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Messages - portableTaco

#1
Aha! I suspected a video cable might be it.  When it cuts out during game-play, does it come back on and your game resumes? If so it's definitely gotta be the cable.  If on the other hand when it cuts out you have to restart the system itself, it might be a faulty something-or-other inside the machine which would be something else. 
#2
Quote from: Yitcomics on Wed 19/08/2015 18:09:43
@portableTaco,appreciate the tutorial,like you said I did find myself getting easier to eyeball perspective after learning and doing a lot of perspective.At the moment i'm just trying to draw without concern too much about perspective cause it was making me crazy.But this will be useful for practice 8-)

Yes, it will make you crazy if you obsess over it and let it lead your drawing.  Usually, I just draw and when I'm ready to tighten up my drawing, then I make sure the perspective is correct and all that towards the end.  I throw down something loose to start with, then I paint, then if I super care about that particular background I get the pen tool out and make sure it's right.  Store your tutorials in a folder, and refer to them when it matters to you. ;-D
#3
Welcome aboard, Yonatan! =D
#4
I'm also chiming in that it sounds like your snes could be broken.  You said new fangled snes-box? Is it a knock-off? Did it actually come new in a box or was that just a joke? Sorry it may sound stupid but I worked in tech-support so I'm just making sure you actually bought an old snes from somewhere or if you actually bought one of those new fangled knock-off snes-units that they make now.  I can't really comment on those new knock-offs, but an original snes will absolutely work with RCA on a digital TV.   And like Wyz commented, you should be able to plug the sound in (white and red are stereo sound, yellow is for video), and at least hear something if it's working at all.

Also, aren't all RCA inputs analog? My TV is one of those brand new digital-types but it has RCA inputs, and they take whatever RCA stuff I plug into them, old or new. I didn't think it mattered.

It's probably obvious but here's a little handy guide:
http://www.gametrog.com/GAMETROG/HOW_to_connect_Hook_Up_Super_Nintendo_SNES_system_1.html

It's also possible if your unit is used, that your RCA adapter is bad, and not necessarily the snes itself.   Does the snes power light come on?
#5
Yes for me.  I've had it for many months now and really like it over 8.1.  It seems faster to me, and I've already loaded it up with tons of audio DAW stuff, photo editing junk, programming languages here and there, and all seems pretty solid. No issues with any drivers from 8.1 either, it all just works just as well if not better. 
#6
Up up down down left right left right B A start.  I need more lives!! D=

I never liked lives.
#7
Hi everybody. =D I'm not really new but I was gone for so long I just made a new account.  I used to be Moresco, but you probably don't remember me cuz that was way back in 2003 or something.  Anyway hey.  I've made lots of things here and there but never finished a game because I'm lame, ha.  I moonlight as a rock musician and I love adventure games.  My favorites were Quest for Glory, Police Quest 2 and Monkey Island.
#8
Advanced Technical Forum / Re: Windows 10?
Fri 14/08/2015 00:46:32
Certainly seems to be running for me with no issues so far. 
#9
Oh yeah, that's all true, the proportions don't change unless you are caught in a witch doctor's voodoo.
#10
So I'm editing this post because in order to answer your question better, I thought it might be fun to make a little tutorial or something. So I'm doing that right now.  For now, here's a quick bit about getting your object's depth to be right anywhere in your image.  I'll make a post with all the tutorial parts when I finish them, I think.

PortableTaco's Measuring in Perspective, 4ft x 4ft Box, Step 1:
The line in Purple is a Measure Bar, I've established the "1ft" measurement on the GroundLine (GL) towards the bottom of the image and just
carried it up to where I want my 4ft x 4ft Box.  I've drawn every measured point as a grid, just to make things easier to see.


PortableTaco's Measuring in Perspective, 4ft x 4ft Box, Step 2:
In step 2 all that happens is I copy the horizontal 4ft measurement, rotate it vertically and place
it to create the sides of the Box.  I've also drawn the top of the Box.


PortableTaco's Measuring in Perspective, 4ft x 4ft Box, Step 3:
Here I have drawn my Purple orthogonals back to the Vanishing Point (VP).  Where is the back of the Box? To find it, I measured four measurements to the left of my left-most orthogonal line (the left side of the Box) and drew a Yellow line back to a *Measuring Point (MP).  In this case, I drew to MP2 so it would cross over my Purple orthogonal.  *Measuring Points are found by creating two 45 degree angles from the Station Point (SP - where you the viewer are stationed).  I'll go over more in-depth later in the actual tutorial.


PortableTaco's Measuring in Perspective, 4ft x 4ft Box, Step 4:
Last step here, is to measure off points on the Yellow line going back to MP2. Each time it crosses an orthogonal line, that is 1ft back in space.  We're looking for 4ft back in space.  You can see three red dots leading up to the final Red line which shows the back of the Box, each dot represents a point at which the Yellow line crosses an orthogonal. 


