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Messages - morganw

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Engine Development / Re: AGS engine Android port
« on: Today at 00:45 »
I made another build, but it is not final work, just for the test:

I've tried this one and didn't have any colour issues, only problem was being unable to start games where graphics filter is 'undefined'. This didn't happen with every game though, so might be related to some settings not being read correctly?

Engine Development / Re: Test game
« on: Yesterday at 20:48 »
Has tzachs got any test framework for MonoAGS?

Engine Development / Test game
« on: 18 Mar 2018, 16:39 »
Have there every been any test games, which just implement and test all the scripting functions? The reason I ask, I've probably spent more time in AGS writing scripts to test than in ScummVM actually testing them. I imagine test scripts could also be useful for the normal branch, the cleanup branch, and for XAGE. I'd like to suggest that the GitHub repository hold a test game along with the demo game (or potentially just make the demo game be a function showcase/tester, rather than an actual game).

Site & Forum Reports / Re: Wiki manual pages out of date
« on: 13 Mar 2018, 22:08 »
I would think that if each new release was tagged on Github, and release binaries were also on Github, it would be possible to link everything so no-one has to be manually editing things when a new version is released. They have a REST API where you can query for the latest release and its download link, so worst case, you just query for the latest "stable" release and build static pages on the web server. The python requirement is for additional passes after conversion from LaTeX (so those changes could be done with sed or awk if you don't want python installed) but I imagine it wouldn't be too difficult to just make the intermediate HTML pages part of each release (so include a static HTML site as well as the CHM manual).

Site & Forum Reports / Re: Wiki manual pages out of date
« on: 13 Mar 2018, 18:18 »
What is there is terms of server infrastructure, now that TeamCity is gone?
If there is nothing but the webserver, can it pick up tagged releases with git or is it more generic/restricted web hosting?

When that window is closed it is calling
Code: C#
  1. spriteController.Refresh(); case a sprite was added in the selector. I'll take a look at it.

Concept: DBoyWheeler
Playability: Cassiebsg (and thank you for the encouragement)
Artistic Execution: Matti

Side note: I think Glenjamin's is the best combination of the three voting categories

On Windows 10 at least, AppData is also a user-specific folder.
These are not environment variables, so not the same location as %APPDATA%.

It is probably also worth noting, these sample positions do not account for stereo (so don't multiply by two, to account for samples on the left and right channels).

Maybe it could work with mind mapping software, like Freeplane or FreeMind?

This is also complicated by built-in redirection in Windows, where writes to some un-writeable paths are redirected into the user profile without the user knowing. So potentially, when reading a relative path with no token it may actually be checking $APPDATADIR$, then any write which was redirected into the user profile when you tried to write to $INSTALLDIR$, and then $INSTALLDIR$. Personally I would say, leave what it is doing now as the default. There is an attempt to make old games work, you can never know in advance if the installation directory is writable, and people don't usually know about the redirection that is built into Windows. To be more flexible, you could just add one new game option with three file redirection options:
  • Redirection on (current rules apply)
  • Redirection off in debug mode only
  • Redirection off
In your case (editing game data while making the game), you pick the second one.
If you want to release the game like that and not have to remember to switch redirection options, you pick the third one.

I also enjoyed this; very engaging.

"4 American footballs, out of 5".

Competitions & Activities / Re: BACKGROUND BLITZ: Eerie
« on: 21 Feb 2018, 21:14 »

Hopefully this qualifies for something...

** edit **
ags-help.chm doesn't seem to work? Everything is blank...
If launching from the editor and the file is flagged as coming from the Internet, it should offer to remove that flag for you. It you are opening it directly you would have to clear it manually. I wrote some instructions here (ignore the page title, the content was originally incorrect). The short version: right-click the file, choose properties, then click unblock.

Beginners' Technical Questions / Re: Graphic Driver
« on: 26 Jan 2018, 21:08 »

Quote from: Code comments in the window validation function
// MS Windows DirectDraw and Direct3D renderers do not support a window
// which exceeds the height of current desktop resolution

Engine Development / Re: AGS engine Linux port
« on: 26 Jan 2018, 19:57 »
Do you think the built in Allegro 4 OpenGL wrapper would be usable?

Engine Development / Re: AGS engine Linux port
« on: 26 Jan 2018, 00:02 »
I found that fullscreen slowdown seems dependent on the graphics driver, as I lost all fullscreen slowdown when switching from on-board AMD graphics to an old AMD card. Is it still slow if scaled and using fullscreen mode, rather than a window? Otherwise the only solution I found was to change to a lower desktop resolution to remove the need for scaling.

I did go through the engine code to check where the slowdown is, and it did just seem to be the actual drawing to the display that caused the majority of the CPU load. I did change one thing which may drop CPU usage slightly (about 5 - 10% for me) so running on a recent engine build might give a slight improvement. You might suggest they try building the engine, as I would imagine someone using Arch would be okay with doing that.

Beginners' Technical Questions / Re: Mouse Click
« on: 25 Jan 2018, 19:53 »
Actually, making your own timer doesn't seem possible as you can only retrieve the time as an integer.
Did you mean "as seconds"?
Yes, DateTime.RawTime returns an integer, so it wasn't as 'raw' as I was expecting.

Beginners' Technical Questions / Re: Mouse Click
« on: 25 Jan 2018, 19:03 »
Actually, making your own timer doesn't seem possible as you can only retrieve the time as an integer. So for a different approach, I tried to fake it by smoothly decreasing the bar width on each game tick and set the width on the click event (but including a slight random element).
Code: Adventure Game Studio
  1. int STEP = 1;
  2. int TARGET = 0;
  3. int START = 200;
  5. function repeatedly_execute_always()
  6. {
  7.     if (BtnBar.Width > TARGET)
  8.         BtnBar.Width -= STEP;
  9. }
  11. function room_AfterFadeIn()
  12. {
  13.     BtnBar.Width = TARGET + START;
  14. }
  16. function BtnBar_OnClick(GUIControl *control, MouseButton button)
  17. {
  18.     if (button == eMouseLeft)
  19.     {
  20.         int step = Random(3) + 10;
  22.         if (BtnBar.Width <= 585 - step)
  23.             BtnBar.Width += step;
  24.         else
  25.             Display("Win");
  26.     }
  27. }

You might have to tweak the numbers, but this way it isn't relying on the mouse events to directly work against the resizing of the bar.

Beginners' Technical Questions / Re: Mouse Click
« on: 24 Jan 2018, 20:56 »
As far as I know, the built-in timers are linked to game ticks and the time between ticks can increase depending on computer load and vsync settings. It would probably be more predictable to implement your own delta time (so check the time on each tick and increment a variable based on the time that has passed) as it will account for engine slowdown. You could also use a random element based on the bar width, so that it is easier when the bar is emptier and give some element of chance when you need to be clicking faster.

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