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Messages - Sslaxx

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1
Engine Development / Re: AGS engine iOS port
« on: 17 May 2013, 22:03 »
Considering the main coder for the port has had a baby, not really.

2
Site & Forum Reports / Re: Bug reports
« on: 17 May 2013, 00:44 »
Found an issue with characters that the forum has trouble with making the post not show up in the forums (although if you click "Modify" the post is still there). http://www.adventuregamestudio.co.uk/forums/index.php?topic=44664.msg619650#msg619650 has more details (and take a look at WHAM's response directly underneath, and try quoting it).

Tried under Firefox 18.0.1, Windows XP, UK settings. This affects all browsers, though.
Bump. Still getting this issue. Is anybody else?

3
Adventure Related Talk & Chat / Re: Rotoscoping Tutorial
« on: 17 May 2013, 00:37 »
Thanks! Looks like this might be useful.

4
Completed Game Announcements / Re: THE BUM
« on: 01 May 2013, 00:49 »
Minor issue here: You can pause the game anywhere, including on the initial logo and menu screen.

5
Completed Game Announcements / Re: Gemini Rue
« on: 12 Apr 2013, 15:00 »
:shocked:

WHO TOLD YOU!?!?! THE DIRECTOR???
:P
I thought he... was the Director.

6
Engine Development / Re: New Graphic Filter for AGS
« on: 09 Apr 2013, 11:53 »
I don't know if we are allowed to use the code under GNU GPL though (having engine under Artistic License). I apologise, but I am really not very well versed in understanding license restrictions and compatibilities  :embarrassed:.

Yeah, GPL and Artistic License 1.0  is incompatible that means either AGS or xBR should relicensing its software under compatible license. I contacted the author of xBR and fortunately he willing to re-license xBR source code under LGPL that means AGS can adopt it as external library/module without the needed to relicensing AGS itself.
But the AGS source code is licensed under version 2 of the Artistic License, which is. http://www.gnu.org/licenses/license-list.html#ArtisticLicense2

7
Make sure you're using the MP3 free version if you want to be not sued.
I'm aware it might torque some people off, but (if it isn't already) shouldn't the no-MP3 version be default?

8
Engine Development / Re: AGS engine Linux port
« on: 26 Mar 2013, 17:14 »
build-essential is installed right?
Yup. It compiled just fine until last night. Raring is still in development, so it could easily be an error of omission on Ubuntu's part in their package changes. Of course, it could also be part of other package changes, which could mean having to find out what dependency/ies have to be installed to fix it. So long as it isn't something being removed, I guess.

9
Engine Development / Re: AGS engine Linux port
« on: 26 Mar 2013, 16:54 »
Dunno if anyone else has had this happen to them, but AGS has stopped compiling for me using Raring (Ubuntu 13.04), saying "make: *** No rule to make target `/usr/include/c++/4.7/i686-linux-gnu/bits/c++config.h', needed by `libsrc/hq2x/hq2x3x.o'. Stop." - http://ubuntuforums.org/showthread.php?t=2129526&p=12574958 is the thread related to the issue on the Ubuntu forums.

10
And it's all over! Finished up with a grand total of $127,765 including PayPal pledges. And we still have the PayPal option open for "slacker backers".

Thanks again to all you pledgers out there. :)
How long is PayPal going to stay an option for? I'd like to contribute, but the money situation hasn't exactly been in my favour lately... hopefully I'll be able to contribute in about a week or so.

11
Engine Development / Re: AGS engine Mac OS X port
« on: 17 Mar 2013, 11:46 »
SDL isn't perfect there either. Had plenty of crashes involving SDL-using games that did not restore the prior resolution - if it ain't coded properly in the first place it isn't going to happen.

If we're going to consider SDL, then SFML - http://www.sfml-dev.org/ - should also be considered. In any case, the abstraction layer idea is a sound one.

12
Engine Development / Re: AGS engine Linux port
« on: 10 Mar 2013, 16:03 »
Any comments from other linux users on this patch?
It's pretty awesome I'd say. Mode switching for fullscreen now works on my Linux Mint and unsupported graphic modes properly return failure.

