AGS 3.0.2 Final 2 - Credit Crunch Edition

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

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subspark

#20
QuoteWell, the idea was that they're so simple you don't need an example on how to use them
Well considering I had no point of reference on what to write and how to write it, it might not be as simple for beginners as you assumed. But thanks for adding an example to the manual.

The term NooB gets thrown around like potato chips on a 16th birthday party. Is this a provocative term? If so, its not very welcoming. I'm sure you meant it lightheartedly, however. :)

QuoteWhen you run at 320x200 it has to shrink the font
Why? My game doesnt need to be shrunk to 320x200 because the game uses 320x200 resolution anyway. My game is not designed for 640x400. I simply play it at 2x windowed for testing purposes which is how I noticed the bug in the first place.

The manual still references Global Ints and Graphical Variables which threw me off but I'm sure you'll get around to removing it soon.

Quotedo you have TTF anti-aliasing enabled
It is disabled and 'Fonts Designed for 630x480' is set to false.

QuoteIs this 1 pixel offset causing you a problem?
Not at all. Just hunting bugs for you. ;)

QuoteI'm not really sure what you're asking here, can you re-phrase that?
Never mind mate. This question is now invalid.

Thanks for all your help guys.
Paul.

Edit:
QuoteI can understand the off-position problem if it's a true type font or a high res bitmap font, but it shouldn't happen if it's a low res. bitmap font.
I AM using a low res SCI bitmap font as a matter of fact.

Paul.

monkey0506

#21
The thing that worries me most about this second beta is that it is our second Mayoral edition! ;D

I'm somewhat excited about the global variables pane in that I really think it will help new users adjust easier into scripting without having to worry about why they can't access their variables from another script or why the values don't persist from one script to another (declaring variables in the header wtf!). Of course this is just the first release to contain the feature so you're looking for feedback before full implementation.

One suggestion I would like to make regarding the pointer types (excluding dynamic types like DynamicSprite and DrawingSurface of course) is that it be made possible to assign default values there as well. One thing that was somewhat of a nuisance at first, but I've probably become accustomed to is having to assign default values within game_start. Besides, can't you just imagine the hundreds of bug reports about the default values for pointers being broken? :=

As for the dialog, it is nice to finally see that getting a much needed face-lift. I realize you are still in the early stages here, but while you're at it the main customizations I would like to see for the dialog are:

  • The ability to scroll through the options! 8)
  • Customization of normal/highlighted colors (we can use the SpeechColor property to change the normal color, but it can be somewhat of a hassle).
  • Allow scripts to run during dialog. Currently nothing can be done while dialog options are shown, even the background is paused. There's been a pretty high request rate for this to change, so this may be the time to do it.

    And as always thanks for the updates...and keep more coming! ;D

    Edit: BTW Chris, what is this Game.agf.user file that seems to have cropped up?

Shane 'ProgZmax' Stevens

QuoteOK, it's not very elegant code, but it gets us half way there.

Actually this is quite excellent, CJ.  As long as it continues to handle the topics, and provided that the dialog pop-up becomes non-blocked at some point in the future, this is really all that's needed to create robust dialogs in one location without jumping between scripts.  I'm curious to hear what else you'd like to do to improve it, though.

GrogGames

#23
i have this error when i try to run the editor


I am using Windows XP Service Pack 3,  with .Net Framework 2.0
i dont know if this would help you,  but there aren't other anormal things. I hope yes
Ags 3.01 runs perfectly

Thanks!

PD: Sorry for my crappy english,  again,  i speak spanish





Pumaman

QuoteIt is disabled and 'Fonts Designed for 630x480' is set to false.

Thanks. I'm not going to investigate this in great detail because it doesn't really seem to be causing a problem, but I'll keep it in mind :)

QuoteOne suggestion I would like to make regarding the pointer types (excluding dynamic types like DynamicSprite and DrawingSurface of course) is that it be made possible to assign default values there as well. One thing that was somewhat of a nuisance at first, but I've probably become accustomed to is having to assign default values within game_start. Besides, can't you just imagine the hundreds of bug reports about the default values for pointers being broken?

Hmm yeah, I wasn't sure what to do about this. My main concern was that it wouldn't really be possible to validate the default value, and therefore if people typed in something dodgy they'd get strange compile errors that they wouldn't be able to trace.

But maybe it could allow you to choose the default value from a list of Characters/GUIs.

QuoteThe ability to scroll through the options!
Customization of normal/highlighted colors (we can use the SpeechColor property to change the normal color, but it can be somewhat of a hassle).

