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Messages - tzachs

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1
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 16 Apr 2013, 22:01 »
It didn't reproduce to me, so I guess it's related to your computer.
As CW suggested I changed the mark time of the save to be just before releasing the file.
I commited this change to git.
Please use it and see if it solved the issue for you.

In other news, I'm going away on a three weeks vacation (New Zealand, yay!), so I won't be able to help out with bugs in the near future..

2
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 15 Apr 2013, 11:23 »
Yes, but first I want Joseph to confirm that this is really the issue, I don't want to fix something if it's not broken (maybe CJ had a reason to program it like that, I don't want to needlessly break something).

3
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 14 Apr 2013, 20:54 »
BUG REPORT: Clicking "Find usage" on the automatically generated VIEW1 says "No usage found" but when I try and delete it, it (rightfully) complains about being the normal view for the, also automatically generated, EGO character.
Currently "Find all usages" find the usages in the scripts (including dialogs).
I'll think of how to add other types of existing links for future releases.

Quote
BUG REPORT: Importing a sprite, creating a room object, clicking the "..." in the image property, picking the imported sprite doesn't actually change the image property. It leaves it at the default value (0) and hides the object properties in a rather weird fashion.
That's my bad, issue is now fixed in git.

Another BUG: Whenever I edit a script file and then save the game or run it, the editor tells me that the script was modified by an outside editor. When I click ok to reload, it crashes the Editor.
My only theory is this (of why the message was shown):
When the editor gets an event from the OS that a file was changed, it doesn't know if it is changed externally or from within the application.
So it does the distinction by marking each script with the last time that it started an internal save, and then when it gets the event it checks if two seconds have elapsed from the last save time.
So, if for some reason saving the script from the editor takes you more than two seconds it would think it was changed externally even though it wasn't.
Maybe you have a very big script file? Or work with a very slow hard drive?

4
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 07 Apr 2013, 12:00 »
About renaming: I had to rename a character once (with 3.2.1) and search-replaced it all over the project. However, this didn't get me the occurencies in the dialog topics. I only found that one later on :( Could this be included in the search?
Yes, dialogs are included in this (and the previous) version.

5
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 06 Apr 2013, 11:22 »
(I also second Selmiak's call for a project-wide rename feature. I change my mind about variable names constantly, and always worry about breaking references.)

Well, you have project wide "Replace All" which is pretty close to rename (if you use long and descriptive names then 90% of the time it will work every time)... Rename is harder to program since you have to know the context of what you're renaming and there are a lot of edge cases.

6
Rating, and pasting your review into the comments field, would be helpful.  A lot more people are likely to see your opinions if they're on the main site than if they're hidden away on the forums!

Crazy feature suggestion: Maybe there's a way to integrate the game's comments with the completed game forum thread comments?
One way, for example, would be not to allow creating new threads in the "Completed Games", and automatically create a thread for each new game entered to the database.
And then allow adding comments (and rating) from both the forums and the game page and synchronise between them.
If this could be done, it would be super cool...

7
Editor Development / Re: New editor version for testing
« on: 04 Apr 2013, 18:41 »
I haven't looked at it.. Just made a fix to the critical issue so that CW could release the beta.

8
Editor Development / Re: New editor version for testing
« on: 04 Apr 2013, 07:33 »
@Crimson Wizard: Yes..
@SpeechCenter: What exception?

9
Editor Development / Re: New editor version for testing
« on: 03 Apr 2013, 12:25 »
Thanks, fixed this in Git.
Saving the layout file to the app data folder (as described by Microsoft's best practices) instead of the executable folder, so it should work now...

10
Editor Development / Re: AGS crashes when opening scripts
« on: 27 Mar 2013, 21:34 »
Like CW, I tried your project and it worked fine.
Do you by any chance have a non English Windows?
Another possibility, is there a chance you have some other software which uses scintilla (the text editor used by AGS)? Maybe you have another scintilla version downloaded which gives different results or something weird like that...

Also, can you try this version and see what happens?
http://www.mediafire.com/?sl5vly8p0cycep9

11
Happy birthay Ghost and congragulations! I actually wanted Hubris to take it, I'm a little addicted to it now...

Also, congratulations to all winners and of course to Vince 12 getting 12 awards on 2012 (or so I've heard)!!

And I think I'll keep the tux for next year's awards, why waste it?

12
Damn it! They closed the front doors!
Ok, I'll try to sneak in from the back...

13
Completed Game Announcements / Re: 9 Months In- Now FREE!
« on: 11 Mar 2013, 15:46 »
Thanks for your comments (and your flawless Hebrew).  ;-D

Regarding your complaint about the points, this is actually a subject I find fascinating.
Apparently logic is a tricky thing. Give two people the same information and they'll reach different conclusions.

This is my line of logic that explains briefly what my intention here was.
Those extra 13 points are also puzzles in my mind. Maybe they're not puzzles in the traditional sense, and I appreciate people find it frustrating not knowing they missed some points, but this was part of the concept and design of the game in order to enforce the game's main message. Those were not put randomly, they were thought out like the other puzzles with solutions which I found logical (in the context of the game's world).

Basically everything that showed Sarah as willing to explore, investigate, gather more evidence, and cooperate
with the sincere desire of finding out the truth, is what takes her one more step into getting out of her fixed mindset and seeing the world as it really is.

And it was also meant to be hard, to convey how hard it is to get out of a fixed frame of mind.

I was totally expecting people to not get the full ending on their first play, and hoped that they will be
intrigued enough to try again and think logically (this is the tricky part) about their decisions and how they can impact Sarah's mental state toward a better understanding.

14
Completed Game Announcements / Re: 9 Months In- Now FREE!
« on: 09 Mar 2013, 16:19 »
Thanks guys for your feedback and criticism.
Regarding the ending, Kastchey was pretty much spot on, though if you haven't read it yet (and you have the time and desire) I'd recommend playing it again since it sounds like you didn't get the full ending.

Edit: oops, never mind, too late...

And if any of you are having trouble getting the full ending, I've published a walkthrough for it here.

As for the pace I'll try to improve for the next game, I can definitely hear you on the stairs part (and the fact that it's a terrible animation probably makes it even worse), I wanted to show it's hard for her climbing the stairs as a pregnant woman, that's why I've added the double click to skip part, I probably should have advertised it more...

15
If we agree that all assets will be under the project folder, then I think relative paths make more sense.

16
Well, folks that want to do that would still be able to name their files sprite1.png, sprite2.png, sprite3.png and use the arithmetic formulas.

17
which makes me question if we even need the sprite manager (thinking long-term here).
To cut image pieces, to define transparent colors, to import animated GIFs as a set of frames.
To provide sprite IDs.
The sprite IDs could be the file paths.
All the rest can be dedicated tools activated by menu items, no need for a dedicated window.

18
We could add an option in general settings to let the user decide.

I currently work a bit with Flash Develop, it uses the assets from the file system and it's definitely a lot more convenient. I think the major reason that it doesn't bother me is because all the assets are located under the project folder (in a separated Assets folder), so the distinction between in-game art and in-progress/backup art is quite clear.
No need for an "Import Sprite" at all, just putting the file in the folder is enough, which makes me question if we even need the sprite manager (thinking long-term here).

19
Completed Game Announcements / Re: 9 Months In- Now FREE!
« on: 06 Mar 2013, 11:12 »
  8-0      ;-D
Wow, fantastic!

20
That would require checking all the files every build for changes which might be problematic on a large project.

Not necessarily. You can use FileSystemWatcher, register for file changes events, and reload the sprites in the background.

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