AGS 4.0 - Alpha 21 for public test

Started by Crimson Wizard, Thu 01/06/2023 14:00:59

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Baguettator

Sorry for double post, I hope it's not too much "out of thread" if I ask here.


I would like to know how AGS 4.0 is "good" to manage games with high resolution (1920*1080), high quality graphics (like photos as rooms' background), BUT no animation ? I'm thinking about another Point'n click game of this kind, so I'm asking here.

ALso, if it's not a secret, what are the next improvement AGS 4.0 will get about that ? (speed in scripts/sprites management/memory...)

The best for me would be to host my game on the web, but I don't know if the game's size allowed to be hosted on web will be increased ? (with 1920*1080 sprites, it can be quickly heavy, and if I remember well, I have read that it was for about 300Mo max for a web port).

Crimson Wizard

#341
Quote from: Baguettator on Sun 27/04/2025 05:37:32I would like to know how AGS 4.0 is "good" to manage games with high resolution (1920*1080), high quality graphics (like photos as rooms' background), BUT no animation ? I'm thinking about another Point'n click game of this kind, so I'm asking here.

3.6.1 is already good enough for that, and there's a 1920*1080 game just released in 3.6.1:
https://www.adventuregamestudio.co.uk/forums/ags-games-in-production/old-skies-time-travel-adventure-by-wadjet-eye!-demo-available!/

Quote from: Baguettator on Sun 27/04/2025 05:37:32ALso, if it's not a secret, what are the next improvement AGS 4.0 will get about that ? (speed in scripts/sprites management/memory...)

It's not a secret, I do not know what it will get. My planning in this project rarely gets beyond 3-4 tasks.
There's one idea about having sprites loaded as a background task, where they are scheduled and loaded ahead while the game keeps playing. Right now AGS can preload sprites and views by a script command, but it's a blocking operation that stops the rest of the game. Loading resources in background (in a free time between game updates) is the basic way of loading resources today, but when I tried to add this to AGS engine I've met with few issues because of how its code is organized. I might look again later, after I'm done with my current work.

Quote from: Baguettator on Sun 27/04/2025 05:37:32The best for me would be to host my game on the web, but I don't know if the game's size allowed to be hosted on web will be increased ? (with 1920*1080 sprites, it can be quickly heavy, and if I remember well, I have read that it was for about 300Mo max for a web port).

I never heard about such limit. It may be the matter of the web server you're hosting or running on.
EDIT: actually, I suspect that web version may require to load everything into the memory before launching? that's why it takes so long to start up games. I'd need to double check that. Better ask here in the dedicated Web Port thread:
https://www.adventuregamestudio.co.uk/forums/engine-development/ags-engine-web-port/

But obviously each platform has its own limitations. Something that works well on desktop (Windows, Linux, Mac) may not work as well on consoles with less CPU/GPU power like Switch, or when you run in a web browser. Normally you should make separate versions of the game if the same game does not work well everywhere. (Not to mention that these may require different controls)

Baguettator

Thanks a lot for your long answer. Good job for all you are doing !

I double checked, in the thread about web port, it's written "you can't compile games more than 300Mo". But not a big problem for me, I think I will not port my game for the web :)

Also, I have to ask about AGS 4.0 : currently, if I delete some rooms, the ID numbers don't change. I think it's intended, while it could be confusing (but not a real problem...). What do you think ?

Crimson Wizard

#343
Quote from: Baguettator on Yesterday at 20:32:26I double checked, in the thread about web port, it's written "you can't compile games more than 300Mo". But not a big problem for me, I think I will not port my game for the web :)

To be precise what it sais:
Quotethe port won't work in any big ags game (like a game beyond 300MB

That does not mean that you "can't compile", that means that it won't work when running.
Here's an explanation why:
https://www.adventuregamestudio.co.uk/forums/engine-development/ags-engine-web-port/msg636642456/#msg636642456


Quote from: Baguettator on Yesterday at 20:32:26Also, I have to ask about AGS 4.0 : currently, if I delete some rooms, the ID numbers don't change. I think it's intended, while it could be confusing (but not a real problem...). What do you think ?

The rooms are referenced in script by their numbers. If numbers will shift on room deletion, then your scripts will break.
If you need to change some room ID, then you can edit room's Number property (and recent update also has a context menu command for that).

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