AGS 3.0 Final - it's been a long road

Started by Pumaman, Sun 10/06/2007 18:24:35

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Recluse

Just a quick note: The Find function (CTRL-F while in the script editor) is labeled "Find and Replace" but doesn't actually include a Replace section. I really do think that this would be worthwhile to add, as it can get annoying to have to open notepad to use it's Find and Replace, and even more annoying to replace code manually.

Sorry if this has been mentioned before. I didn't have time to check.
All your verbcoin are belong to us.

GarageGothic

I'm sorry if this has been reported before, but I didn't feel like going through all 37 pages of the thread to check, and it's not mentioned in the "outstanding issues" bit. I haven't had much time to play around with the 3.0 editor yet, but one thing which annoys me somewhat is the way you open  the branches of the project tree:

The most direct way is to click the "+" icon next to the part you want to open. This works perfectly, but let's face it, hitting the icon is a bit too much of a pixel hunt to be worth the bother. So instead I doubleclick the text, which does the same thing - almost. If I doubleclick "Rooms" or "Scripts", the room or script which is under the cursor after the list opens, will automatically open up too, meaning that I'll have to close that random tab every time.

Maybe this is typical .NET 2.0 behavior, but it does cause a bit of confusion and a few seconds of lost time whenever I open one of those branches.

DoorKnobHandle

Another smallish observation that I hope hasn't been reported before:

The editor seems to move lines with only closing curved-brackets (}) all the way to the left by itself. In my personal style of scripting, this gets pretty annoying. Take a look at this snippet:

Code: ags

function Test ( )
// test something
{
      if ( test == 1 )
      // if test equals 1
      {
           // do something
      }
}


When typing that, the editor currently moves the FIRST closing curved-bracket (}) all the way to the left, although it should have a TAB before it.

Please either get rid of this "automatic formation" or - if it is there for some reason - allow us to switch it off! :)

Oh, and one "tiny, tiny" question: I was wondering how reasonable a struct-in-struct-implementation would be? I know this has been discussed before, but I can't find anything on the tracker. Now, with the editor becoming more OO every release (which is a great progression), it really would seem a logical step and very, very usable. So, I was just wondering how hard that'd be to implement for you and whether it's possible at all.

monkey0506

Quote from: GarageGothic on Mon 10/12/2007 23:22:49the room or script which is under the cursor after the list opens, will automatically open up too, meaning that I'll have to close that random tab every time.

Yes, I've noticed this as well. I was partly worried I was just going insane again (perhaps due to having to close a random tab all the time ;)) and partly unconcerned. But seeing as someone else mentioned it I feel safe saying that I too would appreciate a fix to this minor issue.

Quote from: dkh on Mon 10/12/2007 23:30:01I can't find anything on the tracker.

First off, I'd like to know where you found the tracker at. I've been looking for it for ages but it's not there.

Quote from: dkh on Mon 10/12/2007 23:30:01I was wondering how reasonable a struct-in-struct-implementation would be?

A better approach would be to allow pointers to custom structs (and obviously allowing these pointers within other struct types). Pointers-to-structs would be much more versatile than simply structs-within-structs.

Shane 'ProgZmax' Stevens

Another small but annoying bug:

When having more loops than a view can display in a single screen, moving the slider down and clicking anywhere (including on a frame) will initially scroll the window back up to the top.  This is most noticeable when you load in a frame at around loop 12 or so after moving the slider down and then try to enter in a new frame there or clicking on another loop.  You have to move the slider down again, click a new frame, and restart the process.

DoorKnobHandle

Quote from: monkey_05_06 on Tue 11/12/2007 04:51:03
First off, I'd like to know where you found the tracker at. I've been looking for it for ages but it's not there.

Main-Page -> Knowledge Base -> Tracker (or here)...

