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Messages - InfernalGrape

#1
Contents of room_RepExec are these, and they are needed to get things of Panorama to work (at least in my experience so far):

Code: ags
Panorama.StandardLookAround(mouse.x);
Mouse.EnableMode(eModePointer);
Mouse.Mode = eModePointer;
Mouse.Visible = true;

Yeah, I'm currently using eModePointer as default cursor, which is why I smiled a bit when you talked about LookAt in you example, and of course I was rewriting it back to Pointer in that case.
So, eh, the "Mouse.Mode = eModePointer; " should be culprit? I'll try moving it to load room or load game event and check... thanks...

EDIT:

Wow! @Khris thank you very much again. Looks like it was really a silly mistake of me putting cursor type choice in room_RepExec.
Now it finally works (also perhaps it was the reason I was not getting results with Module-native solution of SetCursorMapping function... will check that later).
I feel akwards now, but hopefully this might help others in case they'd do same wrong decisions as me... Learning is always a curved road, isnt it...

p.s.

I'm still wondering why my mistake placement was not affecting option from post #100 though (the one that won't allow animation, but still worked for cursor change... is it because mouse.SaveCursorUntilItLeaves is such a strong thing?).
#2
@Khris

Thanks. I feel like we're getting closer to truth.

Believe it or not, when I've added Display test where you've said, something happened.
The following took place: when I moved mouse over hotspot, that very message appeared and during that message the cursor was depicted as needed one (I've removed animations currently, but I still kept different sprite so I can confirm it was changed).

Then I removed Display line again, and tried to pay more attention to what happens.
Then I realized... it looks like, the change we try to achieve happens very briefly (like for one frame or something, during the very moment when cursor crosses the border between hotspot and non-hotspot part of screen) and then nullifies.
Like, I if focus my eyes I can see cursos being changed to the one it should be, however it happens with a blink of eye and goes back even though cursor position is still on top of hotspot.

Perhaps this might give you more ideas of what could be changed to fix it...
Thanks much for not letting it go and having patience to get report from me.
#3
Ok, I've tried again.

So, the placement is
Code: ags
function game_start()
{
 LocationType prevLT;
}

And

Code: ags
function repeatedly_execute_always()
{
  int x = Panorama.GetBackgroundXForMouseX(mouse.x);
  int y = Panorama.GetBackgroundYForMouseXY(mouse.x, mouse.y);
  int lt = GetLocationType(x, y);

  if (lt != eLocationNothing && prevLT == eLocationNothing) {
    mouse.UseModeGraphic(eModePntrAni);
  }
  else if (lt == eLocationNothing && prevLT != eLocationNothing) {
    mouse.UseModeGraphic(eModeLookAt);
  }
  prevLT = lt;
}

Right?
With that, I'm getting following error:
Code: ags
GlobalScript.asc(22): Error (line 22): undefined symbol 'prevLT'

Same results (with error referencing different line number) if putting 2nd part of code into rep.ex. instead of rep.ex.always portion of global script.

EDIT:

Ok, I've now tried to put " LocationType prevLT;" literally above rep.ex. block, outside of any of event partition blocks.
That gets rid of error, but also doesnt provide a working result of cursor change in game.  Later I also tried to bring back code from my post above to see if they work together, but guess your solution was meant to be independantly working.
#4
Thank you for suggestion!

However, when I tried using it, I ended up having errors (like "undefined symbol" in log output of AGS).
And when I tried to fix it (which was wrong, I'm sure, as i was trying to add those ints into header following some old examples with export/import lines), I got even more errors and gave up (don't forget I never was a coder, so all I do is looking for examples and trying to adapt them).

I guess this stuff is still a bit too advanced for me, so I'll try returning to it later perhaps.
But thanks for help, of course.
#5


What's Fibber's Summer?

It's a short interactive experience I've made for some local game jam around two years ago. It was my first experience of doing a project with Adventure Game Studio, so it's pretty small and simple. And during that jam we had just three days for completion. The theme of jam was "Nobody will believe you".

I was hesitating to post it here, however... I was getting nice feedback from friends and fellow participants who enjoyed it for being a surreal and funny. Also it was a project where I tried to flesh out a certain style of visual and sonic direction I had in mind. So I decided to share it here as well (which will also add a context to a project I'm currently working on that will be a next step from this, basically).

Hope you'll enjoy this small miniature. And if you'd have an interpretation of message/idea you felt from it, I'd be happy to hear (so far, various players were expressing different perceptions).

Download (4 mb)

Thanks!
#6
Some more adventures I have with attempt of continued work with Panorama 1.6 (haha!).

I was trying to get this working:
Code: ags
To have cursors change when over objects and hotspots, use
  Panorama.SetCursorMapping(mouseMode, nonAnimatedCursor, animatedCursor);
For example, to have the "Look at" cursor change:
  Panorama.SetCursorMapping(eModeLookat, eModeLookat, eModeLookAtAni);
where "LookAtAni" is a new cursor animated using a view.
Don't use the "Only when over a hotspot or object" checkbox on the
cursors as this will interfere with Panorama's behaviour.

However, I was not getting results.
In PanoramaDemo (which uses Panorama 1.2) it works though.