Before I go on to do things like this I really need to decide what direction to take the dialog system in -- whether to keep bolting things on or to give it a radical makeover. It's still under consideration.

QuoteAllow scripts to run during dialog. Currently nothing can be done while dialog options are shown, even the background is paused. There's been a pretty high request rate for this to change, so this may be the time to do it

Yes that one has been requested a lot and is on my to-do list. Probably not for 3.0.2 though, because I'm not planning on any more betas now, it'll be straight to RC 1 next.

QuoteEdit: BTW Chris, what is this Game.agf.user file that seems to have cropped up?

It's for storing any settings that are specific to you (the user of the AGS Editor) and not game settings.
At the moment it's only used to store source control information, but in future it might also contain which windows you had open when you closed the editor, etc.

QuoteActually this is quite excellent, CJ.  As long as it continues to handle the topics, and provided that the dialog pop-up becomes non-blocked at some point in the future, this is really all that's needed to create robust dialogs in one location without jumping between scripts.  I'm curious to hear what else you'd like to do to improve it, though.

Hehe indeed, I need to think things through further.

Quotei have this error when i try to run the editor

Are you saying that 3.0.1 works but the 3.0.2 beta doesn't?
I think you get this error if the msvcm80/msvcr80.dll files are missing -- you did un-zip the whole ZIP and not just try and run the editor out of it, right?

subspark

I loved your crafty little artwork Chris! That new Global Variables Icon sure fits into the hearty family of 16x16 eyecandy. ;)
Always keeping things polished...I like!

Cheers
Paul.

GrogGames

Quote from: Pumaman on Fri 02/05/2008 20:38:57
Quotei have this error when i try to run the editor

Are you saying that 3.0.1 works but the 3.0.2 beta doesn't?
I think you get this error if the msvcm80/msvcr80.dll files are missing -- you did un-zip the whole ZIP and not just try and run the editor out of it, right?
I unziped the whole Zip. The dlls are in the folder.

monkey0506

Quote from: Pumaman on Fri 02/05/2008 20:38:57My main concern was that it wouldn't really be possible to validate the default value, and therefore if people typed in something dodgy they'd get strange compile errors that they wouldn't be able to trace.

I was actually thinking about which types don't really need default values: DrawingSurface, DynamicSprite, File, Overlay, and ViewFrame shouldn't require default values so those types though are reasonable as global variables so they could work as Character/GUI pointers are currently implemented.

As for the rest:

Quote from: Pumaman on Fri 02/05/2008 20:38:57But maybe it could allow you to choose the default value from a list of Characters/GUIs.

This is more along the lines of what I was thinking. For example, if I need a global ListBox* would it be impossible to generate a drop-down list of all currently created ListBox controls? Then if the ListBox was deleted the default value could be set to null (which is what it's currently doing with Character*/GUI*s anyway). Room-specific items may not require globally set values, but if the need ever cropped up for some users it may just be simpler to allow it now if possible.

Quote from: Pumaman on Fri 02/05/2008 20:38:57
QuoteThe ability to scroll through the options!
Customization of normal/highlighted colors (we can use the SpeechColor property to change the normal color, but it can be somewhat of a hassle).

Before I go on to do things like this I really need to decide what direction to take the dialog system in -- whether to keep bolting things on or to give it a radical makeover. It's still under consideration.

QuoteAllow scripts to run during dialog. Currently nothing can be done while dialog options are shown, even the background is paused. There's been a pretty high request rate for this to change, so this may be the time to do it

Yes that one has been requested a lot and is on my to-do list.

I'm glad to hear it is under consideration. My opinion has been voiced so there's no need to reiterate. I trust you will make whatever decision you deem best for the future of your beloved program. :=

Quote from: Pumaman on Fri 02/05/2008 20:38:57Probably not for 3.0.2 though, because I'm not planning on any more betas now, it'll be straight to RC 1 next.

Wasn't this the plan with 3.0.1? ;D

Quote from: Pumaman on Fri 02/05/2008 20:38:57
QuoteEdit: BTW Chris, what is this Game.agf.user file that seems to have cropped up?

It's for storing any settings that are specific to you (the user of the AGS Editor) and not game settings.
At the moment it's only used to store source control information, but in future it might also contain which windows you had open when you closed the editor, etc.

I see. Thanks for clearing that up! ;)

Dave Gilbert

Wow.  After nearly a year of no updates you are certainly making up for lost time! :)

Thanks, Chris!

-Dave

monkey0506

Just a thought regarding the portability of our new global variables: Would it be possible/reasonable to assign global variables to a script? I'm thinking specifically when scripts are exported, perhaps global variables could be exported with the script if pertinent to that script?

