AGS 2.6 Final - it's that time of year

Started by Pumaman, Sat 11/10/2003 23:46:21

Previous topic - Next topic

Scorpiorus

#40
I really love that new LoadImageFile feature!
AutoOutlining is great too!

thanks, Chris

P.S.
Oh, and VSYNC will come in handy.

~Cheers

Gilbert

I'm just asking out of interest (there's nothing more I really need at the moment actually), after reading the manual how DeleteSprite() and the load image/screenshot work, I'm curious if the following functions are possible.

1. CreateBlankSprite(int width, int height, int fillcolour);
Creates an exter blank sprite filled with colour fillcolour (-1 for transparent). Returns the sprite slot of the image if successful.

2. RawXXXSprite(int sprnum, parameters);
Basically make most of the BG Raw Draw functions work for dynamically assigned sprites (ie., those created by LoadImageFile(), LoadSaveSlotScreenshot(), CreateBlankSprite(), attempt to draw to other "static" sprites would cause an error).

I think that may be useful and makes the engine much more powerful, don't know if they're worth the effort though.


Pumaman

Quote from: a-v-o on Sun 26/10/2003 19:04:47
When I only change the "player character view" in the room settings, AGS doesn't notice that the room should be saved first before loading the next room. Same for some other room settings (e.g. animation delay).

This was already in 2.56.


Ah, hmm, the Room Settings options don't seem to mark the room as changed. I'll look into it.

Quote
1.It would be greater if the screenshots were antialised

That's a possibility, I'll look into it.

Quote2.It would be greater if the GUI button properties had a tooltip area for when the mouse is over the button

Hmm, built-in tooltips would never quite be customizable enough. You can do it manually with a special GUI and the SetGUIPosition command.

QuoteIf you have antialised ttf fonts over a transparent gui (bgcolor=0) the letters have a pink outline

Aye, this is on my to-fix list. Thanks for reminding me.

QuoteI'm curious if the following functions are possible.

1. CreateBlankSprite(int width, int height, int fillcolour);

That would be very easy to add now, yes. However, for it to be any use it would require:

Quote2. RawXXXSprite(int sprnum, parameters);
Basically make most of the BG Raw Draw functions work for dynamically assigned sprites

which is more difficult. I'll look into how difficult it would be to do.

Gilbert

Actually I think one of the use of these rawdraw on sprite() functions might be useful is that we can create custom character graphics (eg, wear a hat, etc), but even if my suggested functions are implemented, there're still some problems, as you cant control the slot numbers of created sprites, and simply the views in view editor cannot use sprite numbers that are undefined and not determined, so the problem would be back to what I previously asked:

Would it be possible to add an option to the sprites in sprite editor that a sprite be not controlled by the sprite cache feature? That way we can initially assign sprites that can be drawn onto in game.

I don't know if that's still difficult now, if it's too difficult I think we can give way to it and concentrate on some other more important stuffs.


BTW maybe I overlooked, is it true that currently you cannot set whether a sprite created by teh  load image/screenshot functions to be hires or lowres? if so I think it would be nice to add this option to it.

Scorpiorus

Quote* Fixed crash if game.text_speed was zero (now error out instead)
I've realized it's now impossible to set game.text_speed = -1 as well. I used this in order for DisplaySpeechBackground() to show a speech message for the unlimited time. Or is there other way now?

Pumaman

Gilbert: yeah you're right, it's quite a complex thing - this would probably be better discussed as a suggestion in a new thread, it's not something I'll put in 2.57.

Scorpiorus: hmm, if that worked before then it was an unintentional feature ;)   game.text_speed has never been documented as accepting negative values, so far as I know. The advised solution for having messages forever is to put a very large value in (eg. 100000) - which ok, might go away if they sit there for an hour, but is probably good enough.

Scorpiorus

But don't larger values result in a shorter time? The longest delay I was able to achieve was done with the game.text_speed = 1.

Well, actually, knowing the character's position and the sprite height/width I always can create a text overlay instead. But previous solution was that easy... ah..

~Cheers

Pumaman

Hehe erm yes, you're right ;)

I'll adjust the check to just test for 0 rather than <1 so that you can continue as you are.

deltamatrix

Hey CJ! Howya doin buddy :) :)

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0042E36C ; program pointer is +6, ACI version 2.57.650, gtags (3,142)

I think it was caused by a Restartgame()
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

Pumaman

deltamatrix: is that a new problem with beta 3, or does it also happen in 2.56 ?

Matt Goble

Chris,

Am I going insane or did we just jump from v2.57Beta3 to v2.6Beta4?

Is this because you added 32Bit Colour support, which is a 'big deal'?

Matt
(Who won't be releasing a game until Chris adds 64bit 3D support  ;D )

Vel


Pau

When importing sprites, only .bmp and .pcx files are supported.

How can I have my characters with alpha blending borders? Is there a way of doing it (importing a separate mask image or something..) or it's not implemented yet?

paused -- get the startup menu creator (version 1.1) for AGS games. (Use save target as..)

Pumaman

#53
There is currently no alpha blending support - I want to get the basics working first :P


QuoteAm I going insane or did we just jump from v2.57Beta3 to v2.6Beta4?

Is this because you added 32Bit Colour support, which is a 'big deal'?

Correct ;)

deltamatrix

it happened in 2.57beta 2

I don't think I can recreate da prob now.
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

Inkoddi

#55
The "Adjust speed with scaling" is laggy!!

EDIT: Wait.. I take it back

the 1337 3d1t10n is great!!
toot

Spyros

There's something wrong with the outlines.
It seems that the bottom of the last line displayed on screen is cut.
That shows with letters like "y , g, q" etc that extend below the tetx's baseline
See it here:

Pumaman

Could you upload a sample font file which demonstrates the problem?

Spyros

It's the standard windows Comic sans font.
Imported as Ttf and automatically outlined

Vel

When will Inferno be released? It looks great!

SMF spam blocked by CleanTalk