Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - xenogia

Pages: [1] 2 3 ... 46
1
Editor Development / Re: AGS 3.3.0 BETA and WINE 1.5.29
« on: 03 May 2013, 14:58 »
You can run the game within the editor no problems, which is handy because what I was doing before was compile the game and the run the AGS linux runtime.

2
Engine Development / Re: AGS engine Linux port
« on: 03 May 2013, 10:36 »
I just realised what I'm talking about is not just anti-aliased sprites. But the whole filter.


Code: Adventure Game Studio
  1. gfxfilter=AAx3


Considering as you said it is a software render this isn't possible at all.


EDIT: Also to note - there is no vSync on AGS games under Linux.  I notice tearing during fade in and out transitions and in some animations.  Though if I run the game under Wine there is no tearing at all.

3
Engine Development / Re: AGS engine Linux port
« on: 03 May 2013, 00:18 »
Interesting it didn't work for me when I had the game display at x2 with Antialiasing enabled via the winsetup.exe program.  The reduced scaled sprites looked considerably uglier than when loading it up in Wine.

4
Engine Development / Re: AGS engine Linux port
« on: 02 May 2013, 13:04 »
I noticed that the anti-aliasing option under the Linux engine doesn't work.  Is there any reason why this doesn't work? Or is it just not implemented?

5
Editor Development / Re: AGS 3.3.0 BETA and WINE 1.5.29
« on: 02 May 2013, 00:23 »
Did you run the game in the Virtualbox environment as well or did you run that in Wine to test?

6
Editor Development / AGS 3.3.0 BETA and WINE 1.5.29
« on: 01 May 2013, 12:45 »
I thought I'd see if I could get the AGS Editor running under Wine 1.5.29 in Linux and I was succesful.  Runs absolutely great.

Here is a screenshot.


All you need to do to get it running is via WineTricks or PlayOnLinux install the following components.

  • VCRUN2005
  • VCRUN2008
  • GDIPLUS
  • DOTNET20

And viola it runs great.  I've test compiling, editing rooms, changing views, sprites, and coding and it all runs great.

I've also made a WineHQ app database request and I am just waiting for it be approved.

7
Adventure Related Talk & Chat / The 7th Guest: 3
« on: 07 Mar 2013, 23:34 »
Seems Trilobyte are back in action and are crowd funding the third 7th Guest game lazily named The 7th Guest: 3.

Here is the snippet from Shacknews.com

Quote
Trilobyte is making another 7th Guest, this time targeting PC, Mac, Android, and iOS devices. The game, titled The 7th Guest: 3, will be ready in the next 12-18 months. The sequel promises a whole lot of fan service for devotees of the original, and will include some staff from the original games.

Studio co-founder Charlie McHenry told Polygon that the game will once again take you to a spooky mansion, full of puzzles and artifacts to explore. This time the Stauf mansion is "something of a historical museum" as you work to uncover the fuller mystery of the older games. The game may be launching a Kickstarter campaign next month, depending on whether the studio finds other funding.

Reference: http://www.shacknews.com/article/78120/7th-guest-3-coming-to-pc-mac-mobile-devices

8
It's always great to see that people can make money of their AGS titles.  I've always supported commercial AGS titles and usually purchase them on launch day.  It's also nice to see that the low resolution restrictions on AGS doesn't impend on sales either.

9
AGS Games in Production / Re: Blackwell Epiphany
« on: 20 Feb 2013, 22:29 »
This game looks like the best visually out of the lot yet.  Ben has done a fantastic job :)

10
Adventure Related Talk & Chat / Re: Kentucky Route Zero
« on: 19 Feb 2013, 00:24 »
More in line with an adventure game,  it kind of combines old school text adventure elements into it.

11
Adventure Related Talk & Chat / Re: Kentucky Route Zero
« on: 18 Feb 2013, 22:43 »
I purchased it and I must say the episode really immerses yourself into its world.  The only downfall of the episode is that it is way too short, I finished it in less than hour.

12
Hi Guys,

Unfortunately due to time constraints I never finished Face of Corruption (if you remember it).  I still have it on my hard drive though so I will finish it sometime this year.  Anyway thought I'd post ma' music like Matt did a few threads down.  It is a lot different than his music though.  Check it out anyway, I would like to get your criticisms, comments, etc.

