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Messages - JanetC

#1
I would love sprite files to be able to be stored separately. Unavowed has a 1.5gb sprite file and it needs to be uploaded in its entirety every time I change one sprite!
#2
OK the solution is to not use the SDL2.dll provided.

Use the 32-bit version from here:

https://www.libsdl.org/download-2.0.php
#3
Quote from: Blackthorne on Sun 05/04/2020 16:44:30
Yep, I'm getting the same error as Aaron.  "error loading plugin 'agscontroller.dll', it may depend on another DLL that is missing."

Was this ever resolved? I'm getting the same error. I'm using AGS 3.4.1 Patch 3.

#4
Quote from: Crimson Wizard on Tue 02/07/2019 22:47:23
Quote from: JanetC on Tue 02/07/2019 22:44:49
Ooh, I just noticed someone having the very same issue.

https://www.adventuregamestudio.co.uk/forums/index.php?topic=56699.0

But that's completely different problem? Maybe there's some kind of misunderstanding here.

I think it was the same problem. The solution mentioned by Chicky in post 7 worked (we think)
#5
Thanks Crimson Wizard! Good to know this won't be a problem in the future.
#6
Ooh, I just noticed someone having the very same issue.

https://www.adventuregamestudio.co.uk/forums/index.php?topic=56699.0

The game we are compiling is Unavowed

The solution was:

Quote from: Chicky on Mon 17/12/2018 20:02:36
I tested eriOo's hypothesis as suggested by tzachs and it has resolved the issue. In windows 10 I right clicked the game's exe, clicked Properties, clicked the compatibility tab then 'Change high DPI settings', ticked the box for 'Override high DPI scaling behaviour' and set the drop down 'Scaling performed by:' to Application.

Sorry about the duplicate thread!
#7
We recompiled one of our games, and when you run the winsetup.exe program, the "Desktop resolution" option is missing from the list of possible resolutions. Any ideas why this might be?

When we run it from the original folder, the "Desktop resolution" option is there, but when we move the game to another folder, it vanishes!

We are using v3.4.1.14
#8
Engine Development / Re: Switch?
Thu 17/01/2019 15:10:35
Well, we got our devkit now! Wish me luck, I'm unzipping the Switch code libraries...
#9
Engine Development / Re: Switch?
Fri 21/12/2018 18:57:52
I'm really thinking seriously of doing this right now. Does anyone know if having a private fork of AGS would be OK, given the license? Nintendo code can't be put into open source projects or revealed on pain of pain, so we wouldn't be able to share it.
#10
Is the AGS Android port used in any commercial games?
#11
Engine Development / Re: Switch?
Thu 13/12/2018 20:14:00
I'm thinking that with a combo of Nick Sonneveld's implementation of AGS to SDL and Ryan C. Gordon's port of SDL to Switch, this would be highly feasible. Dave is trying to get in contact with Nintendo to see if they will let us buy a devkit.
#12
Engine Development / Switch?
Sun 30/09/2018 22:35:12
People keep asking us to port Unavowed to Switch. I currently have a day job so I can't do this myself. Does anyone know of any good porting guys who will port AGS with respect for its open source status so others can use the port and we can keep it updated?
#13
Quote from: bx83 on Sun 12/11/2017 09:58:32
This is probably a stupid question - but which URL directs me to the latest copy of the iOS libraries?
https://github.com/JanetGilbert/ags/tree/main/iOS/buildlibs
https://github.com/adventuregamestudio/ags/tree/master/iOS

Would seem to the second one, but it's hard to know which one is more modern.

Which one works for an iPhone 7/8?
Which one *doesn't* require a jailbroken phone?

My most recent version of the code is the following branch:

https://github.com/JanetGilbert/ags/tree/ios-technobabylon

Used for releasing our most recent iOS game, Technobabylon. I recommend using this if you want to release a game.

I don't know what state
https://github.com/adventuregamestudio/ags/tree/master/iOS
currently is in, whether it can be compiled for App store or not.
#14
Hi, I'm playing a beta version of Unavowed under this build. If I run it under OpenGL mode, tinting doesn't work. I'm running Windows 10 on a Macbook Pro via Parallels, but I'm not sure that the emulation is the problem - it never has been before.
#15
We know about Git LFS and Dropbox and use both. But it would be much nicer if the sprites were stored as individual files like the sound files are. At the moment "Unavowed" has a sprite file that is several gigabytes in size and stresses even LFS.

The other unmergeable binaries, like room files, are also a small problem too because Dave & I have to be very sure that only one of us is using them! But that's not nearly as much of a problem as the enormous sprite file.
#16
It's currently really hard to keep AGS projects in source control, due mainly to the enormous size that acsprset.spr can grow to in any large projects. Could the sprite image sources be kept as links to separate image files on disk, as with the sound files?
#17
I tried this and I found it to be pretty much impossible due to not every important parameter being both read and write.
#18
Quote from: Crimson Wizard on Sat 22/04/2017 15:46:10
The truth, that I has finally realized, or rather forced myself to admit, is that I am coward. The simple and terrible thing was that I was not brave enough to try something like, for example, scotch is working on right now. Even though I was supposed to, believed I should, and even was making plans about that.

Had I find bravery to do that, we could have a replacement engine for AGS years ago.

What was the result of my cowardice is 5 lost years, a wasted time and opportunities, both mine and yours. I feel like a greatest liar now, an impostor, who pretended that he is doing something good. Your community deserved better than that.

I cannot forgive myself for this, even when people tell me that I did well, that does not persuade me even a single bit, because in my heart I know that's not true.

Many have started new adventure game engines, few have finished. So maintaining a finished engine that people use every day and enjoy is very worthwhile. It's just as challenging as starting from scratch, because you must understand the code of others.

Plus, don't dismiss the "hive mind" of people who already know how to use an engine. If a person is just starting out writing games, AGS is well documented has a large and thriving community who can advise them. This is very important to new developers. It's lonely to use an engine that almost no-one else uses.

You mention feeling like an imposter - I do think that you should google "imposter syndrome" - this is very much a common affliction among coders.
#19
Quote from: Dave Gilbert on Fri 21/04/2017 15:50:58
This kind of thing is a BIT out of my wheelhouse, so please correct me if I'm wrong. It seem like the engine is being fragmented and evolving in completely different ways by different people, which means we will have several different versions of the engine that all individually do awesome things but are impossible to merge together cohesively. Again, this kind of thing is WAY above my head, but my first impression is that this is exactly what we should NOT be doing? That this will inevitably lead to big problems? Again, beyond my experience, but my first reaction is to go "Eeek!"

Our fault too! We currently have a mutant version of AGS that works great for iOS but isn't integrated with the main branch.
#20
Quote from: Mehrdad on Thu 09/03/2017 15:15:16
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

It works in much the same way as the iOS version, described here:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=52219.0

(That is a little outdated now but it should provide a starting point.)

Note that Nick changed the way that projects work so now you add a new scheme to the existing project, rather than copying and renaming a project.
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