Of course anyone who knows enough to release a script publicly could probably handle the import/export route, but it was only an idea I just had.

David Cook

good Job CJ!!!!! := :'( :-* :-\ :-X :P
Nyehehe! Complete it as ssoonn aasss you can..

Creator

Wow, a new version coming out already. Give me time to use 3.0.1 first! Great job CJ, keep up the good work!

ThreeOhFour

The global variables pane is a most excellent feature.

Thank you!

Joseph DiPerla

QuoteWell, in theory with this command you don't have to use the dialog scripts at all. You could simply do something like this in your normal script:

int choice = dBarman.DisplayOptions();
if (choice == 0)
{
  cBarman.Say("Hello");
}
else if (choice == 1)
{
  cBarman.Say("Something else");
}
// etc


Neat! Thanks a lot CJ!!!!
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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Pumaman

QuoteI loved your crafty little artwork Chris! That new Global Variables Icon sure fits into the hearty family of 16x16 eyecandy.

Hehe, is it that obviously out of place ;)

QuoteI unziped the whole Zip. The dlls are in the folder.

Strange. Can you try installing a copy of 3.0.1 to a new folder, and then copying the 3.0.2 Beta files on top, and see if it works then?

QuoteI was actually thinking about which types don't really need default values: DrawingSurface, DynamicSprite, File, Overlay, and ViewFrame shouldn't require default values so those types though are reasonable as global variables so they could work as Character/GUI pointers are currently implemented.

Overlay and ViewFrame are reasonable ones to add; but DrawingSurface and File pointers should really be used up and then released within a single function so I don't want to cause confusion by making them easily usable as global vars.

QuoteThis is more along the lines of what I was thinking. For example, if I need a global ListBox* would it be impossible to generate a drop-down list of all currently created ListBox controls? Then if the ListBox was deleted the default value could be set to null (which is what it's currently doing with Character*/GUI*s anyway). Room-specific items may not require globally set values, but if the need ever cropped up for some users it may just be simpler to allow it now if possible.

Well, I guess the question is how often do you declare a global pointer and set it to an existing item in game_start (which is effectively what the Global VAriables pane is doing for you)? Is it worth the hassle of me adding this feature?

QuoteJust a thought regarding the portability of our new global variables: Would it be possible/reasonable to assign global variables to a script? I'm thinking specifically when scripts are exported, perhaps global variables could be exported with the script if pertinent to that script?

Interesting point. I'm not sure about this one, but I guess it could be useful.

QuoteThe global variables pane is a most excellent feature.

Thank you!

Thanks for all your feedback so far guys, as always it's appreciated :)

subspark

Your work is tops always, CJ. I guess I speak for the majority when I say we really appreciate the work you've put into AGS. Honestly some of those new features in AGS just rock the cradle man!

I hope everybody realizes that the AGS engine is as good as it gets for Adventure Game Development. I still find it difficult to factor the scope of this thing into my perspective. I must ask you Chris, do you still have the AGS clockwork mapped out in your head or is it too grand now to remember how everything really works together. I suppose it's the same in hardware. Nobody fully knows how to build a modern day computer. The age of the specialists ;).
Still I do wonder if you remember it ALL or have you written it all down somewhere.

Cheers,
Paul.

skuttleman

Quote from: subspark on Tue 06/05/2008 20:20:40
Your work is tops always, CJ. I guess I speak for the majority when I say we really appreciate the work you've put into AGS. Honestly some of those new features in AGS just rock the cradle man!

Here! Here!

monkey0506

If it would be a major hassle to provide a drop-down list for pointer default values then I would say don't worry about it. I know enough about the scripting to be able to do it myself as necessary. I was just thinking that perhaps some users (especially those new to scripting) may find it valuable.

But you don't have to implement everything my brain comes up with Chris := I'm just trying to generate some ideas.

SSH

#38
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.

Also, now there are so many dialog methods/properties, I think they'd be better with their own section in the help file.
12

subspark

I see by your thumbnail you are using the Mac version of AGS. Am I correct?
Support for the Macintosh version is not as frequent as it's windows counterpart.
Having said that, if you've found an error, you should also post it on the Mac section of the forums and hopefully Steve will get round to it in the next century or two. ;)

Quote from: GrogGames on Fri 02/05/2008 05:23:28
i have this error when i try to run the editor


I am using Windows XP Service Pack 3,  with .Net Framework 2.0
i dont know if this would help you,  but there aren't other anormal things. I hope yes
Ags 3.01 runs perfectly

Thanks!

PD: Sorry for my crappy english,  again,  i speak spanish

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