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Messages - Chicky

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1
I tested eriOo's hypothesis as suggested by tzachs and it has resolved the issue. In windows 10 I right clicked the game's exe, clicked Properties, clicked the compatibility tab then 'Change high DPI settings', ticked the box for 'Override high DPI scaling behaviour' and set the drop down 'Scaling performed by:' to Application.

So it seems this is a Windows thing causing the issue, however I've not had the issue with any other games on this laptop and neither has the tester who also experienced it. It's good to know there's a fairy straightforward fix but it's still a bit of a poor first impression for those affected when booting the game. Maybe I've just been unlucky (one out of seven testers experiencing the issue) but is it something that can be fixed on the AGS side of things? Or would you recommend just setting it to 'Scaling performed by: Application' before deploying the game?

Apologies if these are dumb questions, just want to make sure I've covered all bases ready for releasing the game!

2
So much nostalgia when Semi-Charmed Life starts, nostalgia for BLUECUPTOOLS! Great to have another episode, takes me back to the early days of developing Guard Duty ;D

3
To clarify: Dropped resolution of game.


Here's the contents of the log file:


Spoiler: ShowHide
Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2018 others
ACI version 3.4.1.15


Installing exception handler
Initializing allegro
Initializing game data
Looking for the game data file
Located game data file: d:/Applications/Steam/steamapps/common/Lamplight City/Lamplight City.exe
Opened game data file: game28.dta
Game data version: 49
Compiled with: 3.4.1.15
Setting up game configuration
Setting up window
Initializing TTF renderer
Initializing mouse: number of buttons reported is 5
Checking memory
Data directory: d:/Applications/Steam/steamapps/common/Lamplight City
Initializing speech vox
Voice pack found and initialized.
Initializing audio vox
Audio vox found and initialized.
Initializing keyboard
Install timer
Initialize sound drivers
Sound settings: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 118
Requested script API: v3.4.1 (5), compat level: v3.2.1 (0)
Built library path: agsteam-unified.dll
Plugin 'agsteam-unified' loading succeeded, resolving imports...
Game title: 'Lamplight City'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 400 (32 bit)
Device display resolution: 1536 x 864
Game settings: windowed = no, screen def: explicit, screen size: 1920 x 1080, match device ratio: ignore, game scale: proportional
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit):
   320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
   1152x864;1280x600;1280x720;1280x768;1280x800;1280x960;1280x1024;1360x768;
   1366x768;1400x1050;1440x900;1600x900;1680x1050;1920x1080;
Attempting to find nearest supported resolution for screen size 1920 x 1080 (32-bit) fullscreen
Attempt to switch gfx mode to 1920 x 1080 (32-bit) fullscreen
Running OpenGL: 4.5.0 - Build 22.20.16.4749
Succeeded. Using gfx mode 1920 x 1080 (32-bit) fullscreen
Render frame set, render dest (96, 0, 1823, 1079 : 1728 x 1080)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (96, 0, 1823, 1079 : 1728 x 1080)
Using gfx filter: StdScale
Mouse control: on, base: 1.000000, speed: 1.000000
Mouse confined: (96,0)-(1823,1079) (1728x1080)
Check for preload image
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Game.SetAudioTypeVolume: type: 1, volume: 75, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
Game.SetAudioTypeVolume: type: 4, volume: 100, change: 1680
***** ENGINE HAS SHUTDOWN



and here's the settings:



4
I've started the beta testing for Guard Duty (with a small sample group initially) and I've received a report of a scaling issue that is something I've experienced on my own laptop too.


I'm not sure if this has been reported before, but I've yet to find any information when searching the forums.


This issue isn't exclusive to Guard Duty, it's something I've experienced when playing both Unavowed and Lamplight City. This makes me think it hasn't been reported before (or is something that we aren't able to fix?).


I am able to resolve the issue by switching graphics driver to Direct3D, but seeing as most commercial AGS games are set to OpenGL as default I thought it was worth starting a discussion.