Anyway, currently I just decided to ignore this problem and instead went with simpler option like this (based on example I found on forum):
Code: ags
  if (Hotspot.GetAtScreenXY(Panorama.GetBackgroundXForMouseX(mouse.x), Panorama.GetBackgroundYForMouseXY(mouse.x, mouse.y)) != hotspot[0])
    {
    mouse.SaveCursorUntilItLeaves();
    mouse.UseModeGraphic(eModePntrAni);
    }

It works for me... though for some reason I can't make it use animation/view for cursor, so for now it's just a simple sprite change when hovering over hotspot - which satisfies me for the current moment.

But if anyone would be fiddling with it and succeeds more, please let me know...

Cheers  :grin:
#7
Thanks for reflections and details, LimpingFish. I've been replaying your games recently, they are indeed inspirational (though also you had more projects that were not completed in the end? Third game in vignette series "Wound", or that "Hallow" project... Would love to see those one day if possible).

I thought about approach you're suggesting, though seemingly PanoramaDemo is based on 1.2 version of module, and not 1.6 so would need to compare features and decide what't more important to keep.
Thanks as well with tips about viewpoint moving, will give it a try.
#8
"Build 3.5.1.17" for me.

By the way, if we are supposed to submit files to MS, which files are meant? Defender reacts like that on temporary files during compiling process, so normally you never have access to those files... Right?
#9
Happened to me as well just now.

QuoteBut have you sent a report???

Guess it's demand to log into your MS account that puts off people perhaps. I'm not sure if I remember mine, for example, as havent been using MS Office for a while already and never used hotmail.
#10
Crimson Wizard, thanks for stepping in. Sorry I was not seeing your message as I was still trying out things and updating my post with edits.
In the end, I've managed to get one of methods working by blindly experimenting with api/version options (details are in previous message).

"No errors but no result either" is what was happening (and still happens in case with overhotspot method).
To clarify, my game project does not use any templates like bass or verbcoin, as I thought it would be not a good idea to use them for project based on Panorama module, so maybe I lack something important in global script and don't know that  :confused:

I'm still a very new to AGS (before that I made a super simple thing based on BASS template and if/else inventory check puzzles), so please forgive my emotionality with this.
#11
Quote from: Kweepa on Wed 25/01/2012 19:34:04Issue 2 - I don't think OVERHOTSPOT works (LimpingFish might remember!). You'll probably have to write your own in the global script's repeatedly_execute function.


Label1.Text = Game.GetLocationName(Panorama.GetBackgroundXForMouseX(mouse.x), Panorama.GetBackgroundYForMouseXY(mouse.x, mouse.y));

I could never get this or overhotspot working. As i'm humanities/art graduate and not very much a coder, I feel helpless tbh (the whole ags experience for me is huge trial and error in the end, because it feels like 5% tutorials and 95% coding documentation and/or lurking forum posts of various years, so you go mad when even basic things you start struggling with...and even more stressfull when you're in a rush during game jam, sorry). Anyone been using panorama with ags 3.5+ and could help?

Additional info: I had to set script compatibility level to 3.2.1 otherwise it was giving me compilation error.

EDIT:
What the...?! I've randomly changed "script api version" from "latest version" to "3.4.0" and stuff finally works (meanwhile if changing to 3.2.1. or leaving it at latest version does not work). That's super crazy...
After some more experiments, it looks like it gets broken when you change "script api version" to 3.5.0 Final and above, meanwhile "script compatiility level" can be 3.2.x, 3.3.x or 3.4.x or even 3.5.0 Alpha and it works.

EDIT2:
To clarify, it's "Label1.Text = Game.GetLocationName" method that I've managed to finally get to work, but "@overhotspot@" still does not succeed.
#12
AGS Games in Production / Re: The Order
Thu 30/03/2023 22:52:41
Unique art direction here.
#13
AGS Games in Production / Re: REBOOT
Thu 30/03/2023 22:51:52
This looks really nice!
#14
Engine Development / Re: AGS engine PSP port
Fri 07/10/2022 19:56:41
Hi. So I have a PSP, which AGS version I need to use to make a game for it?

Is it 3.2.1 basically? Also, which build is best to use? JJS website is still available, but "build server" isn't anymore, right?

By the way, PSP Homebrew Development community just opened a game making jam that would last until 21 October. If anyone is interested.

P.S.
Also, is it possible to turn specific game into sort of standalone eboot instead of basically using AGS port as emulator where you choose needed game from inside?
#15
I've tried that module, and had to use older version of AGS to make it work (if i'm not mistaken - need to revisit and check).
Thankfully website provides different versions.
#16
I'm still learning AGS and don't know it fully, but I think it could fit your idea.
You can make player invisible so it becomes "first person view" and I think there are some ways to go change from one "screen" to "other".
#17
Suggestion: make "common" text in posts less tiny.

Maybe it's me having troubles with "dark grey" text insead of "black". Or maybe this font is really "tiny".
#18
Both "default" and "light" themes are too bright and aggressive for my eyes, while "dark theme" is too dark for my tastes.

Older forum look was more pleasing, imho.
#19
AGS Games in Production / Re: GIGANT
Mon 01/08/2022 22:50:41
Really like how it looks.
Looking forward the release.

#20
Oh, thank you!

Hopefully later documentation (e.g. the one on GitHub) will mention such a change.
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