Xenogia (the guy that never finishes his games) ;)

http://transienceband.bandcamp.com/

13
Hints & Tips / Re: The Cat Lady
« on: 10 Dec 2012, 00:42 »
Was wondering how you actually solve the doll puzzle?  Never know if I actually did?

14
Completed Game Announcements / Re: The Cat Lady
« on: 05 Dec 2012, 00:36 »
IndieRetroNews: Cool:) Thanks for that!:)

Mati256: Thanks, this means a lot to me that even people who don't normally like horror can enjoy TCL;)

Mitzi is my favourite character too, always has been. What inspired me in her case is this music video by Porcupine Tree (this band has been one of my main sources of inspiration for many years now):

http://www.youtube.com/watch?v=AZiHTvtB118&playnext=1&list=PL3B6A10C68C34A013&feature=results_video

This unknown emo girl deserved to be developed into a fully fledged character, I though, because just her look alone tells a story, and a tragic one, too. It's strange that this kind of stories seem to interest me the most... because I assure you I'm not at all as grim as my forum name would suggest;) Anyway, this sad look of a lost teenager, faced with a cold dark world, and the train tracks- a way to escape and at the same time such a quick way to die...

That was the plan from the start- make people like her and care about her, so when something horrible- and inevitable- happens, it has a much greater emotional impact. And funnily enough, just played the last episode of The Walking Dead last night and God, was I glad there was no one home to see me fall to pieces as I said my last words to Clementine... "Don't be afraid" I said to her, just before she pulled the trigger...

Grim I thought it was just me and I was going mad, but I thought there was a Porcupine Tree influence in there.  Not only with the general vibe of the game but with the music as well.  I was definitely getting an In Absentia vibe throughout considering that game deals with death quite extensively.  I was expecting Collapse Light Into Earth to pop up somewhere.

15
Got my pre-order link yesterday and started playing it last night.  Up to Chapter 3 so far and it is awesome.  I have found a few bugs which I will submit, but other than that.  This game is probably one of the most enthralling AGS games I have played in years.

16
Editor Development / Re: New editor version for testing
« on: 10 Jul 2012, 01:15 »
I'm glad your making it more MONO friendly.  This gives me hopes for a better linux build.

17
Engine Development / Re: AGS engine (JJS) Linux port
« on: 05 Jul 2012, 13:55 »
BTW you have done an amazing job on this port.

18
Engine Development / Re: AGS engine (JJS) Linux port
« on: 05 Jul 2012, 13:30 »
My apologies I forgot to click smooth sprites, stupid me.  The crackling audio occasionally happens on load up, but it easily fixed by reloading Pulseaudio by doing the standard killall pulseaudio and it reloads itself and the issue disappears.


19
Engine Development / Re: AGS engine (JJS) Linux port
« on: 05 Jul 2012, 13:12 »
Also I noticed some wierd rendering issues in Blackwell Deception.  All I had the x2 filter in Windowed mode and this is what it looked like.


20
Engine Development / Re: AGS engine (JJS) Linux port
« on: 05 Jul 2012, 12:58 »
Thanks for that.  The games worked under that.  I did notice a few oddities though.  When I quit the game it didn't recover back to my default resolution of 1920x1080.  It just stayed 1280x800.  I'm currently using the latest Nvidia Blob (302.17).  I get this error msg in terminal.

Code: Adventure Game Studio
  1. X Error of failed request:  BadValue (integer parameter out of range for operation)
  2.   Major opcode of failed request:  129 (XFree86-VidModeExtension)
  3.   Minor opcode of failed request:  10 (XF86VidModeSwitchToMode)
  4.   Value in failed request:  0x360000d
  5.   Serial number of failed request:  6412619
  6.   Current serial number in output stream:  6412625
  7.  
  8. Error: the program has exited without requesting it.
  9. Program pointer: +9908  (write this number down), ACI version 3.21.1115
  10. If you see a list of numbers above, please write them down and contact
  11. Chris Jones. Otherwise, note down any other information displayed.
  12.  

Pages: [1] 2 3 ... 46