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#1
Hello again,

We're considering using AGS to make an 800 x 600 resolution adventure game.  I thought of 2 new features that would help a lot:

Suggestion 1:

At 800 x 600, the default fonts look pretty blocky next to the high-res graphics, so one of the first things I did was to import a true type font instead.  The problem is, if I import a true type font, then I have no outline font to stick behind it so that conversation text shows up over the background.  I think it would be wonderful if a future version of AGS got an option to automatically shade around any true type font imported in this situation, to save the trouble of having to create a shadow font from scratch.

Suggestion 2:

I would love to see AGS support JPEG image imports for room backgrounds.  Even a little big of JPEG compression can significantly reduce the hard disk (and download) requirements of a game that is full of 800 x 600 16-bit images!

Thanks for listening to my suggestions!  If this wasn't the best place to post this, please let me know.

Atlas
#2
Advanced Technical Forum / Found 2 bugs in AGS
Tue 21/10/2003 09:01:37
Hello,

I just started using AGS and overall have been very impressed.  I have found 2 bugs though:

Bug 1:

- I created a new game and told it to use 800 x 600 resolution.
- I made a new room, and imported a 1024 x 768 image, so that the screen would scroll.
- In the Interaction Editor, I told it to move player to another room upon the "Walk off right screen edge" event.

On testing the game, I found that AGS did a poor job of detecting the walk off right screen edge event.  If the player is towards the middle of the screen in terms of the y-axis, AGS will fire the event at x-coordinate 800, without letting you walk all the way to the right of the screen.  If you are at the very top or the lower portion of the screen, then you can walk all the way to x-coordinate 1024, but AGS won't fire the event at all.

In other words, AGS' calculation of when to fire the walk off right screen edge works as if this were an 800 x 600 room, ignoring the fact that it is actually a 1024 x 768 scrolling room.  (I tried some of the other screen edges as well with this configuration, and discovered they were buggy as well.)

Bug 2:

In the Font tab, if I click "Import Font...", and then navigate to where my fonts are stored, I cannot click a font name and then click open.  Double-clicking a font name doesn't work either--instead of opening the font, it launches Windows XP's font viewer instead.  After 10 minutes of struggling to open a font, I finally discovered that if I manually typed in the font path and name in the filename field, and then clicked open, it would work.

In case it makes a difference, I'm running Windows XP Home.

Once again, great product!   :)

Atlas
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