Here's how Lamplight City looks running fullscreen:


https://i.imgur.com/tMekNUI.jpg


and Unavowed:


https://i.imgur.com/4I7ctXD.jpg


It doesn't matter how you set the Fullscreen Scale or Scaling Method, the results are the same.


However, with Unavowed, when you drop the resolution down to 1680x1050 you get a result like this:


https://i.imgur.com/1HinUgC.jpg


(note, the screen is now centred but not stretching.)


A similar result for Lamplight City too.


So, I've had two machines do this: My own Laptop (a HP Omen with Intel(R) HD Graphics 630 & NVIDIA GeForce GTX 1050) and a testers laptop (A MSI gaming laptop with presumably similar onboard graphics and a GTX 1070)


I'm guessing this is something to do with the laptop switching from the Intel Graphics chip to the NVIDIA chip when the game is launched in fullscreen? However it doesn't happen with the other steam (non AGS) games I've tested.


I'd be interested in hearing other peoples experiences with this. What are the downsides of Direct3D rendering mode? I am considering setting that as default but I would assume Direct3D is more widely compatible.


(apologies for gaps in text, the forums are acting strangely when typing posts!)





5
Hey, recently we've had a few people come to the discord saying they're having issues with registration on the forums, most mentioning an error when singing up.

Quote
Hi, I'm having trouble registering for the AGS forum.
I answer the questions  ok, but when try and register I just get a message saying "An error has occurred"

Is this a known issue? We've had 4 or 5 reports and that's just the folk who thought to follow it up on Discord.

6
AGD2, did you make any progress with this? Manage to find out what was causing the issues?

If anyone has a link to the dll files Dave used (May 26th 2018) I'd appreciate being pointed in the right direction. Github confuses me!

7
Critics' Lounge / Re: Background feedback
« on: 26 Oct 2018, 22:51 »
Khris is right, you can take a little artistic liberty with perspective in favour of keeping the characters at the same scale. I'd say the original worked better than the one with modified perspective, fix the railing and call it done; Start work on the next scene! It's easy to get caught up, better to push forward and look at the bigger picture :) It's a lovely clean style, reminds me of some of some of the early AGS classics.

8
AGS Games in Production / Re: Trails and Traces
« on: 16 Sep 2018, 11:22 »
Love all the little details you're putting into this Matt, that shop background is really neat. Keep it up!

9
Thanks for your input all :) We're going to go with B for the time being and if we have the time we will add an option to switch between the two styles. Adding the option is a lot more than just creating the GUI switch, sadly; We'd have to test both systems extensively to ensure they don't cause any bugs that can only be replicated with one style of mouseover (it also involves redesigning the way our inventory windows and subtitled dialogue work, which could cause other conflicts. Best to settle with the majority vote I think, also my personal preference ;)

10
AGS Games in Production / Re: Feria d'Arles
« on: 31 Jul 2018, 17:21 »
"just a couple more months to go." 8-0

Can't wait!

11
Hey all!

Guard Duty is coming along nicely, I've got somewhere around 95% of the art and coding together now. We're at the stage where we're doing internal alpha testing and working on the sound design. We're also tweaking a few things along the way.

We've recently updated our inventory to allow for my items on screen at once:




I was also looking for some input from you all! Which of the two mouseover styles do you prefer? I'm leaning towards B, as I feel A clutters the screen a bit too much (even more so when using X on Y)

A:




B:




12
Thanks for taking a look, honestly it might not be worth your trouble (unless there are other people working like this). I spent a couple of days going through and converting everything over to room script, so it all plays nice with SC now. It's good to hear you're revisiting the project, it's an amazing plug-in!

13
I've been playing around with Speech Centre and it's such a time saver!

However, I've run into a snag. We use custom hotspot properties for base responses that don't need specific code, whenever the character responds with just a line of dialogue.

If defaultInteract or defaultLook is set to True, it uses the lines provided below.



Looks like Speech Centre doesn't pickup on these lines (those speech file numbers were added manually), I guess this isn't how most people handle default responses but it seemed like a nice tidy way of doing it when we started.

