features request

Started by fanton, Tue 10/05/2005 15:19:45

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fanton

I really like this engine and the community. I don't post here a lot, barely do actually, but hope to get this message out.

I was looking at older games, and "game-runners" like dosbox or scummvm. Both involve some sort of neat looking "scalars" like advmame2x, advmame3x, wich make pixely graphics look NEAT (that is no more pixels). I've seen that both use the same names, therefore there is an algorithm common to both, found someplace else. I don't know where to find it, but I believe is burried into the dosbox sourcecode for example. I wonder if AGS could use this feature. It's more a question of is it nice to have something like that and to implement it, rather than "gimme the thing."

This page gives some screenshots to see diffrences betwen the scalars offered by dosbox (scummvm has twice as more)
http://www.osnanet.de/dermelch/dosbox.html

And a second feature. I know that AGS has certain limitations with rooms, items, stuff. Why not let the user define the size of the things. All you need is that malloc or calloc (i'm not shure which is platform indepentet) or any other memory allocation. I did not look trough the code to see how AGS is made. But probably there are some arrays predefined. Instead of predefining the arrays, have them created with whatever the users puts in (and if he enters nothing in, then have them made with some default values).  In this way, I think the game would be faster somehow, because the limits will be tailored to the game.


fanton

Glad some people thought about it ;D

On scale2x: "It is also used in some closed source projects (which use rewritten implementations due the license restrictions)"

Pumaman

With regards to your second point, it would be possible to make some of the limits changeable like this but so long as the limits aren't posing a problem to anyway, there's little incentive to do so.

In terms of the game speed, it has no effect. The limits are mostly just predefined arrays in the editor; the game engine dynamically allocates as much as it needs for the particular game.

fanton

Would Pumaman ever consider about moving the AGS adventure game engine and the whole affair to an opensource one?  :P

Rui 'Trovatore' Pires

I'll spare CJ the response for this one...

Avatar, the short answer is no. The long answer and reason can be found, unless I'm mistaken, both on the FAQ and on the manual.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

fanton

You know the story of the woman who made the most beautiful cookies in the world?

Or the story of Linus Thorvald Linux's kernel?

Gilbert

@Chris, while we're at feature requests I'll invade this thread a bit that there're some possible small bug with the datadir parameter (which the translated files won't be loaded from it, I didn't confirm it though, since in V2.61 a similar bug was fixed, but CHANGE.TXT did not mention about the translation files) and some suggestions about save games (related to this entry but can be more) directories.

The original thread is here, if I could I would just move that here, but since I can't I'll just invade this thread a bit about the info to avoid starting another new thread. Sorry about that.

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