Close, very close, LameNick! But PaxAnimo nailed it

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Show posts MenuQuote from: lorenzo on 02 Mar 2022, 18:51
This show looks so strange!
Quote from: lorenzo on 02 Mar 2022, 18:51The last image with the beds made me think of Pink Floyd's A Momentary Lapse of Reason cover.
Anyway, I obviously have no idea of what show it is
Quote from: Mandle on 26 Feb 2022, 02:18It's a miniature set? Even if I go to full-size it's very hard to tell. If it's a miniature it's incredibly good!
Quote from: LameNick on 23 Feb 2022, 11:17Quote from: Laura Hunt on 22 Feb 2022, 19:05BINGO!!! To me its an absolute gem. Though anyone who wants to check it out I tell ya, beware! its sharp, its heavy, its dark and its probably cursed.
omg this is JAM!
Quote from: Skeevy Wonder on 25 Dec 2021, 08:50
The Third Policeman was really good though I'd have to read it again to know if I'd count it among my favourites.
Quote from: N0ra8 on 16 Feb 2022, 14:54
I don't have a favorite genre, but I do have favorite authors and books. Here are some of them:
Foucault's Pendulum by Umberto Eco
The Baroque Cycle by Neal Stephenson
Cryptonomicon by Neal Stephenson
Ubik by Philip K. Dick
Villa Incognito by Tom Robbins
Hopscotch by Julio Cortázar
One Hundred Years of Solitude by Gabriel García Márquez
If on a winter's night a traveler by Italo Calvino
One Flew Over the Cuckoo's Nest by Ken Kesey
Quote from: eri0o on 13 Feb 2022, 09:18
I meant more there's an hyphen in your game dir, after a space character, I don't know if this may trigger something somewhere to think the directory may be a parameter. (Yes, I should escape characters as needed, but I am still writing the escaping code so for now it's not good :/)
Quote from: eri0o on 13 Feb 2022, 09:18
Anyhow, if you set the password for the keystore and the keystore location in the AGS Editor -> Preferences -> Advanced -> the things under Android, when setting the Android Keystore path the Editor do checks to see if it's really there. There's also a very weird thing that Android Studio asks now is that the keystore and the key passwords are the same. I haven't tried using different ones to see what kinda of error message it outputs. I am out of home now, will check when I get back.
Quote from: eri0o on 13 Feb 2022, 08:50
@Laura Hunt, I will investigate, it may be something like special characters on path, spaces on a folder name or something else not related. I will try to reproduce here and see if I can figure it out.
Quote> Task :app:validateSigningRelease FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':app:validateSigningRelease'.
> Keystore file 'C:\Users\xxxxx\Documents\AGS Projects\ioawn4t - Android\Compiled\Android\mygame\app\Γ?¬C:\Users\xxxxx\keystore.jks' not found for signing config 'release'.
Quotesymbol: variable key_ctrlx
location: class id
C:\Users\xxxxx\Documents\AGS Projects\ioawn4t - Android\Compiled\Android\library\runtime\src\main\java\uk\co\adventuregamestudio\runtime\AGSRuntimeActivity.java:238: error: cannot find symbol
} else if(id == R.id.exitgame) {
^
symbol: variable exitgame
location: class id
C:\Users\xxxxx\Documents\AGS Projects\ioawn4t - Android\Compiled\Android\library\runtime\src\main\java\uk\co\adventuregamestudio\runtime\AGSRuntimeActivity.java:240: error: cannot find symbol
} else if(id == R.id.toggle_keyboard) {
^
symbol: variable toggle_keyboard
location: class id
C:\Users\xxxxx\Documents\AGS Projects\ioawn4t - Android\Compiled\Android\library\runtime\src\main\java\uk\co\adventuregamestudio\runtime\AGSRuntimeActivity.java:251: error: cannot find symbol
return R.menu.default_ingame;
^
symbol: variable menu
location: class R
Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Quote from: barnacleboy on 12 Feb 2022, 13:33
Also, if I do a Say at the same time as a SayBackground is being displayed, it disappears...is there any way to avoid that?
game.bgspeech_stay_on_display = 1
Quote from: Crimson Wizard on 04 Feb 2022, 06:59
Updated to Alpha 17
(use download links in the first post)
- Added Character.IdleAnimationDelay property to let setup idle view's animation speed.
- Added Cursor.AnimationDelay property to let setup cursor's animation speed.
