Adventure Game Studio

AGS Development => Editor Development => Topic started by: Monsieur OUXX on Mon 20/04/2015 15:56:31

Title: 32-bits templates
Post by: Monsieur OUXX on Mon 20/04/2015 15:56:31
I've started migrating the default templates to 32-bits + Direct3D9 as default settings. It also required exporting and re-importing all sprites.


Someone needs to replace the original templates in the repository or wherever they're stored.

DONE:

- 9-verb template  DONE
- Default Game     DONE
- Empty game       DONE
- BASS 2.0         DONE
- Verb coin        TODO


DOWNLOAD HERE (https://www.dropbox.com/s/cidbd66jlu5h031/32-bits%20TEMPLATES.zip?dl=0).

Title: Re: 32-bits templates
Post by: Crimson Wizard on Mon 20/04/2015 16:35:26
I'd rather suggest to merge this with original author's work, because if they make any more changes to their template, you would have to redo this conversion.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Mon 20/04/2015 16:56:24
Quote from: Crimson Wizard on Mon 20/04/2015 16:35:26
I'd rather suggest to merge this with original author's work, because if they make any more changes to their template, you would have to redo this conversion.

That will be done (by him). But until he updates his own work (which hasn't changed since mid-2014) with my changes, you should replace the template available in the AGS installer.
Title: Re: 32-bits templates
Post by: Crimson Wizard on Mon 20/04/2015 23:29:42
Hmm... does it really has to be made for every template?
My concern was primary default template, and only because its 8-bit gfx were causing problems if user would switch to 32-bit. Since the template itself is 16-bit by default, this was often causing confusion. Upgrading these gfx to 16-bit would be enough, I think.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Tue 21/04/2015 08:43:41
Y U SAY THAT AFTER SOMEONE SAYD 32-BITS IN OTHER THREADS?

(http://lh4.ggpht.com/NgmqkelleJw8GYypJRPyo10HUnMZ7aR8YbkT8ZNXAQC9KLChDT-yGvOy9R4WGEuEUDpjs-ERNYx6kU9PKWDS9OAtAOsp=s0)
Title: Re: 32-bits templates
Post by: Crimson Wizard on Tue 21/04/2015 09:54:39
I guess I made a mistake when suggested to replace them in author's threads. Really, we can't enforce template authors to follow some rules.
And yes, Ghost made a valid point about 16-bitness.
I do not make games myself and sometimes throw in random ideas that do not fit well. I guess we need to discuss this with game makers before doing such change.
Title: Re: 32-bits templates
Post by: Crimson Wizard on Tue 21/04/2015 15:30:11
BTW, there once was a suggestion to convert sprites on game's color depth change in the Editor, or add related menu command, as well as convert all gfx on game load in the engine.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Wed 22/04/2015 08:45:32
Quote from: Crimson Wizard on Tue 21/04/2015 15:30:11
BTW, there once was a suggestion to convert sprites on game's color depth change in the Editor, or add related menu command, as well as convert all gfx on game load in the engine.

Well that would be the best solution, but I did that as a quick workaround to avoid the colordepth bugs related to alpha, which are flourishing lately, since more and more beginner game designers start using 32 bits.
I'll see if I find the time to replace all 8-bits sprites in the Default Game with 16-bits sprites.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Mon 07/09/2015 09:00:03
Replacing the default game is still needed : http://www.adventuregamestudio.co.uk/forums/index.php?topic=52650.msg636520245;boardseen#new
Title: Re: 32-bits templates
Post by: sonneveld on Mon 07/09/2015 09:38:58
Quote from: Monsieur OUXX on Mon 07/09/2015 09:00:03
Replacing the default game is still needed : http://www.adventuregamestudio.co.uk/forums/index.php?topic=52650.msg636520245;boardseen#new
Is that the thread you meant to link?

Also, I've put up the history of Demo Quest on github. Pull requests welcome! : https://github.com/adventuregamestudio/ags-demo-quest
Title: Re: 32-bits templates
Post by: Crimson Wizard on Mon 07/09/2015 10:07:46
Quote from: sonneveld on Mon 07/09/2015 09:38:58
Quote from: Monsieur OUXX on Mon 07/09/2015 09:00:03
Replacing the default game is still needed : http://www.adventuregamestudio.co.uk/forums/index.php?topic=52650.msg636520245;boardseen#new
Is that the thread you meant to link?
I think Monsieur OUXX means that more people are trying to use 32-bit effects with default template and fail.
Since default template has no author (?) we may probably maintain it ourselves, and change as we see it right.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Mon 07/09/2015 10:36:23
Quote from: Crimson Wizard on Mon 07/09/2015 10:07:46
I think Monsieur OUXX means that more people are trying to use 32-bit effects with default template and fail.
Yes, this is what I mean.

