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Messages - Edmundito

Pages: [1] 2 3 ... 73
1
Congratulations on winning the IGF grand prize! This is so exciting!

2
If anyone's looking for a workaround, running the editor (or games) through Parallels with Windows 7 works very well.

It would be cool to get the editor to run completely in Mono, though! That might be the first step to moving the project cross platform. There's seems to be a lot of problems that can be worked around and solvable in the meantime:

- Scintilla issue - To start, the alpha version of the editor could live without it and have the user pick an editor of their choice (Textmate, bbedit, Sublime, TextWrangler, macvim...)
- PInvoke - Is it solvable in the long term? Could you make an editor without it first? (yeah, maybe it would mess the debugging... but it could get you to at least an alpha editor.)
- OSX Engine - I've seen a major AGS game working on iPhone. I wonder how close we are to take the next step and make it OS X compatible as well.

3
Cool, I'm glad you guys are talking about ideas. There's some interested solutions here to the GUI problem.

What I did in 1.5 is minimize the number of references in the module internals. If you're nerdy enough, you can check the diff:
http://code.google.com/p/ags-tween/source/diff?spec=svn35&r=35&format=side&path=/trunk/Tween/Tween.ash
(Scroll all the way to the bottom)

The only one I had left is GUIControl because this is a newer structure that did not have an internal array created for it AFAIK. However I guess I could revert back the gui to use a reference GUI* pointer as well, since there's only 3 or so GUI Tweens to maintain anyway.

4
Thanks for the info Snarky!

Yeah this gui seems like a semi-serious issue. Best thing to do is to as a work around is to create a gui and not just make it invisible and that should solve the problem.

5
"I get an error on line 197 that token "gui" is undefined."

- Calin is correct. Looks like you can't run the Tween module at the moment if you don't have any GUIs defined.

Does anyone know if there is a way to solve this? I tried doing something sneaky such as:

[code]
#ifdef gui
// Bunch of gui tweening code
#endif
[/code]

But looks like that doesn't really do what I expect. Does anyone have a better solution?

6
Thanks for the testing so far guys!

@Snarky:
Can you confirm what CalinLeafshade said? And also can you paste some of the tween code you were trying to write tosee why your reverse repeat mode doesn't work?

@Grim:
What is the old version? Tween 1.5 remains mostly backwards compatible, you just have to tweak a few variables at the top of the headter script file to turn on old features. In any case, look at the previous version of tween that you are using and if all else fails you can replace it with the old version from http://code.google.com/p/ags-tween/downloads/list. If you need any help feel free to send me a forum message.

7
It's been a couple of years, but it's finally time for Tween 1.5! (informally titled Game Developers Conference 2012 Edition!)  8)

The biggest feature is that New-style AudioChannel from 3.2 is finally supported. I've also added some really cool new Tweens for positioning objects by constant speed instead of time. There was a lot of cleanup and improvements that were done to the code as well, making it easier to maintain for future versions (and this is why it went from 1.2 to 1.5...).

This is an RC1 (Release Candidate 1) because I haven't properly tested the thing yet. If you use it and find any issues, please reply to this thread and let me know and I'll start making some fixes!

8
Ooh, can you explain how to do this? I'd be cool to put this up in the wiki or something.

Anyway, I played around with the editor and here's what works and is not documented in the manual:
Magnify text size.   Ctrl+Keypad+
Reduce text size.   Ctrl+Keypad-
Restore text size to normal.   Ctrl+Keypad/
Delete to start of word.   Ctrl+BackSpace
Delete to end of word.   Ctrl+Delete
Delete to start of line.   Ctrl+Shift+BackSpace
Delete to end of line.   Ctrl+Shift+Delete
Go to start of document.   Ctrl+Home
Extend selection to start of document.   Ctrl+Shift+Home
Go to start of display line.   Alt+Home
Go to end of document.   Ctrl+End
Extend selection to end of document.   Ctrl+Shift+End
Scroll up.   Ctrl+Up
Scroll down.   Ctrl+Down
Line copy.   Ctrl+Shift+T
Line delete.   Ctrl+Shift+L - Actually cuts the line, too!
Previous paragraph. Shift extends selection.   Ctrl+[
Next paragraph. Shift extends selection.   Ctrl+]
Previous word. Shift extends selection.   Ctrl+Left
Next word. Shift extends selection.   Ctrl+Right
Previous word part. Shift extends selection   Ctrl+/
Rectangular block selection.   Alt+Shift+Movement

