AGS 3.0 Final - it's been a long road

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

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subspark

Whoops. My bad. I must have bee mistaking it for views. Never mind then.  ;D

Paul.

subspark

#681
Theres a problem with the view preview.
The animation preview doesn't take delay into account when playing delayed frames. It treats the delay as zero.

Would it be possible for a future version of AGS to support built in transition views?
I noticed that the walking views MUST have one of the idle (standing) sprites in frame 1 for the animation to work properly in-game. To be honest, this seems a little 'backwards' and should work rather like the following:

Views:
  Idle: stationary and/or blinking character
  Walking: walking frames only
  Transition: frames that are called in sequence before walk views are played. (smooths out transition from standing still to first walking frame)

Does this make sense to anyone, or am I myself confused?
Maybe this sort of thing is better for the end user to do, I don't know. As long as it's easy and logical for artists like me.

EDIT: I think the name 'NormalView' in the character pane is inaccurate. It should be 'WalkingView'.
Also why don't any of the other default character views show up in the main window for an animation preview?

Cheers,
Paul.

NiksterG

#682
Okay, sorry if this is a noobish question, but what does RC stand for?

Also, does this still count as a beta? I've got a game I want to work on with the new AGS 3.0, but I don't want to risk having it wiped out because of an unknown bug. (With my luck, it'll be something no one has ever encountered before.) Besides, I've been working on this game for a long time.

Thanks in advance!

[EDIT] Ah, never mind. When I opened the editor, it said "release candidate", which I take to mean this is still in beta. Ok, no need to answer this.  :P
Check out my games! (Not all made with AGS)

lowesalex

Would it be a fuss to configure AGS to open your default drawing tool(GIMP for example,or MS paint etc...)or choosing it in the setting area while creating a new frame ,room and so forth.

This is good for integration without limiting creativity and not adding extra code to make an AGS drawing tool.

subspark

Can you elaborate? What action would launch your preferred drawing app?

Pumaman

QuoteIf you provide ony the first frame in walking loops, the character doesn't move! This should be altered.

I can't replicate this. Does anyone else have this problem?

QuoteAlso, this isn't really the place for feature requests (especially now that this has finally gotten to the long-awaited RC stage), but while we're on the topic of AGS's file manipulation functions, would it be possible to implement a function for prepending to a file

This isn't a standard file I/O function, and AGS would internally have to copy the file across anyway. It sounds like rather a specialized request to be in the engine.

QuoteThe file is at g:/documents and settings/jimmy/desktop/compiled/data/myvideo.wmv
I wrote the code wrong by accident.
PlayVideo("Data/myvideo.wmv",1,1);
that should be correct.

Ok, so what's the problem?

QuoteI'm not sure if it's been suggested or not, but it would be nice if the there was an option to sort the sprites in the editor by number. If they get out of order, it's a pain to try to put them back to how they were. Also, (although this may be too much work) it would nice to sort them by loop, since adding sprites later gives totally different numbers.

I'm not really sure what the point of this would be. The sprite numbers don't really mean anything, so what would be the benefit of having them in number order?

QuoteTheres a problem with the view preview.
The animation preview doesn't take delay into account when playing delayed frames. It treats the delay as zero.

Well spotted thanks, I'll fix it.

QuoteWould it be possible for a future version of AGS to support built in transition views?

That's really a completely separate feature request, please post a new thread if you're serious about it.

Quote
I noticed that the walking views MUST have one of the idle (standing) sprites in frame 1 for the animation to work properly in-game. To be honest, this seems a little 'backwards' and should work rather like the following:

There is some merit in your suggestion, but I don't think it's worth changing such a fundamental part of the way AGS works and confusing everyone, for no real gain.

QuoteWould it be a fuss to configure AGS to open your default drawing tool(GIMP for example,or MS paint etc...)or choosing it in the setting area while creating a new frame ,room and so forth.

Before the final release I am planning to add a feature whereby you can double-click a sprite in the sprite manager and it will open up in your default paint program.

lowesalex

"Before the final release I am planning to add a feature whereby you can double-click a sprite in the sprite manager and it will open up in your default paint program.
"

Thanks :)

Elessar

Quote from: Pumaman on Mon 03/12/2007 22:45:55
QuoteI'm not sure if it's been suggested or not, but it would be nice if the there was an option to sort the sprites in the editor by number. If they get out of order, it's a pain to try to put them back to how they were. Also, (although this may be too much work) it would nice to sort them by loop, since adding sprites later gives totally different numbers.

