AGS 2.6 Final - it's that time of year

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

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Pumaman

Thanks for the feedback guys. Mine was

38-40 fps
Duron 750 MHz
Radeon 7500


Assuming that 35 fps is the minimum frame rate to have a nicely playable game, I think we can say that the minimum system spec for 640x480 32-bit alpha blending is around 700 MHz with a decent graphics card.

Not really that great, but that's what we've got for now.

Vel



Inkoddi

BUG again: At 100% scaling, the interaction area of the character is only the little shadow at the bottom of his feet
toot

Paper Carnival

wow, very nice! It rocks!

I have:
gfx card: GeForce 4 Ti4200 128MB DDR
RAM: 256 DDR
Processor: Pentium 4 2.4Ghz
FPS: Steady 80

QuoteFOUND A BUG!!! When i checked the "Anti-Aliased scaled sprites" the character just disappeared when scaled

Yeah, that happens to me as well.  Do all ppl out there experience this? It would be cool if it looked as good as when it was scaled...

Question: I haven't really understood how all this thing works... If I want to have ant-aliased sprites then AGS has nothing to do with it, but it's the program that makes the gfx? Could somebody please give more info for us who don't know how it works? Thank you

Pumaman

Just to make clear:

YES there is a bug in beta 5, where if the character is scaled, or in a tinted or lit region, it will disappear. This will be fixed for the next version.

QuoteBUG again: At 100% scaling, the interaction area of the character is only the little shadow at the bottom of his feet

Ah, well spotted. If pixel-perfect click detection is on, it only detects anti-aliased areas of the character. I'll get onto it.

scotch

Yes, Peepwood, the problem occurs for everyone, it's just not possible with alpha blended sprites at the moment.

The process behind making the graphics is fairly simple, if you're using a vector program like flash you just export the graphics as 32 bit pngs and import them into ags and they will have antialiased edges, if like me you use a raster program like PSP or PS the you will have to crate a new image with a transparent background (shows up as a grey checkerboard usually) and draw on that with antialiased brushes as you usually would, then save it as a 32 bit png and import that into ags.  Make sure you have changed the game colour depth to 32 bit beforehand though.  Currently you can use those sprites on characters and objects.  Some people seem to be having trouble exporting the graphics from PSP7, not sure yet if it's a bug with PSP7 or they just aren't doing it right.

People should remember that this doubles the graphics filesize compared to 16 bit, and that it's slower, so they should only use it if they actually think it's worth that for the graphical improvement they get.

Paper Carnival

#107
oh well, it's the speed I care about.

QuoteAssuming that 35 fps is the minimum frame rate to have a nicely playable game, I think we can say that the minimum system spec for 640x480 32-bit alpha blending is around 700 MHz with a decent graphics card.

too bad, it's slow... Is there any chance you will be able to include a "Run game in <listboxhere, choices 16-bit and 32-bit> color depth>" Chris? The game would still be double sized, but at least it wouldn't force the player to live with 32-bit.... Oh, no, forget it. Now I think of it, the character would have a white (or pink, or whatever) halo around him, which would look pretty bad. A possible solution would be two packs, one for 16-bit png sprites and one for 32-bit (like the vox pack), but it would be ridicoulously hard for Chris and not a great solution at all.

Now I think of it, there's still the 320x240 resolution (which still allows ppl to enjoy the game, even though it is of bad picture quality (but maybe this can be fixed now we have 32-bit; I think it would be a worthy addition if the smaller resolution had a better quality). Anyway, I was wondering what do u all get with 320x240 resolution?

I have:
Pentium4 2.4 ghz
256mb DDRam
GeForce 4 Ti 4200 128mb DDR
314 FPS in low-res, 80 in high res.

What do u guys get?

Pumaman

320x240 is about 4 times faster than 640x480 - so yes, everybody should be able to run 320x240x32 no problem, and that is a solution for people with slower PC's.

Paper Carnival

#109
hmm.... I don't know, I must give it a very serious thought. Well, one thing I don't like about 320x240 is that GUIs which are designed to work for high res get screwed up when I check "don't scale up fonts at 640x400 resolution". Ahh, I wish there was some way to draw fonts at 640x480 resolution in 320x240 resolution, but there isn't and there won't be. the only way I can go around this is by getting the resolution (through the global variables) and change every GUI's and GUI object's position and size if it's 320x240  :-X

[EDIT] Suggestion: Display GUIs in GUI editor as it would look in hi-res and also have different properties for low-res and high-res, even though the objects would be the same. I mean, there should be an option "view for high-res" in gui editor... Oh, I guess I'm asking too much, I'll shut up now  :P. I can live with the way it works now and if I couldn't then I wouldn't use AGS in the first place.

Pumaman

Right, beta 5a is now up which fixes a couple of bugs in beta 5. I'm now off for the weekend and I don't expect to see any new bug reports when I get back  :P

remixor

P4 1.8GHz
Integrated 16MB GeForce4

My framerate averaged out to about 80.
Writer, Idle Thumbs!! - "We're probably all about video games!"
News Editor, Adventure Gamers

Pau

#112
Great work!!

Alpha blending is wonderfull. I can't imagine any more feature  to add to AGS.

One question about the 32 bit graphic oversize, imagine I'm using 32b graphics only for characters, the backgrounds will be also doubled in size for using the 32b mode?


I've made the alpha test:
Athlon XP 2000+
512MB
GForce 4 MX 440

100-97 fps.
paused -- get the startup menu creator (version 1.1) for AGS games. (Use save target as..)

Inkoddi

toot

scotch

It doesn't matter now, we know the system requirements are going to be about 700mhz.  Although if people really want to post their results then they can, but I doubt anyone's going to beat Custard somehow..

Fuzzpilz

I'd assume that any graphics are stored in the same bitdepth they were loaded in.

Athlon XP 1600+
512 MB horrible SDRAM
GF FX 5200 (insert complaint about nVidia's crappy 9x drivers here)
About 70 fps.

edmundito

ooo, I found a typo:

on the help file, under ClaimEvent's example it says:  "prevents the global script on_key_press from running if the player pressed the space bra" :P

iron_man

#117
here are some benchmarks i run with alpha32

System 1:
Athlon XP 2000+  @1666 MHz:
ATI Radeon 9600 PRO
512 MB RAM

Desktop resolution : 800x600

640x480          :125-144 FPS
640x480 Antialias:121-143 FPS

320x240          :484-510 FPS
320x240 Antialias:495-511 FPS

Reduced clock to 1250 MHz
640x480          :91-98 FPS
640x480 Antialias:91-99 FPS

320x240          :350-372 FPS
320x240 Antialias:352-370 FPS

System 2:
Intel Celeron 300A @ 300MHz:
Voodoo3
392MB RAM

Desktop resolution : 640x480

640x480           :22-26 FPS
640x480 Antialias :25-27 FPS


320x240           :61-72 FPS
320x240 Antialias :60-72 FPS


Celeron 300A Overclocked @ 450 MHz:
640x480           :35-39
640x480 Antialias :31-39

320x240           :89-108
320x240 Antialias :93-112

note:320x240 benchmark for CELERON was done in

windowed mode


Gilbert

Damn I missed so many released.

Just had a quick test with the alpha demo:

640x480fullscreen: 62-64FPS

P4 2.4GHz
Some onboard Intel Extreme graphics card (or whatever)

marcus

#119
well i got p3, 733 mhz and a voodoo3 card
it runs on 35 in 640*400 and 115 on the other resolution  :o


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