Any news about how the 3.6.0 is going to be released? I'm longing to change from 3.5.1 and enjoy the new features included.
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Show posts MenuQuote from: Crimson Wizard on 14 Dec 2021, 00:19With the ID is working.
This is strange. I might test this out myself, but in the meanwhile, would that work if you check ID instead?
i.e.Code: ags
if (this.ID == Sara.ID) { anim_view = 242; }
Sara: Bla bla bla bla.
option-on 1
function MySay(this Character*, const string text) {
// Starting up
int anim_view;
if (this == Sara) { anim_view = 242; }
else if (this == Kovacs) { anim_view = 526; }
else if (this == Mel) { if(Mel.View == 548) {anim_view = 467; }}
Display("%d",anim_view);
// Running speech
this.LockView(anim_view); // lock to speaking animation
this.Animate(this.Loop, 3, eRepeat, eNoBlock, eForwards);
this.Say(text);
// Ending
this.UnlockView(); // unlock back to current view
}
Quote from: Crimson Wizard on 13 Dec 2021, 02:16It is running with changeview so far, but I will use lock if it is more correct. I meant "mugshots".
First of all, this code looks wrong, because for proper behavior you need to call LockView, not ChangeView, before Animate (and then UnlockView). But I'm not certain what other actions are playing at the same time (are you also playing some portraits simultaneously? if this is what you've meant by "mushots"...)
Quote from: Crimson Wizard on 13 Dec 2021, 02:16Thanks for the suggestion. I didn't know it was possible to set a custom dialog script.
In any case, my suggestion is to not start animation in the repeatedly_execute, but instead write a custom Say function that runs everything, and use that for speech.
If this is only for particular character / certain moments, then may use this function explicitly in dialogs. But if it's for all the characters in game, set up "Custom Say function in dialog scripts" in General Settings -> Dialog section: then this function will be used instead of Say to replace common dialog lines.
The example of how the function may look like:Code: ags
function MySay(this Character*, const string text) {
// Starting up
int anim_view;
if (this == Sara) { anim_view = 242; }
else if (this == SomeoneElse) { anim_view = xxx; } // etc
// Running speech
this.LockView(anim_view); // lock to speaking animation
this.Animate(this.Loop, 3, eRepeat, eNoBlock, eForwards);
this.Say(text);
// Ending
this.UnlockView(); // unlock back to current view
}
Then it may be used likeCode: ags
player.MySay("text");
Sara.MySay("bla bla bla");
if (Sara.Speaking && !Sara.Animating) {
Sara.ChangeView(242); //Change to speaking animation
Sara.Animate(Sara.Loop, 3, eRepeat, eNoBlock, eForwards);
} else if(!Sara.Speaking && Sara.View == 242) {
Sara.ChangeView(244); //Change back to walk animation
}
Quote from: nightmarer on 29 Nov 2021, 14:32BTW I sent you the videos through Discord
Not sure from which build started, but I will provide you a video.
Quote from: Crimson Wizard on 30 Nov 2021, 02:10I'm afraid it didn't change the size of the asprset.spr. Do I need to do anything or just run it?Quote from: nightmarer on 29 Nov 2021, 14:32
Not sure from which build started, but I will provide you a video.
Actually, I've been testing some of my own games, and it looks like similar thing happen if you have a room without any imported background, then there's a 320x200 magenta rectangle drawn instead of regular black one.
Meanwhile, I made an experimental build that lets select a "LZW" compression for sprites:
https://www.dropbox.com/s/d51t7xnmnwfkzh8/ags-3.6.0--experiment-spritelzw.zip?dl=0
it replaces regular "Compress sprites" option to "Sprite compression type", which has None / RLE (current) / LZW.
Could you check that out and see what difference does this make to your game sprites? I tried this with my games, but the effect was kind of small (but my largest sprite file is around 15 mb).
NOTE that it's best to use this on a side copy of a project, not the main one.
If this does not help much then I may look into adding Deflate (compression used by PNG) or else.
Quote from: Crimson Wizard on 28 Nov 2021, 23:56Quote from: nightmarer on 28 Nov 2021, 23:32
Any update about the PNG compression for this new version?
If you mean changing the compression method for the game sprites, there were no actual plans for this within 3.6.0.
EDIT: ags currently has a ready support for LZW compression which is used with room backgrounds for some reason. It might be curious to experiment also using this with sprites (optionally, if certain setting is on) and see what compression rates it can achieve and what will be a perfomance impact.
Quote from: Crimson Wizard on 28 Nov 2021, 23:56Quote from: nightmarer on 28 Nov 2021, 23:52
BTW I see at the beginning of my game that the black background, which it was blac at 3.5.1 now is pink.
After that everything is fine.
Do you mean the room's background, or before the first room fades in? Does this depend on the graphics driver selection?
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