I'm not really sure what the point of this would be. The sprite numbers don't really mean anything, so what would be the benefit of having them in number order?
When selecting sprites to put into a loop, sometimes I accidentally move one or more sprites out of place. When the sprites all look similar, it's hard to find out which one goes where. Thus, it would be nice to be able to sort by number, which would put everything back into the proper order. Also, since new sprites will get assigned the first available number, there can be huge jumps because of deleted sprites. So to make the sorting practical, it would help if the numbers started over in each folder.

monkey0506

Quote from: Pumaman on Mon 03/12/2007 22:45:55
QuoteAlso, this isn't really the place for feature requests (especially now that this has finally gotten to the long-awaited RC stage), but while we're on the topic of AGS's file manipulation functions, would it be possible to implement a function for prepending to a file

This isn't a standard file I/O function, and AGS would internally have to copy the file across anyway. It sounds like rather a specialized request to be in the engine.

I was thinking along the lines of C++'s seekp function which allows you to move the "put" pointer. You could use out.seekp(0) to set the pointer to the beginning of the file before writing, thus creating a "prepend" effect.

Quote from: Pumaman on Mon 03/12/2007 22:45:55Before the final release I am planning to add a feature whereby you can double-click a sprite in the sprite manager and it will open up in your default paint program.

Could you also include an option in preferences to override the OS default setting?

Shane 'ProgZmax' Stevens

QuoteWhen selecting sprites to put into a loop, sometimes I accidentally move one or more sprites out of place. When the sprites all look similar, it's hard to find out which one goes where. Thus, it would be nice to be able to sort by number, which would put everything back into the proper order. Also, since new sprites will get assigned the first available number, there can be huge jumps because of deleted sprites. So to make the sorting practical, it would help if the numbers started over in each folder.

How about a plugin that works similar to the audio plugin, in that you can rename all the sprites in the manager and re-order them?  Internally they would still be numbered (just as they are for the audio manager) but externally you could call them Bill_Walkleft_1, Bill_Walkleft_2, etc. :).

subspark

It's an interesting idea, but I thought AGS stores all sprites internally?
Paul.

Rui 'Trovatore' Pires

QuoteSo to make the sorting practical, it would help if the numbers started over in each folder.

And if you referred to sprite 14 on script, how would the game know which folder you're talking about?
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

monkey0506

Quote from: Rui "Trovatore" Pires on Tue 04/12/2007 23:23:05And if you referred to sprite 14 on script, how would the game know which folder you're talking about?

Game.SpriteFolders[FOLDER_ID].Sprites[14] ;)

And then we can have:

Game.SpriteFolders[FOLDER_ID].Sprites[14].Width
Game.SpriteFolders[FOLDER_ID].Sprites[14].Height
Game.SpriteFolders[FOLDER_ID].Sprites[14].ColorDepth
Game.SpriteFolders[FOLDER_ID].Sprites[14].GetDrawingSurface :o

Actually I prefer keeping the sprites mostly the way they are, though some sort of naming convention would be nice (and welcome). :=

Rui 'Trovatore' Pires

And within the IDE, such as specifying images for GUIs and objects? We see the sprite manager but that's only for our ease of use, AGS still just uses the number.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

khnum

Well, it's a bit difficult to explain, but i'm having troubles with RC1: every time i import a new sprite, it is immediatly replaced by my sprite 0  :-\
anyway, until today (still with RC1), everything worked (in fact i have imported up to 53 sprites)
I tried replacing my sprite 0 with another image, but it returns to its previous state
and ags doesn't let me remove it, saying it is used in a loto of place, as different gui backgrounds, while i only use it in a view for a character  :'(

SSH

Why do you need to remove sprite 0?
12

Gilbert

Any attempt to remove sprite 0 or change its appearance would result in a permanent ban from this community! :=

Spoiler
Ah well, using the empty game template doesn't provide our almighty mascot in slot 0  :'(, but we may say it's a 1-pixel cup...
[close]

khnum

Quote from: SSH on Wed 05/12/2007 10:51:11
Why do you need to remove sprite 0?
I don't need to remove it, but since every sprite I import get replaced by the image stored in sprite 0, i thought maybe removing it could solve the problem, but i can't

SSH

If I have recently been editing two different copies of the same game, I can't tell which is which at AGS startup:



See: there are two walkcycle generators, and I can't tell which is which... can we make that dialog resizable or scrollable or something?
12

Gilbert

Sorry, but I didn't really have time to check the new editor at the moment.

Where did the exact palette import for 8-bit backgrounds go? Did I overlook something?

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