The only downside I could see is that running AGS without X will now always fail I guess. But since a) nobody does that and b) the Allegro 4.4 Debian package does not contain the framebuffer driver anyway, it doesn't really matter.
You saying framebuffer support under Linux should officially be removed (if it was ever really there or "official" in the first place) then? Makes sense.

13
AGS Games in Production / Re: Blackwell Epiphany
« on: 26 Feb 2013, 23:02 »
I thought Pete Gresser did Legacy?
Yes, he did.

14
AGS Games in Production / Re: THE BUM (Progress Update)
« on: 20 Feb 2013, 15:34 »
Congrats, Gribbler!

15
Adventure Related Talk & Chat / Re: Kentucky Route Zero
« on: 19 Feb 2013, 01:08 »
More in line with an adventure game,  it kind of combines old school text adventure elements into it.
At least one of those pics gave off a strong Zork vibe.

16
What happens if you try submitting again?  Perhaps after emptying your cache if necessary?

This error has come up for random people on random pages on the site, but it's never been obvious where it's coming from.
Removed site cookies and all came up OK.

17
Engine Development / Re: AGS engine Linux port
« on: 18 Feb 2013, 23:07 »
Using this build, which has the snowrain stub functions corrected, any reason to not use this for a Gemini Rue build? Anything else outstanding?
Well, I did not have any plans on that. I've switched working in a separate branch (develop) already, further cleaning/factoring the code.
Unless there are bugs or any issues preventing people from playing the game, I think it is ok to use current version.

On a side note... is it at all possible to add something like ctrl + enter to toggle between fullscreen and windowed?
No idea. But, frankly, I'd won't do that as a last-time update. As you may have already noticed, resolution stuff is pretty fragile in AGS.
In my vision, whole thing should be carefully investigated and documented first.
At this stage it might be worthwhile to re-write the whole thing. If the (eventual) plan is to switch to Allegro 5 (or something else), it'll likely become necessary anyway.

18
So, as it says, I want to the AGS Awards voting page, made my votes and clicked on submit - and got a 403 error.

Quote
We're sorry, but we could not fulfill your request for /site/awards/ on this server.

You do not have permission to access this server. Before trying again, close your browser, run anti-virus and anti-spyware software and remove any viruses and spyware from your computer.

Your technical support key is: 50b0-9e03-b40c-8ddc

You can use this key to fix this problem yourself.

If you are unable to fix the problem yourself, please contact the WEBMA5TER and be sure to provide the technical support key shown above.

19
QT has .NET bindings as well, but they've not been updated in nearly three years. Q7BASIC? Well, maybe, but as it'd require people to purchase it maybe not. WXWidgets also has .NET bindings, may be worth checking out?

Redoing the editor might well be the best way, but that'll require the compiler being fully separated from the editor code. Not sure if that's been done and added to the main branch at all, yet.

20
Engine Development / Re: AGS engine Linux port
« on: 16 Feb 2013, 11:11 »
JJS, I have a bug report from a Linux tester on the Quest for Infamy demo.  It seems, at first blush, that odd/unusual screen resolutions make the new auto-scaling code bug out:

Code: Adventure Game Studio
  1. AGS: Widescreen side borders: game resolution: 320 x 240; desktop resolution: 1680 x 1050
  2. AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway
  3. AGS: Attempt to switch gfx mode to 384 x 240 (32-bit)
  4. X Error of failed request:  BadValue (integer parameter out of range for operation)
  5.   Major opcode of failed request:  150 (XFree86-VidModeExtension)
  6.   Minor opcode of failed request:  10 (XF86VidModeSwitchToMode)
  7.   Value in failed request:  0x4e00003
  8.   Serial number of failed request:  87
  9.   Current serial number in output stream:  92

I haven't dug into it much further.  I cannot actually reproduce it myself, as none of my hardware is compatible with that resolution.  Perhaps it's just arithmetic.
Do you know what scaling was used?

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