Here's what doesn't work:
Expand or contract a fold point.   Ctrl+Keypad* - Not sure if it works in 3.2!
Select to next bookmark.   Alt+F2
Find selection.   Ctrl+F3
Find selection backwards.   Ctrl+Shift+F3
Line cut.   Ctrl+L - Replaced with Open Game...
Line transpose with previous.   Ctrl+T
Find matching preprocessor conditional, skipping nested ones.   Ctrl+K
Select to matching preprocessor conditional.   Ctrl+Shift+K
Find matching preprocessor conditional backwards, skipping nested ones.   Ctrl+J - Instead it the rest of the text to a new line
Select to matching preprocessor conditional backwards.   Ctrl+Shift+J
Next word part. Shift extends selection.   Ctrl+\ - Even if the one above does work!
Extend rectangular selection to start of line.   Alt+Shift+Home - Doesn't work as expected
Extend rectangular selection to end of line.   Alt+Shift+End

I guess I can put this on the wiki for power users, too...

9
Hey did anyone else notice that the script editor has the same keyboard shortcuts as the SciTE editor (since I think it's based on it, right?) Anyway if you're curious here they are:

http://www.scintilla.org/SciTEDoc.html (Scroll down to keyboard shortcuts)

Magnify text size.   Ctrl+Keypad+
Reduce text size.   Ctrl+Keypad-
Restore text size to normal.   Ctrl+Keypad/
Cycle through recent files.   Ctrl+Tab
Indent block.   Tab
Dedent block.   Shift+Tab
Delete to start of word.   Ctrl+BackSpace
Delete to end of word.   Ctrl+Delete
Delete to start of line.   Ctrl+Shift+BackSpace
Delete to end of line.   Ctrl+Shift+Delete
Go to start of document.   Ctrl+Home
Extend selection to start of document.   Ctrl+Shift+Home
Go to start of display line.   Alt+Home
Go to end of document.   Ctrl+End
Extend selection to end of document.   Ctrl+Shift+End
Go to end of display line.   Alt+End
Expand or contract a fold point.   Ctrl+Keypad*
Select to next bookmark.   Alt+F2
Select to previous bookmark.   Alt+Shift+F2
Find selection.   Ctrl+F3
Find selection backwards.   Ctrl+Shift+F3
Scroll up.   Ctrl+Up
Scroll down.   Ctrl+Down
Line cut.   Ctrl+L
Line copy.   Ctrl+Shift+T
Line delete.   Ctrl+Shift+L
Line transpose with previous.   Ctrl+T
Selection duplicate.   Ctrl+D
Find matching preprocessor conditional, skipping nested ones.   Ctrl+K
Select to matching preprocessor conditional.   Ctrl+Shift+K
Find matching preprocessor conditional backwards, skipping nested ones.   Ctrl+J
Select to matching preprocessor conditional backwards.   Ctrl+Shift+J
Previous paragraph. Shift extends selection.   Ctrl+[
Next paragraph. Shift extends selection.   Ctrl+]
Previous word. Shift extends selection.   Ctrl+Left
Next word. Shift extends selection.   Ctrl+Right
Previous word part. Shift extends selection   Ctrl+/
Next word part. Shift extends selection.   Ctrl+\
Rectangular block selection.   Alt+Shift+Movement
Extend rectangular selection to start of line.   Alt+Shift+Home
Extend rectangular selection to end of line.   Alt+Shift+End

I haven't tried all of these, but a lot of them seem to work and others do not. Is it possible that we can get these in the manual? only a few are documented.

10
Thanks! I'm trying to get back into this and push the fixes I made back to the world. I will run a few tests over here and provide a new downloadable pretty soon. Looks like for now a lot of the libraries will have to be included with the download until I'm able to provide a better runtime.

12
Ben, can you give me an example of how you would like to tween a variable? Would it be something along the lines of:

[code]
int amount = 0;
TweenInt(amount, 100, eEaseOut);
[/code]

?

Drawing surfaces is something I could add, too. It could take some time... mostly testing it and making sure that it works. Let me know if you want to be my guinea pig for that. :P

13
@abstauber: Update, I uploaded a new version that includes the allegro library. Let me know if that works!

14
@abstauber: thanks! I see where I messed up. I'll look into it, but it looks like people may have troubles for now unless they build and install allegro on their computer. :( I'll take care of it tonight.