SSH

When you are adding interactions to, say, room objects, its annoying that whenever you change object or return from editing the script that the "view" of the object keeps returning to properties rather than staying on interactions.
12

Pumaman

QuotePehaps we could have an option to 'Update Sprite' or 'Update Folder' if AGS could remember the image's file name and directory upon import. All sprites are still compiled into the exe of course.

This is planned for a future version, and is the reason why AGS tracks the filename that the sprites were imported from.

QuoteCertainly.  Here is the one I used in the example: http://members.cox.net/progzmax/joeyfloatdown.gif

Interesting, it seems to be that .NET automatically converts animated GIFs to 32-bit which then means the palette info is lost and two slots with the same RGB can't be distinguished. I'll look into a way around it.

QuoteSpeaking of transparency options, I've always wondered: why isn't there an option to import sprites without transparency?

It's a good point, I can't guarantee anything for 3.0 though.

QuoteJust a quick note: The Find function (CTRL-F while in the script editor) is labeled "Find and Replace" but doesn't actually include a Replace section. I really do think that this would be worthwhile to add, as it can get annoying to have to open notepad to use it's Find and Replace, and even more annoying to replace code manually.

Yeah, I keep meaning to add the Replace function but never get round to it. It'll come eventually!!

QuoteThe most direct way is to click the "+" icon next to the part you want to open. This works perfectly, but let's face it, hitting the icon is a bit too much of a pixel hunt to be worth the bother. So instead I doubleclick the text, which does the same thing - almost. If I doubleclick "Rooms" or "Scripts", the room or script which is under the cursor after the list opens, will automatically open up too, meaning that I'll have to close that random tab every time.

Yeah this seems to be default treeview behaviour and it is annoying, I haven't found a way to stop it doing this yet.

QuoteWhen typing that, the editor currently moves the FIRST closing curved-bracket (}) all the way to the left, although it should have a TAB before it.

I can't replicate this. When you type the closing } and press return, it should move it back to the indent level of the previous line, then subtract the tab size. Does anyone else get this problem?

QuoteOh, and one "tiny, tiny" question: I was wondering how reasonable a struct-in-struct-implementation would be?

This, and pointers to custom types, are relatively complex to implement because of dealing with save games, but it's something I'm keeping under review.

QuoteWhen having more loops than a view can display in a single screen, moving the slider down and clicking anywhere (including on a frame) will initially scroll the window back up to the top.

Aye, this has already been reported and will be fixed.

QuoteWhen you are adding interactions to, say, room objects, its annoying that whenever you change object or return from editing the script that the "view" of the object keeps returning to properties rather than staying on interactions.

This was reported a while back and I agree it's annoying; so far I haven't managed to find a way to stop the property grid doing that...

DoorKnobHandle

Quote from: Pumaman on Tue 11/12/2007 20:05:55
QuoteWhen typing that, the editor currently moves the FIRST closing curved-bracket (}) all the way to the left, although it should have a TAB before it.

I can't replicate this. When you type the closing } and press return, it should move it back to the indent level of the previous line, then subtract the tab size. Does anyone else get this problem?

Here is a quick streaming video, which shows the problem, just so we're not somehow talking about something different.

Pumaman

Hmm, that page just gives me a codec error; could you try to explain what's happening?

monkey0506

Quote from: dkh on Tue 11/12/2007 10:55:14
Quote from: monkey_05_06 on Tue 11/12/2007 04:51:03
First off, I'd like to know where you found the tracker at. I've been looking for it for ages but it's not there.

Main-Page -> Knowledge Base -> Tracker (or here)...

Thanks for that link. I'd tried:

http://www.adventuregamestudio.co.uk/tracker - The link my bookmark was set to
http://www.adventuregamestudio.co.uk/tracker.php - The link given if I go to "adventuregamestudio.co.uk" -> Knowledge Base -> Tracker
and
http://www.adventuregamestudio.co.uk/tracker - checking if changing from my bookmark's URL to the 'new' URL would work

But for some reason never tried http://www.adventuregamestudio.co.uk/tracker.php.