- Rooms created from a Blank template will now have default background of a game's resolution.
- Editor no longer prevents exporting string arguments from Get/SetTextProperty calls to TRS file.
- Fixed Custom properties' default values were not exported to translation.
// The normal font to use - DEFAULT or font number
//#NormalFont=DEFAULT
// The speech font to use - DEFAULT or font number
//#SpeechFont=DEFAULT
// Text direction - DEFAULT, LEFT or RIGHT
//#TextDirection=DEFAULT
// Text encoding hint
//#Encoding=UTF-8
// Text encoding hint - UTF-8 or ASCII
//#Encoding=UTF-8
Character* birdscarers[20]; //or whatever the number of characters that can interact with birds ends up being
birdscarers[0] = cHector;
birdscarers[1] = cPedro;
birdscarers[2] = cMaria;
//etc etc etc
for (int i = 0; i<20; i++) {
if (birdscarers[i].x >= cBird.x - 20 && birdscarers[i].x <= cBird.x + 20) { //HERE GOES THE ANIMATION CODE AND WHATNOT }
}
for (int i = 0; i < Game.CharacterCount; i++) {
if (character[i].x >= cBird.x - 20 && character[i].x <= cBird.x + 20 && character[i].GetProperty("scaresbirds") == true) { //HERE GOES THE ANIMATION CODE AND WHATNOT }
}
Quote from: Crimson Wizard on 30 Mar 2022, 15:34Quote from: Laura Hunt on 30 Mar 2022, 08:21Quote from: Crimson Wizard on 29 Mar 2022, 23:14It also might be that the new "import ttf" dialog is also wrong, and should be designed differently. As an option it may be reversed to its old looks if it was more correct.
It could be an option, yes. So far, the "Import at font's point size" option hasn't done anything for me in most cases. How does AGS calculate the font's point size anyway, given that, as you said above, a true vector font doesn't really have a specific/default point size?
I think there may be a misunderstanding too. "Import at font's point size" also uses the number field, it tries to import the font at the typed size. But it uses "point" term incorrectly, as it seems. So the correct title would be "Import at this font's size".
The difference between two these options is that the first option imports at the size given by user, and the second searches for the font size that results in particular full font height (ascender + descender).
I may either remove the second option if it's not useful, or reorganize fields to make it more clear that both options use the number field.
Quote from: Crimson Wizard on 30 Mar 2022, 15:34Quote from: Laura Hunt on 29 Mar 2022, 23:14But at least this confirms that AGS is calculating the total font height correctly as 14 (when the "resize ascender" option is active).Erm, this particular option is a backward compatibility feature, and is meant mostly for fonts which made specifically for AGS in the past. Because ascender is resized to match the demanded font size, this option may result in font glyphs being drawn lower, adding vertical space above the letters.
The problem with 3.6.0 is that it still uses unmodified templates from 3.5.*, and therefore when you create your games all the properties are adjusted for importing these older projects.
We need to update the templates to have the recommended settings for 3.6.0, with "resize ascender" off, and other changes.
Quote from: Crimson Wizard on 29 Mar 2022, 23:14
I'm not certain if I understand this. AFAIK the TTF is not supposed to have a fixed pixel size itself, its pixel size depends on the point size it's used at, as well as some characteristics.
In the description it sais "font is designed to be displayed at 11px and multiples thereof", but afaik that does not mean that "the font is 11px".
Quote from: Crimson Wizard on 29 Mar 2022, 23:14Where may I see the information about point size 8 corresponding to 11px?
Quote from: Crimson Wizard on 29 Mar 2022, 23:14It also might be that the new "import ttf" dialog is also wrong, and should be designed differently. As an option it may be reversed to its old looks if it was more correct.
Quote from: Crimson Wizard on 29 Mar 2022, 23:14
UPDATE 2: Running under debugger, i can see that when the font is imported with the size "11", its data sais "size 11x11". However the font rendering library calculates final size by summing "ascender + descender", which results in a higher height (13). AGS uses this reported number to show as "Font Height".
What puzzles me further is that under the same circumstances the actual size of letters on screen (tested by screenshot) could be 14px (capital letters).
Perhaps, 11x11 is some kind of a control size, not directly related to particular letter(s).
Quote from: Crimson Wizard on 29 Mar 2022, 22:26
Please check the value of "TTF font adjustment" property?
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