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Messages - NicolaGs

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I tested it.

The "bug" related to switching to windowed mode not being in focus with Software Renderer is fixed.
The bug related to switching to windowed mode not being displayed correctly with OpenGL is still here.

I like the new options for scaling modes. It works fine and looks "cleaner" than the previous behaviour.
The option names seem fine.

The Rumpus Room / Re: Can you solve this riddle?
« on: 06 Dec 2017, 20:27 »
Add spoiler tag for Hidden:

I encountered weird bugs with the fullscreen switch.

With Direct3D : no issue
With the Software Renderer : when going from fullscreen to windowed, the window loses the focus and so the sound jitters (not that important... but doesn't look clean).
With OpenGL :
- windowed to fullscreen : OK
- fullscreen to windowed : frame stays in fullscreen and is only resized (the frame gets what should be its windowed size and is moved at the bottom left corner... so there's a black background above and on the right of the frame).

The OpenGL issue does not happen everytime (it works fine on my older laptop and issue has been seen on two different computers...)

Windows 7 x64
AGS 3.4.1 + pre-RC3 fix.
Game is 320x200 and displayed at screen resolution.

Edit : another observation about the OpenGL bug. I used TeamViewer to access the PCs with the issue. I tried to switch from fullscreen to windowed mode.
What was visible on the "real" screen : the game stayed in fullscreen, stick to the bottom-left border of the screen, with black bars above and on the left.
What was visible on the TeamViewer screen : the game was in a window... I can even move it and close it by clicking X button...

So it seems the game correctly switches to windowed mode but the screen is not displayed correctly.

It's the same on both PCs...

- Is possible to use AGS on mac OS X systems?
Yes, but this involves numerous steps... :

- Can you show me examples of AGS produced games running in Android?
For instance : Kathy Rain

@NicolaGs, please try this update:
I confirm that both issues have been fixed! Good job ;) Thanks...

I found another issue :

If you set the Graphic Driver in the editor (in Default Setup) to be OpenGL, it sets "driver=OpenGL" in the acsetup.cfg file, whereas it should be "driver=OGL" to work correctly.

In the same department :
Sprite cache size is not correctly written : editor writes "cachemax=128" instead of "cachemax=131072" (MB vs KB).
This has direct consequences on the game performance... (in my game, it dropped the frame rate from 60 to around  30).

I believe I found a bug related to the translation file.

My project was done with 3.4.0 untill now.
I installed RC2.
I "cleaned" my project folder by deleting the "compiled" folder.
I compiled my project with the RC2 : compilation failed and got an error message : "..\compiled\English.tra" not found.

Full error message :
Add spoiler tag for Hidden:
Code: Adventure Game Studio
  1. Error: Impossible de trouver une partie du chemin d'accès (= "impossible to find a part of the access path") '***my_path***\I_want_out!\Compiled\Data\English.tra'.
  2. Version: AGS
  4. System.IO.DirectoryNotFoundException: Impossible de trouver une partie du chemin d'accès '***my_path***\I_want_out!\Compiled\Data\English.tra'.
  5.   à System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
  6.    à System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
  7.    à System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
  8.    à AGS.Editor.Components.TranslationsComponent.CompileTranslation(Translation translation, CompileMessages errors)
  9.    à AGS.Editor.Components.TranslationsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
  10.    à AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
  11.    à AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
  12.    à AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
  13.    à AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
  14.    à AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
  15.    à AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
  16.    à System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  17.    à System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
  18.    à System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  19.    à System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  20.    à System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  21.    à System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
  22.    à System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
  23.    à System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
  24.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  25.    à System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
  26.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  27.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  28.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  29.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  30.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  31.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  32.    à System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
  33.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  34.    à System.Windows.Forms.Control.PreProcessMessage(Message& msg)
  35.    à System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
  36.    à System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

The only way I found to be able to compile was :
- making a back-up of my .TRS file
- deleting the translation in the editor
- creating a new translation (with the same name) in the editor
- replace the newly created .TRS file with my backup
- compile

But, each time I delete the compiled\data folder, or just the .TRA file... the message comes back.

Version 3.4.0 was able to re-create TRA file each time if needed.

Beginners' Technical Questions / Re: inverted icon???
« on: 13 Nov 2017, 22:19 »
I think the problem comes from the fact that when you import a picture, you've got to tell AGS what color has to be considered as transparent.
The default setting, when you import, is "top left pixel" : so the color of the top left pixel will be considered as transparent in the whole image.

