AGS 3.0.2 Final 2 - Credit Crunch Edition

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

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Rui 'Trovatore' Pires

Quote1) 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.

New feature, actually. If it's not the first frame, then it selects the next sprite numerically. And this is a wonderful feature!
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

freshpaint

re cup vs sprite:

If you were doing a whole series from scratch in an organized manner, or importing them all in numerical order, I could see it, but I'm doing new development and feeling my way through animations and walk cycles, working on different characters and room objects simultaneously.

Since if you delete a sprite, the next sprite you save gets put in the deleted sprite's numerical slot, I get numerical sequences of different assorted sprites.  It's quite a shock to see completely unrelated objects appear in views.  The cup I understood.

Pumaman

QuoteNo, create a new game with the default game template, not load the demo game.

Ah ok thanks, I can now replicate it and will get it fixed.

QuoteAGS 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?

Hehe yes last time I fobbed you off with the "you must have been using pamela" excuse, but I've re-investigated now and it does indeed always generate a speech.vox, so I'll get that fixed. Thanks ;)

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

Well, if you set it to 0 the character wouldn't move, so it's better not to allow it than to have "bug reports" from people saying their character is stuck.

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

Hehe thanks, I'll fix that.

Quote1) 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.

It's not a random sprite, it automatically finds the previous frame's sprite in the sprite manager, then picks the next sprite (not numerically next, but next in order in the sprite manager). This is because most people tend to arrange their sprites in the same order as their views, and thus it makes creating views easier (although the Assign To View command is probably faster than doing this anyway).

Quote2) 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.

This was an unintended side effect of adding the "Replace from last sprite" feature, I'd actually regard it as a bug in .NET.  Regardless, it's something I will look into working around.

Quote3) Bug (in 3.01):  Using an alpha sprite in an overlay doesn't seem to work -- puts a black background where transparency should be.
Quote4) (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.

I'll look into these.

GrogGames

Quote from: subspark on Fri 09/05/2008 02:49:46
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.
No, I am using XP with a personalized style called LeopardXP, its very cool


I don't understand why, but I tryed choosing the classic style and returning to the personalized, and it's worked. I don't know if it was the reason or not, but dont worry be happy   ;D

freshpaint

Another alpha channel bug:

Sprite imported with alpha channel shows up with black background in default inventory gui screen.  When you use it, transparency shows just fine. (3.01)

Goldmund

#65
Um... Hello, I guess :-D

CJ, this is a fantastic beta. Simplified Global Variables make it so fast and easy to script now! I only wish they were there three years ago, maybe my game would have been finished by now then...

I also adore the display dialog option thing...

But!

Shouldn't it make the player character Say the selected option if it is marked for saying in the dialog editor?

EDIT:

Also, it seems that it ignores the "Show" option.

GarageGothic

#66
Goldmund!!! My favorite lost AGS forum member! Is this a one-night-only appearance, or should we expect to have you back regularly on the forums? Anyhow, great to see you again! (I would ask how you were doing and about the status of Donna, but I think this is off-topic enough already).

naltimari

Quote from: freshpaint on Wed 14/05/2008 05:15:33
Sprite imported with alpha channel shows up with black background in default inventory gui screen.  When you use it, transparency shows just fine. (3.01)

I guess to use transparency you will have to do a custom inventory GUI with a background which has alpha channel applied to it.

Alpha channels on GUIs are certainly tricky, and their support is confusing (at least to me) at the present time.

I started out a new thread regarding alpha channel sprites on GUIs, because I did not want to clutter this space. I invite everyone which is watching this thread to take a look at it, and share your knowledge!

Pumaman

QuoteI don't understand why, but I tryed choosing the classic style and returning to the personalized, and it's worked. I don't know if it was the reason or not, but dont worry be happy 

I've managed to reproduce your original error, it seems to be a problem you can have if you don't install using the installer, and just copy the files manually (which will always be the case with beta versions). So hopefully nobody should see this when running proper official releases.

(Technical details: the msvcm80/msvcr80.dll files don't seem to get added to the WinSXS cache unless they are placed there by the installer).

QuoteSprite imported with alpha channel shows up with black background in default inventory gui screen.  When you use it, transparency shows just fine. (3.01)

The default inventory screen is buggy in lots of ways and is only really there to allow you to make a "quick-start" game where the basics are provided for you; I strongly recommend creating a custom inventory GUI instead.

QuoteCJ, this is a fantastic beta. Simplified Global Variables make it so fast and easy to script now! I only wish they were there three years ago, maybe my game would have been finished by now then...

Goldmund! Long time no see :)

QuoteShouldn't it make the player character Say the selected option if it is marked for saying in the dialog editor?

Well, it wasn't intended to but I'll make this clearer in the manual. But what do people think ... should the DisplayOptions command obey the "Say" setting, or not?

QuoteAlso, it seems that it ignores the "Show" option.