In order to properly find the tracker you have to manually navigate to www.adventuregamestudio.co.uk. Simply typing adventuregamestudio.co.uk in the address bar doesn't redirect, so if you try to access the tracker, you get a 404 page instead.

DoorKnobHandle

@Pumaman: Okay, well, it's pretty much like my example. Imagine I type this:

Code: ags

function test ( int a )
{
      if ( a == 1 )
      {
              do_something ( );


Now I want to close the if-bracket, so, I hit return after the "do_something ( );"-line, it sends me in the correct spot (2 tabs from left, right underneath the "d" from "do_..."). So, now I hit backspace to go one tab to the left and enter my closing bracket. Now it looks like this:

Code: ags

function test ( int a )
{
      if ( a == 1 )
      {
              do_something ( );
      }


And now I want to end the function, so I hit return to get to the next line and at this point, it moves the closing-bracket from the last line above all the way to the left like this:

Code: ags

function test ( int a )
{
      if ( a == 1 )
      {
              do_something ( );
}

Gius

Hi to everybody,
my name is Giuseppe,
I write with Ags Didactic Software,
a lot of times the didactic software are performed with Windows 98,
I desire to ask if it is possible to increase the game superior resolution to the 800x600?
Thanks

VK Dan

Sorry, the highest resolution you can use is still only 800x600.

Sadistyk

Hello. Today, I tried to run my game using the latest version of AGS, and when It's running, I can see the desktop of Windows in a corner of the screen.



How can I fix this??

Salu2

DoorKnobHandle

Another tiny issue: could the autocomplete-box maybe pop up for function parameters even if the name of the function and the opening bracket is separated by one or maybe even more spaces?

At the moment, this shows the helper:

Code: ags

test_function( [...]


But this doesn't, and, since I call functions with a space in between name and bracket, it's kinda bothering:

Code: ags

test_function ( [...]

SSH

If you import a module from an SCM file, it's imported stuff doesn't get added to the autocomplete until after you look at the module's scripts...
12

Pumaman

QuoteSo, now I hit backspace to go one tab to the left and enter my closing bracket.

This is by design, you just need to adjust to how to use it :)

When you want to end the function, don't press backspace before typing the }. Just press return on the last line of code, type } then return, and AGS will then back-tab it for you.

Because you're manually backspacing it, you're getting 2 levels of un-indentation.

QuoteHello. Today, I tried to run my game using the latest version of AGS, and when It's running, I can see the desktop of Windows in a corner of the screen.

Is this with the DX5 or D3D driver? If you try the other one, does it still happen? What resolution and colour depth are you using? Is this full screen or windowed?

QuoteAnother tiny issue: could the autocomplete-box maybe pop up for function parameters even if the name of the function and the opening bracket is separated by one or maybe even more spaces?

Potentially, however this probably isn't something I'll get round to for 3.0.

QuoteIf you import a module from an SCM file, it's imported stuff doesn't get added to the autocomplete until after you look at the module's scripts...

Hmm, I'll look into this.

OneDollar

When you compile your game (either through Build EXE or rebuild all files) it only seems to compile the music.vox file the first time. The next time you compile the file is not deleted, but its not overwritten with a new version either. I've tried adding new music files, changing whether a piece of music is used, saved, run, compiled, deleted the compiled files, but the only way to get a new music.vox file seems to be restarting the editor, then compiling again. Obviously this is misleading as you'd expect the files in the compiled folder to be the latest versions if you've just run the Build EXE option.

I think this is a problem with AGS, but I am using the Audio Manager editor plug in

Sadistyk

It only seems to happen when I use it with: fullscreen and DirectDraw 5 and the "Force alternate letterbox resolution" is checked. Now I use the Direct3D 9 and it works fine. The resolution is 320x200 and the depth is 32bits(true color).

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