AGS 3.0.2 Final 2 - Credit Crunch Edition

Started by Pumaman, Mon 28/04/2008 18:22:53

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SSH

Quote from: subspark on Thu 08/05/2008 11:54:45
I see by your thumbnail you are using the Mac version of AGS. Am I correct?

Since there's no Mac editor and he said he was using XP SP3, I doubt it... ;)
12

VK Dan

I believe he has the Windows version, but it is skinned to look like a Mac.

However I can't see what the error is since the thumbnail doesn't link to the larger image (or if it does, my computer won't load it).

subspark

QuoteSince there's no Mac editor
Then what is AGS 2.71 Mac? Surely you know AGS has been ported to platforms other than Windows already. Unless you've been living under a rock. No offense of course mate.

Quoteand he said he was using XP SP3, I doubt it
Yeah I must have missed that. I saw the thumbnail and saw a mac interface so I assumed he was using one. Honestly, Grogs, if you love the mac interface so much then why not just own a Macbook Air rather than emulate it with a skin? This is not a judgmental comment however. I'm just curious, as to why you skin your PC like a Mac. It is kinda cool in any case. It's essentially a Mac that does everything you wish your real one did. ;) Indulging to say the least.

Cheers,
Paul.

Rui 'Trovatore' Pires

QuoteThen what is AGS 2.71 Mac?

It is a port of the game's engine, not the editor. Surely you know AGS's editor has not been ported to platforms other than Windows. Unless you've been living under a rock. No offense of course. Mate.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

subspark

No need to be smart. I seem to be a bit confused though. :) What's this screenshot displaying from the Mac thread?
Is this not the editor running on a Mac?

Naturally, I assumed GrogGames was using this version.



Cheers,
Paul.

Gilbert

#45
You can also see the top bar reads CrossOver, googling 'crossover mac' gave me this immediately:
http://www.codeweavers.com/products/cxmac/

There's never a MAC or *nix AGS editor, at least not yet.

Edit:
Also, I just checked the thread you mentioned and found the post with that image.
Quote from: Nahuel on Mon 19/02/2007 22:15:15
Changing topic a bit, people have mentioned the use of virtualpc (powerpc) or parallels (intel) to run AGS or its editor. However, I've been using crossover for mac (which is basically a commercial version of wine) and both the editor and engine work perfectly! Of course, Crossover has two problems; it is not free (about £30 for the license) and it only works on Intel Macs. However, the first problem has a soution: you can use Darwine which is a free implementation of wine for macs (Haven't tried it myself). It should work, although it is arguably more work than crossover...
Did you read? :P

subspark

I guess I just brushed through the thread and saw the screenshots. I was in a bit of a rush actually and didn't have time to read.
Sorry for the confusion lads. Is there a Mac editor planned? I can't imagine why it shouldn't be developed. It kind of goes with the engine like bread and butter. :P

Thanks for the info guys. Sorry again. :)
Paul.

SSH

Quote from: subspark on Fri 09/05/2008 03:52:10
I can't imagine why it shouldn't be developed.

Because Macs don't have .NET, because most people would rather have CJ spend his time improving the Windows version, and becuase its a non-trivial task that would require CJ to own a Mac...
12

Gilbert

I'd rather he works on the C64 version first. :P

subspark

I'm hanging out for the Nintendo 64 version! Is this one far off, Chris? :P

Pumaman

Guys, please, this is the official 3.0.2 thread. If you all want to prattle on pointlessly, please do it in the General Discussion forum :P

jetxl

Nice, Chris. Though I hope you won't mind me sticking to good old 2.62 for now.

subspark

You don't know what your missing, Jetxl!
Oh wait, the feature list is on the first page. ;)
How is progress on the release candidate going anyways, Chris? I'm excited about what new features might arise. :D

Cheers,
Paul.

Pumaman

Quote from: SSH on Wed 07/05/2008 11:14:16
If you load the default game, export roger and then re-import him, the original rog has a transparent background, but the new one has an opaque black background.

I can't replicate this. Here's what I did:

Loaded AGS 3.0.2 beta 2, opened demo game, exported cRoger, imported cRoger as new character, put new character in room and ran game. The background was fine...

SSH

No, create a new game with the default game template, not load the demo game. Sorry, I wasn't clear!
12

Rui 'Trovatore' Pires

AGS seems to be generating speech.vox files without me having any speech. I recall a previous post with this problem, but the response to that post implied that one had been dabbling in Pamela, or something. I get the speech-vox even when I compile a Default Game template, surely that can't be right? And since the default game checks for the existence of that file to know whether or not to display a "Text/Voice" option, this can potentially damage some games (by having an "artefact" option that shouldn't be there).

Also, I can set a character's speed to any positive or negative number, but not 0, how come?

Also, little bug in the manual. Entry: SetIdleView.

QuoteNOTE: Due to a quick in AGS, you cannot set the Idle View to view 1. In the unlikely event that you created your idle view in View 1, you'll need to move it to another view number.

I presume you mean quirk. :)
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Shane 'ProgZmax' Stevens

I've had it generate a speech file as well, though it seemed to do so randomly.  I didn't pay much attention to it because it was an empty file (which I discarded), but since Rui brought it up I thought it was worth mentioning as support.

GarageGothic

#57
Quote from: Rui 'Trovatore' Pires on Mon 12/05/2008 00:01:33Also, I can set a character's speed to any positive or negative number, but not 0, how come?

Because 0 would mean not moving at all. Positive numbers are in pixels per loop, so with a speed of 5, the character will move 5 pixels every loop (within the engine's 320x200 grid). Negative numbers are fractions, so a speed of -5 equals 1/5 pixels per loop, so that in 5 loops the character will move one pixel. 0 would either mean not moving at all (when treated as a positive number) or give a divide-by-zero error (when treated as negative).

Rui 'Trovatore' Pires

Then at least a mention in the manual, hmm?
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

freshpaint

Bug or feature?

1) Inserting a frame into a loop sometimes puts a cup as a place holder, more often selects a random sprite.  Very confusing, esp. if the sprite selected is close enough to part of an animation that you can get tricked into thinking you put it there yourself.  You can work around it, but it's irritating.

2) In 3.0 you could go back and forth between editing a sprite and replacing it from a file very easily.  Now the sprite is locked so you have to exit everything or else litter the desktop with tons of temporary xfer files or else wait 5 minutes for the graphics program to load to edit the sprite individually.  I can't use the clipboard if I want to make quick fixes to alpha-blended sprites (unless I'm mistaken -- I'm using XP).  Since I'm getting ready to fix a whole bunch of sprites, am not looking forward to this.  (I think someone else brought this subject up).

3) Bug (in 3.01):  Using an alpha sprite in an overlay doesn't seem to work -- puts a black background where transparency should be.

4) (also in 3.01) In zoom mode when editing rooms larger than screen resolution, the block thing you use for walkable areas etc. is off by 1 pixel, and by about 5 pixels in right-click erase mode.

Hope I put these observations in the right thread. FYI, I use XP, and 120 dpi resolution on my monitor with an NVIDIA card. Will produce more info or screen caps if you need them.


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