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GetRoomMask() for Walkbehinds in game resolution #1883
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Did you test if it really works in this way? In the past I copy pasted the plugin docs from the website without testing. I think the comment there is from a special case, in the past AGS had only two resolutions, 320x200 and 640x400. That part of the docs is probably just incorrect. Opened an issue here: adventuregamestudio/ags-manual#212 |
The documentation is wrong, and refers to the very old quirk in AGS engine. Back in a day AGS did not use proper graphics scaling to the window size, and instead scaled whole game coordinate system. So, running 320x200 game scaled x2 would actually scale not only the gfx, but also the inner logic. Today all this is in past, and game's logic always works with the native coordinates. If, on another hand, it still works as mentioned there, I believe this should be considered a bug. So, testing is required. For the reference, this quote is from plugin API documentation: |
Hi, I did test this after I posted and it does seem to be 320x200. Do you think it would be possible to update the docs? |
Yes! I am updating. In this specific case, afaict the mask is the specific size of the mask, which is usually the size of the room, but in newer ags versions you can actually have a smaller walkable area mask that gets stretched/upscaled, but in the plugin you will get it's original size. Resolution doesn't play a part. |
Thank you! Much appreciated!
Thanks for all the great work, everyone!
…On 06/01/2023 22:48, Érico Porto wrote:
Yes! I am updating. In this specific case, afaict the mask is the
specific size of the mask, which is usually the size of the room, but
in newer ags versions you can actually have a smaller walkable area
mask that gets stretched/upscaled, but in the plugin you will get it's
original size.
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Thanks for pointing this! Updated this specific topic here: https://github.com/adventuregamestudio/ags-manual/wiki/EnginePluginRun-timeAPI#iagsenginegetroommask Will look into other outdated mention to resolutions. |
Is this a good place to ask about how walk-behinds are drawn in the engine?
I tried looking in the code but I am not sure I understood.
On 06/01/2023 22:54, Érico Porto wrote:
Thanks for pointing this! Updated this specific topic here:
https://github.com/adventuregamestudio/ags-manual/wiki/EnginePluginRun-timeAPI#iagsenginegetroommask
Will look into other outdated mention to resolutions.
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Regards,
Walluce Pinkham
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It is probably best to ask things in the forums explaining what you are trying to do. From what I remember they are made into overlays and drawing using the script functions magically rebuilds them, but the plugin api I don't think it works this way, so in case you want to edit them, you may need to invoke the script api to draw a single pixel somewhere to trigger the rebuild of the walkbehinds masks. But this is better to explore in the forums. |
Will do, thanks
On 06/01/2023 23:14, Érico Porto wrote:
It is probably best to ask things in the forums explaining what you
are trying to do.
From what I remember they are made into overlays and drawing using the
script functions magically rebuilds them, but the plugin api I don't
think it works this way, so in case you want to edit them, you /may/
need to invoke the script api to draw a single pixel somewhere to
trigger the rebuild of the walkbehinds masks. But this is better to
explore in the forums.
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Walluce Pinkham
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Describe the problem
I would very much like to use the walk-behind mask in my plugin, but I can't because according to the documentation:
Suggested change
Can we please have a walk-behind mask that is in the 320x200 resolution?
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