but I'm clueless why it isn't working anymore. Drawing images with an alpha channel used to work on dialog GUIs - at least in 2017. I'm trying to find out in which version of AGS, this feature broke again. It never broke, see below ;)

Thanks for the feedback, although it seems like I'm a little late to jump on the bandwagon.
I admit the main inspiration came from my mobile phone - not to mention the inkscape tutorial. :)

And who knows, maybe even pixely Win 3.11 icons might see a comeback :)

General Discussion / Re: Kiddens - Mittens with Kids
« on: 21 Jun 2018, 21:41 »
Me and Christina are of course interested as well. We had a great time hosting cat and her family! To be honest it almost felt like a tiny real mittens including "show and tell", geek talk and all the positive atmosphere.

@CaptainD: I just bought your game and once hopefully more people will do it you'll join us in no time :-D
But I actually bought it since cat highly recommended it to me.

I honestly haven't worked with submodules yet, but from what I've read it seems like a good solution. Of course I'd have to start with using tags, releases and such :)

I tried to give this a go as well.

Here's a quick test:

Tweaked the gradient       |       Made the cup take up more space of the square


one last edit with the classic CJ cup:

Source in Inkscape in case anyone likes to tinker with it.

Would it be possible to update the 9 verb template? The one shipped is a tad outdated. Also I would love to see the Tumbleweed template included as well.


Here's a small bugfix release. I actually fixed this in the repo months ago, but forgot to compile a new template. So here it is :)

General Discussion / Re: Incredibly sad news
« on: 13 Jun 2018, 11:30 »
Very sad news indeed. My sincere condolences to everyone close to him

Great that you've sorted it out.

And since we're at it, I've added the fixes to Github and updated the template.
So after over a year in RC state, I now proudly call it 1.0 :-D

The Rumpus Room / Re: Name the Game
« on: 02 May 2018, 08:59 »
Hehe, you got it. I initially searched for a screenshot of 'Heart of China' when I stumbled upon this one :)

The Rumpus Room / Re: Name the Game
« on: 30 Apr 2018, 14:08 »


The Rumpus Room / Re: Name the Game
« on: 30 Apr 2018, 12:31 »
Whoops, I almost forgot my turn. Sorry!

Sorry for necroposting, but shouldn't this belong in Modules & Plugins? Otherwise I doubt anyone would ever find this new template.

Btw. great work everyone. This turned out really nice!

A good thing, that I called this a release candidate ;)

Here's your bugfix.

In globalscript.asc at line 25 edit your code like this:
Code: Adventure Game Studio
  1.   if (keycode == eKeyF5) {
  2.     //gOptions.Visible=true; // F5 - OPTIONS
  3.     Verbs.UpdateActionBar();
  4.     OptionGui.ShowOptions();
  5.   }
That fixed the issue for me.

The Rumpus Room / Re: Name the Game
« on: 24 Apr 2018, 17:58 »
Isn't this Revenge of Shinobi on the Arcade?

Hi and thanks for the kind words.

Without testing it I'd say you need to init the door object every time the room loads.
GetDoorState just return the state of the door, but doesn't apply it. InitObject does both: it get the state and modifies the object if needed.

Code: Adventure Game Studio
  1. Room_First_Load {  
  2. //Set up a doors with ID 20 and set it to open
  3.  Doors.Setdoorstate (20, 1);
  4. }
  7. Room_Load{
  8.  //check if door is closed or open
  9. Doors.InitObject (20, oDoor.ID);
  10. }

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