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Messages - Relight

#1
Hmmm... you're totally right, and I'm not sure how I mistakenly got into that impression. To explain a bit more clearly, for some reason I always thought that Photoshop reported pixels by rows/columns, as if the top left pixel would be 1,1 because that pixel occupies the space of the first column and first row of pixels, rather than reporting by the top left alignment of its position. I was wrong! I do use Photoshop and InDesign etc. quite a bit but it's been ages since I've done pixel work. It doesn't make sense for pixels to be treated differently than any other unit of measurement, but I guess I always thought of pixels more like the rows and columns in a spreadsheet... in a spreadsheet, your top left cell is A1, not A0. Right? :P

Anyway, I hope that explanation somewhat covers for my momentary senility ;)
#2
I am a beginner with the latest version of AGS (3.2.1) but not new to AGS itself. I am a quick learner but it has been around 10 years since I've used it myself, so I did turn to the documentation to help me get going. With that in mind, there are a few things I thought I'd mention that either could be documented better (unless my skimming missed them) or that I thought could use some basic improvements in the editor that would be useful.

I can see it seems to be a tricky time for AGS with Chris no longer involved in development (?), critical | discussions (have you considered inviting some of the large groups that use AGS - Himalaya, Infamous Quests, Wadjet Eye, etc. - to a symposium to discuss these types of ideas?), and multiple | dev branches (?), which can't be good for the community in the long run, can they?

Onto my points:

1) I had forgotten that the AGS coordinate system starts at 0,0, which is fine if it is clearly explained in the scripting tutorial so that beginners understand it (although I didn't notice this, including the rationale and the scope - does it apply to Rooms only? to GUIs? to sprites? etc), but it is contrary to the idea that the top left pixel is 1,1 as per Photoshop for example and probably the rest of the world.

2) The ability to zoom in while working on GUIs in the Editor, just like with Rooms. This is critical, as monitors keep getting larger and GUIs and especially GUI elements can be small.

3) Centre GUIs vertically and horizontally in the Editor while working on them, as this makes it much easier to work on the edges. Or, at the very least, offset the GUI slightly from the edges of adjacent elements in the Editor.

4) A point of confusion for myself - how do those GUI handles work? The outer edge of the handle seems to be aligned to the outer edge of the GUI object, but in that case my objects (same height as my GUI) weren't fitting on the GUI like they should. I was working with transparent edges on my objects so that was also making it tricky. A corner piece (1 pixel line sitting on top of the outer edge of the object extending down both sides from the corner) would be possibly easier to understand than the pixel blocks currently used, in my opinion.

5) "Duplicate" function - duplicate GUI, duplicate Room, etc. This would be a nice and fast way to copy something, rather than the extra steps of exporting and importing, or the extra step of creating a template Room for example if it's not something you really need to template, if you only need 1 copy.

I think that's it for now!
#3
It would be cool to have a new splash screen. No offense to whoever made it, but I was never fond of the current one myself. Of course that's just one person's opinion and the splash screen doesn't really matter to the program itself :)
#4
Cool! Yeah, I hear ya re: scaling. I was thinking of a little PHP resize script that would do a nearest neighbor enlargement on the fly.
#5
I didn't look around too much more for a thread where I should be mentioning this, I hope you don't mind if I mention some ideas / suggestions here that shouldn't be too hard...

1) When you search, and there are multiple pages, clicking any of the "Next Page" / "2" links goes to:
    http://www.adventuregamestudio.co.uk/site/games/namesearch/2/name/
    And it says "Invalid search!"

2) Anytime there's a list of games (ie list of search results), the title of each entry is "Game Name (link) by Author". Could Author also be made a link? I think that's useful as a fast way to go to all of an author's games.

3) When a screenshot is < 640x480, could you zoom it x2 when you click on it (from both the list of games, as well as the individual game page)? You click on it, and it's the same size or even appears slightly smaller. IMHO this would be hugely useful.

4) Games with unknown release date appear as "unknown" in the game list but they appear as "1 Jan 1970" on the individual game page. (By the way - couldn't many games, especially those in zip archives, be approximate dated by the last modified date stamp of the files?)

I think that's all I got for you for now. Great job guys!
#6
Quote from: AGA on Sat 04/05/2013 17:07:49This page gives a full list.
"Page incorrectly accessed."

Quote from: selmiak on Tue 28/05/2013 21:36:57So this seems to be the right place to suggest allowing gameauthors more images per game.
I second this. A lot. Yes, we all judge games by their screenshots. And often 1 screenshot is insufficient to judge. Or the 1 screenshot present isn't an ideal screenshot.
#7
Ah, posted a "where can I get these?" message myself, but then found the answer.

For anyone else wondering, check out http://www.summerbatch.co.uk where download / purchase links for some are available.

PISS: http://www.rockpapershotgun.com/2013/01/16/fancy-a-decent-adventure-then-go-for-a-piss/
Patchwork: http://www.adventuregamestudio.co.uk/site/games/game/1642/

Apologies for the massive bump :P Looked for delete option, didn't find one :)
#9
"which contains the following dialog options"

it has to contain all of them?

(never mind, i didn't read the whole thing - that's a bit oppressive)

"what the say"

what they say?

"underware"

underwear?
#10
You'll have to click to open it, sorry.

http://thor.prohosting.com/ceegee/img/1.htm
#11
Andail I just love your artwork! You never cease to make cool things. So, um, yeah. I might take a wack at it.
#13
Good luck Andail!

You know I loved part 3 (but never got to play the first parts, 1 because I just didn't, 2 because it didn't come back online).

I'm sad to hear that Sibylla was cancelled!
#14
I emailed days ago but got no reply.
#15
Sweet - did you model that yourself?

I would suggest building the rest of the room that this table / typewriter are in, I think it would be good. Because it is a bit odd starting off under the table with the table just floating.
#16
Critics' Lounge / Re: 3D Cabin
Mon 06/09/2004 03:15:12
The lighting is too yellow, no matter what lighting you may be trying to create. If something is yellow-lit, it's not just bathed in yellow. Of course, you didn't say what you wanted commented on specifically, so maybe you already knew that.
#18
Well they could be mixing up AGS with AGI... but that would only be if they're *really* dumb. Well... :P
#19
AGS was also mentioned in "issue 40" of the mag pc utils "pc-utilities.co.uk" along with kq2, little johnny evil, and the six day assasin. this was a while ago and i haven't been around, so don't know whether anyone saw that, so...

http://www.sylpher.com/relight/imghost/pc1.jpg
http://www.sylpher.com/relight/imghost/pc2.jpg
#20
Could only think of one panel, but thought it was funny.

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