i request to be raised max. resolution to 1024*768. Or is there any way to raise it from AGS's interior engine ?
Might want to check here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21942.0
specifically here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21942.msg268123#msg268123
The thread ends with CJ saying he'll bear it in mind but it isn't a high priority.
understood. Because of performance problems, 1024*768 res. isn't suitable for AGS. i am making a commercial game with 800*600. Backgrounds looks ok but sprites has hard edges.
if so, may i request anti-aliasing support for sprites while importing ? i am drawing my sprites with anti-alised feature to look good. But while importing, AGS reduce them to anti-alised off and closer tones of transparent color remains around character,object,etc. i think the problem is tolerance of transparnet color.
is it possible to raise transparent color's range? i give an example:
Let's think the transparent color is 125,125,125 (RGB). When i import my anti-alised sprite, closer tones of transparent color remains untransparent like 125,120,125 or 123,123,123.
is it possible to make them transparent too by raising tolerance of transparent color? Same as Photoshop or any other paint programs ?
it would be much helpful than raising resolution...
Are you using 32 bit colour depth in AGS?
Full alpha support for that, check it out.
Eric
Yes, i am using 32 bit color depth. i tried PNG and Targa images for alpha channels. But i got the same result. What procedure must i follow? i just save my image as PNG or Targa and import it.
You'll find that the editor doesn't display the alpha channel, but the engine itself does - basically you have to play the game to see the effects. I'm using anti-alised sprites in my game, and you can even check out MrColossal's game 'Spellbound' which also uses anti-alised sprites if you're not convinced :)
No it doesn't!
I was going to use 16 bit high colour but ended up using 32 just for the backgrounds because the colours banded something awful...
But anyway, check out Spellbound anyway!
...it uses an anti-alised GUI at least? Doesn't it?
Shall I just sit quietly in the corner?
MrColossal,
Quote from: MrColossal on Sat 16/04/2005 18:15:43
Destiny,
Post once and wait for a reply.
http://www.adventuregamestudio.co.uk/games.php?action=download&game=305
This is where the game is.
the link is broken.
http://kafkaskoffee.com/spellbound.shtml broken!
http://kafkaskoffee.com/images/games/Spellbound.exe
this one works
off topic sorry.
Well, AGS did support 1024 x 768 (960 * 600 actually) in some old old versions, but since people rarely needed it and because of many better reasons it's removed.
^ I've checked those versions out before, it is SLOW!
Quote from: Adamski on Thu 12/01/2006 20:27:49
You'll find that the editor doesn't display the alpha channel, but the engine itself does - basically you have to play the game to see the effects. I'm using anti-alised sprites in my game, and you can even check out MrColossal's game 'Spellbound' which also uses anti-alised sprites if you're not convinced :)
:)) i am such a foolish :) i haven't tried them in the game :) i will try them and tell you the conclusion. i'm still unconvinced but i have a good feeling about that alpha channel :) Please refresh my memory, i can't use SetCharacterTransparency and anti-aliasing sprites (setup) futures when i use sprites with alpha channel right?
By the way, i can't play Spellbound because i am in Net Cafe and download is not allowable sorry :(
it's perfectly worked. i love you guys :) i'll make great games to deserve this community