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.


Topics - morganw

Pages: [1]
1
This seems to be broken:
http://www.adventuregamestudio.co.uk/stats.php
Code: Adventure Game Studio
  1. <html>
  2. <head>
  3.         <title>AGS Editor Version Stats</title>
  4. </head>
  5.  
  6. <body>
  7.  
  8. <h2>Total Unique Users: 0</h2>
  9. </body>

2
Editor Development / Editor usage stats
« on: 05 Apr 2018, 17:20 »
Are these still being stored somewhere, and are they publicly accessible?
(I would like to see them)

3
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).

4
Site & Forum Reports / SSL errors
« on: 06 Jun 2017, 22:38 »
It looks like there is a problem with the SSL certificate, it seems to issued for the wrong hostnames (rwdb.info and www.rwdb.info).
https://www.ssllabs.com/ssltest/analyze.html?d=www.adventuregamestudio.co.uk&hideResults=on

5
Site & Forum Reports / Dead link for "#AGS Quotefile"
« on: 12 Jun 2016, 18:27 »
If you go to http://www.adventuregamestudio.co.uk/site/community/ there is a dead link for "#AGS Quotefile". I'm pretty sure that complaining about the content of this page was on my to-do list (content seemed to be offensive for the sake of being offensive, doesn't seem a great way to promote a game engine or it's community) so I'm not sad it's gone, but I wasn't sure if anyone had realised that the link doesn't go anywhere now.

6
I wanted to run some tests for audio playback, and had problems with the following code:

Code: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aWavFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

I could start music by pressing Z, pressing X does nothing, pressing C displays 0.

I switched from using a WAV file to an OGG file and the same code works with no problems:

Code: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aOggFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

Pressing X now skips forwards and pressing C displays the current position. Is this expected behaviour or is this a bug? I haven't read anywhere that WAV files should be treated any differently, other than threading may be handled differently. I'm testing in 3.4.0.3 (Alpha).

Pages: [1]