... quoted myself instead of editing ...
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Show posts MenuQuote from: Crimson Wizard on Wed 15/07/2020 18:06:35Quote from: doimus on Wed 15/07/2020 17:58:30
I would definitely love to see a proper text adventure made with today's technology. And by that I mean the text parser input but with all the computing power, deep learning, neural networks and all that googly jazz...
Have you see this topic?
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58222.0
Quote from: mkennedy on Sun 21/06/2020 19:18:06
A VGA or high resolution of the Hobbit text adventure would be cool, especially if it keeps the parser, but then also adds point and click functionality as well.
Quote from: Crimson Wizard on Mon 18/05/2020 01:39:42
It may be both, but the issue here, IMO, is in different perspective on a program. You may look at this from "outside" seeing a final result, or from low-level to top, so to speak, seeing it as a set of parts. Because when it is a set of parts, it's easier to accomodate for more variants of use.
....
Quote from: Danvzare on Mon 18/05/2020 15:24:05Quote from: LimpingFish on Mon 18/05/2020 01:00:12It kind of sounds like that to me too.
It sounds like your describing an IDE more suited to a professional development environment, rather than what AGS is, and always has been, to a lot of it's users: a simple, all-in-one, hobbyist tool.
But I'm no software engineer.
I think first and foremost, AGS should cater to the hobbyist over the professional. Sure, it's preferable to cater to both whenever possible. But if one has to be chosen over the other, the hobbyist should come first.
Quote from: Snarky on Sun 17/05/2020 18:03:08
This is about the most misguided thing I've ever read. Sure, let people use other editors if they want/need to, but Adventure Games Studio as a complete, single-installation, "works-out-of-the-box," pretty well documented IDE is probably the second most important factor to its success as an engine (the first being that it's completely free). Give up on that and we might as well shut down now.
Quote from: Deist on Sun 01/09/2019 09:27:36
To sum it up: different songs for different game parts, and each part endlessly looping (until the scene ends), with the possibility of more than a straightforward loop of the entire piece (eg. skipping an intro when looping). A tracker module music does that by design. A plain audio file requires additional steps to produce the same result.
I hope that did answer your question about how dynamic I want the playback to be â€" not so sure I was clear enough â€" you tell me â€" but it's the best I cand do to describe it I'm afraid.
Quote from: Glenjamin on Tue 03/09/2019 22:52:08
I'm still working on adventure games in gamemaker and due to my background with AGS I instinctively structure my games like AGS would.
Quote from: Crimson Wizard on Wed 22/05/2019 18:07:22
Do you mean importing parser contents in the Editor or modifying it at runtime?
BTW I wonder if editor plugin API currently has access to parser dictionary. If it does, then this may be solved with the plugin.
Otherwise, some generic format should be established, as well as a rule of how and when the import occurs. OTOH morganw wanted to gradually shift Editor towards using files directly from disk rather than requiring to import them into editor data. This is too for consideration.
Quote
1, look, examine, peek at
2, get, take, pick up
3, talk, ask, tell, inquire
......
Quote from: Snarky on Thu 19/04/2018 18:07:06
I also disagree pretty vehemently that Photoshop looks best. It's better than the GIMP, but it's still afflicted with dithering pretty much covering the entire image â€" and what's worse, single-pixel dithering. Pixelator has a much more pleasant look to my eyes, though it feels a tad too soft. Playing with curves and contrast to get stronger outlines like in the original screen (which I think still looks better than any of these - just check out the sky in the top right, for example â€" presumably due to manual retouching and/or palette optimization) before downscaling and color reduction would probably have helped.
PS: Quite interesting to notice how in the game version they blurred elements of the foreground digitally.
Quote from: Crimson Wizard on Fri 13/04/2018 16:07:45Quote from: doimus on Fri 13/04/2018 10:58:36
In the other situation, when starting from the default template (which has 32bit sprites), then lowering depth and re-importing room images at 8bit, it seems it remains in 32bit mode no matter what, as it still draws original 32bit sprites in full color, regardless of the palette and doesn't cycle even in software mode. Nothing is drawn corrupted and there were no crashes.
When you say "it seems it remains in 32bit mode", have you pressed Ctrl + V in game to check the actual display mode?
Quote from: Gilbert on Tue 10/04/2018 17:09:18
Hmmm. Are you sure the game is a 8-bit game? Importing 8-bit assets into a 16/32 bit game will never work as intended.
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