@Kweepa: Ah so that's how you solved the system cursor problem. If you got any insight on how to do it feel free to send me a PM with some info! I did disable the plug-in code because everything around it changed over time so it just needs to be migrated to the update plugin load system, and I wanted to get this built asap. The plug-in code upgrade is next on my list. This is really a bare bones first pass build of your version basically, so there's quite a bit to look into. My plan is that once I get thing working again and it's available for download then I hope we can attract more people to contribute to it.

15
Okay first of all:

This is an unofficial, incomplete, and potentially unstable version of the AGS runtime. This is intended for assesing what's broken and what needs to change for the Mac OS X version. Please don't distribute your games with this.

Thanks for your attention. I've managed to take Steve McCrea's old mac code, combined with the build process that bero created for the one of the AGS linux builds.

The AGS Runtime is the application that runs AGS games. It is not the editor. This is the very second Mac version of the runtime ever, but this one is compatible with games created in 3.2.1. Games actually run suprisingly well with it, and there are a few kinks that need to be worked out before there is an official mac version around.

Known Issues :(
- Not very user friendly method to run a game
- No graphical game setup application exists. To modify game settings, you can
open the acsetup.cfg file in a text editor and change values manually
- No CD Audio Support
- No Video Support
- No Midi Support
- No Plug-in Support
- Right clicking may only work on USB mouses. For trackpads and Bluetooth mice, use Ctrl+Click instead
- Certain keyboard characters are messed up. For example, backspace and space don't work and throw strange characters!
- Switching away from the app and back may cause mouse sync issues.
- System cursor is always visible
- Supports Mac OS X 10.6. It's unknown how what other versions it supports at this time.
- Unknown on whether it's Universal application
- CPU Usage is kind of high (may just be AGS in general)
- It's 32-bit. 64-bit support is not possible at this time
- Allegro uses old graphics libraries. You may see this message: "Warning once: This
application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz."

How You can Help :)
There are a few questions that need to be answered:
- This version was built against OS X 10.6. Does it work with 10.5? Does it work with 10.4? Does it work with 10.3?
- I'm not sure if this is a "Universal" application. It works with Intel macs, but can it run on PowerPC macs as well?
- What else aside from what was mentioned in the known issues broken?
- Does right click work with a USB mouse? (Right now it does not work with trackpads or Bluetooth mice. You need to do Ctrl+Click instead).

If you're interested in testing this, you can download it at:
http://www.losmunditos.com/downloads/ags/ags-runtime_321-osx-alpha1.zip

Where's the source code?!
It's coming up soon. I'm syncing up my changes with the linux ags folks so we can have a consistent build process and all that stuff. Once I'm able to fully submit all my changes, I will come up with a guide on how to get and build this for Mac. :)

16
Do you believe in magic?

17
Ok! Progress with the mac port. I've been writing down the things I've been patching and some of the known isssues. Will post that stuff later.

Got as close as to the linking process (OMG) except for a couple of issues:

[code]
  "_main", referenced from:
      start in crt1.10.6.o
     (maybe you meant: __mangled_main_address, _display_main(int, int, int, char*, int, int, int, int, int, bool), _mangled_main(int, char**), calculate_destination_size_maintain_asp ect_ratio(int, int, int*, int*), _maincoltable ,
[/code]

Can't find main to link. I sort of got familiar with what allegro is doing under the hood. It turns out there's some funky changes in the latest version of Mac OS's sdk, which was fixed in the latest version of allegro, but the whole implementation of the mangling in allegro 5 is very different from 4, so I've yet to figure out how to patch it correctly. I'm assuming that AGS is using a MAGIC_MAIN, correct?

[code]
load_main_block(roomstruct*, char*, __sFILE*, room_file_header), do_main_cycle(int, int))
  "_FT_New_Face", referenced from:
      _alfont_load_font in libalfont.a(alfont.o)
[/code]

Known mac issue with freetype. Have not found an answer to this one yet. I'm using Electroshokker's alfont source.

18
Completed Game Announcements / Re: Night of the Testicle
« on: 08 May 2011, 23:33 »
Mods, dunno what else to say: you're a genius of crudeness.

19
Snarky's got the priorities right. :D

And it's actually easier said than done to port the engine to another toolset. It's not a walk in the park like the editor, and it needs a bit of significant cleanup before we can really all work on it. It was very much written for one guy to handle the code.

Looks like we also need to split up into different threads. There's a few conversations going on (Building the source, general discussion on what where the source should go in the future, actual more technical source changes coordination)

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