Quote from: Crimson Wizard on Mon 07/09/2015 10:07:46
Since default template has no author (?) we may probably maintain it ourselves, and change as we see it right.
Well the good news is that the 32-bits versions of both "empty game" and "default game" (which is different from Demo Quest) are already created (see download link at the beginning of this thread)
Title: Re: 32-bits templates
Post by: abstauber on Thu 10/09/2015 08:54:54
Sorry to bump into this topic, but I'd like to have some clarification here:

Should all AGS templates default to 32 bit?
Upgrading from lower bitrates to higher ones is already supported in AGS, but the other way round it's not possible. That's why I'm not quite convinced yet :-\
Title: Re: 32-bits templates
Post by: Crimson Wizard on Thu 10/09/2015 09:30:04
Quote from: Monsieur OUXX on Mon 07/09/2015 10:36:23
Quote from: Crimson Wizard on Mon 07/09/2015 10:07:46
Since default template has no author (?) we may probably maintain it ourselves, and change as we see it right.
Well the good news is that the 32-bits versions of both "empty game" and "default game" (which is different from Demo Quest) are already created (see download link at the beginning of this thread)
I mean we need to create repository with their sources.
Also we have a repository for saved templates, prepared for corresponding versions of AGS: https://github.com/adventuregamestudio/ags-templates
Title: Re: 32-bits templates
Post by: Cassiebsg on Thu 10/09/2015 20:02:40
Just a thought, why not add both templates to the source? Would the extra work/size be too much of a bother?
And in case someone doesn't know what I'm referring to: I mean add the templates "default 8bit", "default 32bit", etc...
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Fri 11/09/2015 16:37:01
Quote from: abstauber on Thu 10/09/2015 08:54:54
Upgrading from lower bitrates to higher ones is already supported in AGS, but the other way round it's not possible. That's why I'm not quite convinced yet :-\
Alright but we have a lot of beginners who get confused as per why their game doesn't support transparency despite having switched to 32-bits.
Title: Re: 32-bits templates
Post by: Crimson Wizard on Fri 11/09/2015 16:58:31
Quote from: Cassiebsg on Thu 10/09/2015 20:02:40
Just a thought, why not add both templates to the source? Would the extra work/size be too much of a bother?
And in case someone doesn't know what I'm referring to: I mean add the templates "default 8bit", "default 32bit", etc...

I like this proposal.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Mon 21/09/2015 14:48:42
Quote from: Crimson Wizard on Fri 11/09/2015 16:58:31
Quote from: Cassiebsg on Thu 10/09/2015 20:02:40
Just a thought, why not add both templates to the source? Would the extra work/size be too much of a bother?
And in case someone doesn't know what I'm referring to: I mean add the templates "default 8bit", "default 32bit", etc...

I like this proposal.
OK but I'm just not re-importing again all the sprites as 24-bits*. So if nobody else does, it, we'll have to go with the current template as it is.

*The current template is a bit broken for upgrade because it's 24-bits (or was it 16-bits?) but some of the sprites are still 8-bits or something. Anyways, it causes issues when you upgrade from that template to 32-bits.
Title: Re: 32-bits templates
Post by: Crimson Wizard on Thu 24/03/2016 01:00:09
I created a new repository in our group for template sources:
https://github.com/adventuregamestudio/ags-template-source

I used your package to upgrade the Default Template to 32-bit.

I am still inclined against putting other templates there though, because I believe that their respected authors should maintain them.
Title: Re: 32-bits templates
Post by: Monsieur OUXX on Thu 24/03/2016 14:59:05
Cool piece of news.
The fact that the sources are centralized doesn't mean that the authors shouldn't maintain them themselves ;)
Title: Re: 32-bits templates
Post by: Crimson Wizard on Thu 24/03/2016 17:10:53
Quote from: Monsieur OUXX on Thu 24/03/2016 14:59:05
Cool piece of news.
The fact that the sources are centralized doesn't mean that the authors shouldn't maintain them themselves ;)

True, but I do not know how convenient that be for them to do so. Not everyone is acquainted with how git and github work.

Also, if template author has his/her own repository with templates, we may include them as submodules (readonly).