Well that's it, finding your measurement depth anywhere in space.  You can make a measurebar anywhere you like, and go off the grid from your GL.  You can do it vertically too, so if you want a guy who is always the same height, say, then you would measure your arbitrary height vertically from the GL, and obviously follow that top point back to your VP and then anything along that line is the same height.  You can definitely get by with eyeballing all of this, which is I think what Snarky was saying, don't get locked in to making everything so rigid, but it's really great to understand how it all works.  The great thing about this is that the more you just look at it, the more you find shortcuts to getting what you're after without complicated perspective setups. Cheers!
#11
Quote from: Crimson Wizard on Tue 06/01/2015 12:32:15
Can I ask you about something else: put following line into acsetup.cfg under [misc] section:
Code: txt

log=1

Then run the game. A log file "ags.log" should appear in standard Saved Games folder, in ".ags" subfolder. Can you attach it also?
Here's the .log file for the crash.  It happens when I hit F5 to run in the Editor.
http://www.mediafire.com/download/wvb4jv52nb7ukb7/ags.log

However after seeing the log file I think I may have figured out why it's crashing.  When I run it in the editor, I'm hitting F5 to run, and the log file has the following error:
Code: ags

Attempting to find nearest supported resolution for screen size 1366 x 768 (32-bit) windowed
Attempt to switch gfx mode to 1366 x 736 (32-bit) windowed; game frame: 1366 x 768, frame placement: proportional
Failed. Unable to find a suitable graphics driver
Attempting to find nearest supported resolution for screen size 1366 x 768 (24-bit) windowed
Attempt to switch gfx mode to 1366 x 736 (24-bit) windowed; game frame: 1366 x 768, frame placement: proportional
Failed. Unable to find a suitable graphics driver

What was weird to me was that when I tried to run the game from the compiled .exe, it ran fine even when I had compiled with directDraw5 selected as the renderer. It turns out that if I run it in the editor as CTRL+F5 to run without the debugger, it also runs fine.  So I looked at the new log file and lo and behold, it adds this line after the two failed windowed attempts:
Code: ags

Attempting to find nearest supported resolution for screen size 1366 x 768 (32-bit) fullscreen
Attempt to switch gfx mode to 1366 x 768 (32-bit) fullscreen; game frame: 1366 x 768, frame placement: center
Succeeded.

Seems like it gave up on Windowed mode and attempted Fullscreen instead, which in this instance was fine for the driver so it worked.  But, for whatever reason the normal run (F5) does no such attempt to fallback on fullscreen mode, so it crashes.  All my other "successful" directDraw5 runs have all fallen back on Fullscreen mode.  However direct3D does create the Window successfully:

Code: ags

Attempting to find nearest supported resolution for screen size 1366 x 768 (32-bit) windowed
Attempt to switch gfx mode to 1366 x 736 (32-bit) windowed; game frame: 1366 x 768, frame placement: proportional
Succeeded. Using gfx mode 1366 x 736 (32-bit) windowed

#12
Quote from: Crimson Wizard on Mon 05/01/2015 14:32:21
Can you upload a crash dump?

Not a problem at all. This was the only 3.4.0.3 .dmp in my project directory, so I'm assuming this is what you're after.  Hope this helps!
http://www.mediafire.com/download/vhez371hrkmfhms/CrashInfo.3.4.0.3.dmp
#13
Quote from: Crimson Wizard on Sun 04/01/2015 18:28:14
I'll be looking in your problem in following days. I plan to upload a new version later today, when this happens please take a chance to upgrade and see if the bug is still there.

I checked it again with the new version you released and yes, it still crashes in the same way. 
#14
Hey CW...do the custom resolutions only apply to D3D and not directDraw5? When I started my empty project template it was auto defaulted to directDraw5, and upon using say, 800x600 I get no issues.  But, when I switch to 1366x768 I get an error similar to Meekah on page 5 of this thread.  If this is because it doesn't work with directDraw5, then forgive me for misunderstanding, but I will include this just because I thought more systems were compatible with directDraw5 (at least in 2010....)?

Here's the error:
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00473B35 ; program pointer is -3, ACI version 3.4.0.2, gtags (1,30)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.

Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------

Thanks! =D
#15
Looking good!  Yeah just keep refining it as you go, it's getting better for sure!  That's something I often wonder as I'm painting; is it getting better or am I destroying it? haha. How long have you been painting things? Also yeah it's a good idea to take a break and come back and look at it again, you might see things you missed before.
#16
I just wanted to say that I think your new version has fixed that tilt that Snarky mentioned, and I like the lighting a lot more too.  My only complaint with your first WIP was that some things seemed undefined but I suppose that you're going to continue refining the background's edges as you go.  Anyway I really like the color and the lighting seemed a bit dull before but now it's more interesting, especially on the opening from outside.  I like it!
#17
Quote from: pixelincognito on Mon 01/12/2014 18:17:35
That's a great idea portableTaco :) We'll look into that for sure.

Well here it is...the demo in all it's lovely brokeness haha.
Thanks! And please, call me Taco. =p  Awesome, I'm gonna check out the demo tonight after I finish up some of my own work. WOOT.
#18
This game looks absolutely fantastic.  I'm on-board! Also, on the permadeath discussion, I like the idea of having both, with rewards that are different for each style of play.  That way, if the player wants a certain reward or to see a certain event, they have to play the permadeath game....and vice versa, they get a bonus or reward for playing the other version.  Of course to you the programmer it's kinda extra work to do both, haha. But that's just my two cents.
#19
General Discussion / Re: New voice microphone
Mon 01/12/2014 15:15:37
What do you consider expensive to be? I just ask because I have an MXL 4000 which I consider to be the most inexpensive mic I've kept in my collection as vocal mic's go, and it's $400, though it can rise or fall depending on your preamp and how you handle the high EQ.  A Snowball from Blue is a pretty cheap mic, about $100 and it's okay depending on what you expect to get out of it...so it all depends on what sort of vocal takes you're hoping to achieve.  Like Calin said the equipment is only half of the equation, a nice quiet, treated room is also very helpful to get good recordings.

You'd probably want a cardoid pattern instead of omni, but a mic like the MXL 4000 for example, can do cardoid, omni, or figure-8.
#20
Seems like a pretty fantastic idea to me.  It's the sort of thing with catacombs and mysterious puzzles to solve? Like Indiana Jones kind of explorer diving into the depths to uncover traps and maybe some magical power from an ancient artifact (how else was he going to learn about the coming apocalypse to build his catacombs?!)....
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