Hmm I can't replicate this, it seems ok for me. If I disable a couple of options they don't get shown, as expected.

freshpaint

As suggested, I've made a new inventory gui using 0 for background color (per instructions) with alpha sprite as background image (which does odd things to the buttons, I must say!).  All the sprites stored with magenta (non-alpha) in inventory show perfectly on the alpha/transparent background.  Only the sprites uploaded with alpha channel show up with black background.  Have tried a bunch of things to try to fix this.  Will move discussion over to the other thread to avoid clutter here.  Will take a look at the verbcoin template and see if I have the same probems there.  (fyi, I run 800x600 resolution, 120 DPI, direct3d 9 driver, XP service pak 3).


monkey0506

#70
Quote from: Pumaman on Wed 14/05/2008 20:02:16
QuoteShouldn't it make the player character Say the selected option if it is marked for saying in the dialog editor?

Well, it wasn't intended to but I'll make this clearer in the manual. But what do people think ... should the DisplayOptions command obey the "Say" setting, or not?

Perhaps the best route here would be an parameter (perhaps optional?) to control whether the "Say" setting is obeyed or not? That way the end-user would have the option to choose for themselves to obey or disobey the "Say" setting (allowing more customizability).

Goldmund

Um, maybe I shouldn't vote, as a biased party, but why do you need a separate parameter for obeying the "Say" setting, when it would be enough to change the setting from "Say" to "Don't say", or the other way around?

If it's a hassle for people who wanted to use DisplayOptions without player character saying them, the settings can start with "Say" turned off. :-)

monkey0506

Is there a way to change the say setting for dialog options? I imagine giving the user the option of choosing this within the script would make it more customizable.

Lt. Smash

#73
It seems I've found a little bug:
When I use an animated cursor the x and y locations of the cursor's hotspot set in the editor aren't used. I set them to 7,7 but ingame they are 0,0. I had to use the script commands for setting cursors hotspots to get them to 7,7.

[edit] it also seems that an animated wait cursor isn't animated in-game.

Gold Dragon

I've also found this true.. I'm trying to do a Sierra Style animated Hourglass for my Wait icon and nothing happens =( I've set animation to true.  Image to 0 and View to 8 (the view that holds the animated frames) but still nothing =(
Want to see how I am doing and how far I've gotten in my game? Visit my forum  http://www.freepowerboards.com/DragonKnight

Pumaman

QuotePerhaps the best route here would be an parameter (perhaps optional?) to control whether the "Say" setting is obeyed or not?
QuoteUm, maybe I shouldn't vote, as a biased party, but why do you need a separate parameter for obeying the "Say" setting, when it would be enough to change the setting from "Say" to "Don't say", or the other way around?

At the end of the day, I guess it all depends on how you guys end up using the command. Maybe adding an optional parameter would be the best thing to do.

QuoteIs there a way to change the say setting for dialog options? I imagine giving the user the option of choosing this within the script would make it more customizable.

Currently this isn't saved in the save games, so no; and there hasn't been any request for it that I can remember.

QuoteWhen I use an animated cursor the x and y locations of the cursor's hotspot set in the editor aren't used. I set them to 7,7 but ingame they are 0,0. I had to use the script commands for setting cursors hotspots to get them to 7,7.

it also seems that an animated wait cursor isn't animated in-game.

I am unable to replicate either of these things -- I made both my Wait and Walk cursors into animated cursors with its hotspot at (5,14) and they both animated correctly and the hotspot seemed to be correct.

Can you upload something that demonstrates the problem?

monkey0506

Quote from: Pumaman on Sun 18/05/2008 15:56:15
QuoteIs there a way to change the say setting for dialog options? I imagine giving the user the option of choosing this within the script would make it more customizable.

Currently this isn't saved in the save games, so no; and there hasn't been any request for it that I can remember.

It's something I included in my dialog module that I always thought could be useful if anyone ever needed it. An argument I could think of for the ability to change the say-state would be perhaps the dialog option saying for example a full sentence, but then the player being interrupted if they have already used the option before. Perhaps not something many people would use, so maybe it wouldn't be necessary. I think this is where I certainly fall down myself since I've never actually released any games, so my opinions are a bit one-sided.

Pumaman

Well, if there's any real demand for it I can add it to my list, but for now it doens't seem like a priority request.

Anyway, RC 1 is now up. As I said before, 3.0.2 is planned to be quite a quick release cycle, so if no major issues are found hopefully this can move towards a Final release quite soon.

lemmy101

Quote from: Pumaman on Mon 28/04/2008 18:22:53
* Added editor plugin API methods ShowSpriteSelector, SetStatusBarText, Game.Sprites, CreateNewSprite, ChangeSpriteImage

Amazing! :D

Thanks CJ!

/dances

Shane 'ProgZmax' Stevens

#79
Nice work, CJ!  AGS has really made leaps and bounds this year in terms of efficiency, extendability and utility.  With the installers, though, would it be possible to package the audiomanager with the main install?  It's one of those rare plugins that I think everyone has some use for, and right now I have to juggle the plugin files back to the install folder to get them to work each time. 

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