Here, I see that your sprite image has a black border in the top left : so AGS considers that black has to be transparent (the  pink color in the editor represents the transparency).

What to do : when you import, indicate another pixel for transparency.

edit : CW was faster than me!

Gabriel Knight for me too. gabriel Knight 2 also...
And I really loved Phatasmagoria, back then, despite all its flaws I see now...

Could this behaviour be set in the editor (default setup) and made enabled or disabled in the Winsetup.
That way, the game creator could set what option he/she thinks is the best for the game and forbid this parameter to be modified by the player (the option(s) would be greyed out in the Winsetup) ?
The player then would could have only "important" options visible in the main Winsetup screen : language, fullscreen+resolution/windowed, driver.

Could the ability to disable some winsetup options from within the editor a solution to both problems :
- simplicity for the player (as much as the game creator intend it)
- versatility of the settings, to make every game maker happy ?

edit : I add that it's not really a request from my part. The current situation suits me perfectly...
edit2 : it should be a post-3.4.1 discussion, right?

The real problem is that we're never happy with what we've got... :-D

Could it be something like that?

Hmm, I thought it takes taskbar into account when calculating max window size. Probably not working perfect all times.
No... You're absolutely right! I should have been more precise...
It's the window "decoration" (by this, I mean the frame, according to the theme you use) which is not displayed. In fact, the top of the window (with the minimize/close buttons) can be off screen as well.
It seems that only the game video frame size is used to calculate its size...
In fact, it just really is a cosmetic issue... not very important!

I can guess that creating such a new option could make the winsetup more complexe to understand...

Maybe I could make it have separate scaling option for windowed and fullscreen, will it be convenient for players to set up?
By reading the previous posts I was wondering the same thing.
It would then be possible to have proportionally stretched fullscreen image and a maximum round multiplier windowed mode, for example.
Indeed, sometimes, by stretching the windowed mode, you have some parts of the window hidden behind desktop elements (e.g. taskbar). This way, it would look "cleaner" in windowed mode while retaining a "real" fullscreen mode.

Thank you, Stupot ;-D

@Nicola: I think the issue is no longer there in the current version? (V1.1) (?)
Yes Kyriakos, it works :)

If you really want your .EXE to be called "TheChrysalis.exe", it's possible. IIRC, here is the way to do it :
- make a copy of your game project folder (it should be called "Mygame"),
- change the name of the new folder to "TheChrysalis",
- delete the "compiled" folder in the new game folder,
- open your game .AGF file (from the new folder),
- compile it (with F7).

You should now have a file named  "TheChrysalis.exe" and the "WinSetup.exe" will correctly point to it then.

There's a small error with your game packaging : Winsetup doesn't work.
It's because when you compiled your game, it was named initially "Mygame", thus the winsetup.exe points to "Mygame.exe". But then, you renamed "Mygame.exe" to "TheChrysalis.exe"... so Winsetup.exe does not find "Mygame.exe" anymore.

It's not a big deal, bug if someone wants to change an aspect of the game, he/she won't be able to...

Recruitment / Re: Beta testers for my project I Want Out!
« on: 01 Nov 2017, 11:53 »
Just wanted to share that 3 members of the forum are currently beta testing my game and it's a pleasure to see such a great involvement!

I had beta testers previously in the developement but they were mostly friends and family, not really adventure game enthusiasts... And now, the feedback is really top-notch and it'll be a big step forward for the game quality (well, I hope!).

Thanks a lot!

Edit : Beta testing is finished. Thanks to the testers for the job done!

Site & Forum Reports / Re: Bug reports
« on: 27 Oct 2017, 00:13 »
Same here. No mail notification for PMs.

Recruitment / Re: Beta testers for my project I Want Out!
« on: 26 Oct 2017, 14:04 »

I updated the first post because we are looking for new beta testers : the game is now in english!

AGS Games in Production / Re: I Want Out!
« on: 26 Oct 2017, 09:05 »
is background a pixelart or hand drawn?
It's a bit in-between, I guess, since it's all made with a computer but also with a pen tablet.

AGS Games in Production / Re: I Want Out!
« on: 25 Oct 2017, 23:05 »
I miss a shadow for the character.
That's already on our to-do list (with many other things). Maybe we'll put it in a higher position...
But we have so many things in our to-do list that we chose to drop several ideas because we feared the game would never be finished. Instead, we agreed on a deadline... and we'll try to follow it :-D.

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