Anyway, we have 80+ rooms setup like this...

I guess my question is: Is this something SC might be able to support in the future? I really don't fancy going through and adding all of these to room script :~(

14
AVG Free version gives me no end of trouble with running AGS games, double click the exe and nothing happens par a Windows loading cursor. Even after turning off AVG the same issue happens until I've rebooted. I know anti-virus permissions often do not come into effect until after a reboot, could this be the same issue? If the user 'ring-fenced' the folder, could they have missed the part where you reboot for the permissions to take place?

15
Thanks dactylopus! Despite my best efforts, the reach for this trailer/Steam page promotion seems to be pretty limited. If anyone could help us out by sharing the Steam link on their social platforms it would help us out immensely.

https://store.steampowered.com/app/872750/Guard_Duty/

16
The official trailer is here!

I told you we had some neat stuff coming up :)

Guard Duty has a brand new trailer and is now available to wishlist on Steam.

Trailer on Youtube:

https://youtu.be/NcVo4-fc5Dw

Steam store page:

https://store.steampowered.com/app/872750/Guard_Duty/

Help us spread the word:

It would really help us out of you could share the Steam page on any social platforms you might use. We're trying to really push the word out for this trailer and it's people like you that can help us do that!

Point and click that share button ;)

As always, thanks you!

17
Haha, yes this project has been about 14 years in the making. :=

I wrote a blog post about it a while back if you're interested: https://sickchickenstudios.tumblr.com/post/121221180521/guard-duty-a-development-retrospective-weblog

Also thanks for your lovely comments guys!

18
Thanks again for the lovely comments all!

This looks so awesome... stop attending game exhibitions so you have more time to actually finish making the game!! (laugh)

Well, about that...



Guard Duty has been picked for the Indie Prize finals, showcase at Casual Connect London 2018 at QEII Centre, London, United Kingdom on May 29-31st, 2018

If anyone is in London and fancies a week of Indie goodness, do drop by and say hi :)

We’re also showcasing at Norwich Games Festival again this year, the event will be held at The Forum, Norwich from Monday 28 May – Sunday 3 June 2018. Guard Duty will be showcasing on the Saturday and Sunday (2nd and 3rd of June).
This is a bit more of a relaxed event with free entry on the door to anyone who wants to drop by.

---

Anyway, how about some non region-locked content:

Guard Duty has a new poster!





It's the last one this time, I promise! Created by the incredibly talented Exit Mothership.

---

We also have a new blog post, discussing some of the progress we've made this year and our future plans in a bit more detail:

https://sickchickenstudios.tumblr.com/post/174115159151/guard-duty-a-development-retrospective-devblog

---

...and to finish it off, here are some new screenshots for you :)








Thanks for keeping the positive vibes going, we've got a lot of fun things to show in the coming months. *cough* a proper trailer *cough*



19
That's great news Dave, all that work is paying off! Can't wait to get my hands on it.

20
Engine Development / Re: AGS engine Android port
« on: 01 May 2018, 13:37 »
Just thought I'd chime in to say that Guard Duty is up and running in the latest .apk you posted CW. So far I've only noticed an issue with font colour (as mentioned by custard), other than that everything else seems to be working perfectly. I haven't had any crashes after about 20 minutes of playing and I've yet to find anything behaving unexpectedly.

I'm running on a Galaxy S7 Edge and had to move the game folder over to internal storage (was previously on SD) to get it to run, when it was on the SD card I was getting the error 'Unable to write in the savegame directory.'.

Really impressive stuff, thank you again for your work CW. It's such a nice feeling playing through the game on mobile. The screen is ever so slightly soft, but it actually feels closer to playing on an old CRT so I'm not complaining!

Does this mean we might be able to build to apk sometime in the future? 8-0

*edit: One 'bug' I did notice: AGS lowers background audio when speech is playing (as intended) but when running on android the background audio does not return to it's normal volume after speech has finished.

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