Author Topic: AGS already has JPEG support  (Read 1261 times)

SSH

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AGS already has JPEG support
« on: 27 Sep 2004, 16:24 »
I don't know why I didn't think of it before, but:

http://www.2dadventure.com/ags/jpeg.zip

shows that AGS can show a jpeg, and if you put your own jpeg in place of test.jpg, the prog will display that instead....

Here's the room script code.


function room_a() {
  // script for room: First time player enters screen
PlayVideo("test.jpg", 1, 0);
WaitKey(500);
QuitGame(0);
 
}


Re: AGS already has JPEG support
« Reply #1 on: 27 Sep 2004, 18:49 »

Maybe can it can show a jpeg, but you can't import them as sprites...

BTW, 2dadventure seems to be transfering incredibly slow...

SSH

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Re: AGS already has JPEG support
« Reply #2 on: 27 Sep 2004, 20:22 »
I thought that slowness was just me...

but anyway, it doesn't really matter if AGS can import them as all sprites are the same once inside, but if you have a lot of big still to show, like in a cutscene, you could use jpegs for them...

Re: AGS already has JPEG support
« Reply #3 on: 27 Sep 2004, 20:53 »
But the jpg's won't be compiled in the .exe - right?

TerranRich

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Re: AGS already has JPEG support
« Reply #4 on: 27 Sep 2004, 22:00 »
Just think of the possibilities. It's something the player can customize himself. There could be a poster or something that the player looks at, and the player can put his or her own image in its place if he so chose. Maybe the JPEG could include the character lookng at something, and the player could alter it anyway he chose.

(shrug) I dunno. It's still useful.
Status: Trying to come up with some ideas...

Re: AGS already has JPEG support
« Reply #5 on: 28 Sep 2004, 00:21 »
About QuantumRich's comment:
But, wouldn't that need (a) a different jpg for every possibility, or (b) the ability to save over the jpg, to reflect the players choice?
(a) would be a - slightly - smaller file size than having to import all the options as sprites, but would it really be worth it? The small size reduction vs. the extra files to be bundled, I mean. Assuming that the JPG's wouldn't be compiled into the exe, as with other MPGs, AVIs, etc, used with PlayVideo
(b) would require, I imagine, the 'File I/O' commands to be extended to deal with images, rather than just text.
I don't know, it just seems to me (and I admit my AGS credibility is limited) that it's one of those things that sounds cool, but would be more trouble to implement (probably for CJ, maybe for the game designer) than it's worth.

Generally:
The question, as I see it, is how many people would use this feature, given the seeming hostility on these boards (in CL to be specific) to the JPG format. I suppose it depends on what you want to display in your cutscenes, though. Photo backgrounds would benefit from being shipped as JPG's, for example, especially if you could hide their extensions, as with other files using PlayVideo.

Any new AGS knowledge is good - I'm just not totally sure why, in this case.
Sorry for rambling (and over use of parentheses), just thought I'd say my piece
I know what you're thinking ... Don't think that.

Gilbert

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Re: AGS already has JPEG support
« Reply #6 on: 28 Sep 2004, 02:21 »
When you play a "video" I think the engine just called DirectShow, so whatever supported by DirectShow can be displayed (and it must be an external file, so, no, it won't be compiled into your game), but remember, PlayVideo() works only with the windows engine.

EvilTypeGuy

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Re: AGS already has JPEG support
« Reply #7 on: 01 Oct 2004, 19:08 »
When you play a "video" I think the engine just called DirectShow, so whatever supported by DirectShow can be displayed (and it must be an external file, so, no, it won't be compiled into your game), but remember, PlayVideo() works only with the windows engine.

I believe that is correct. If I ever get the chance (confounded university) and am able to find a library with a compatible license I'll add mpeg playback to AGS Linux/BSD.