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Messages - Ali

#361
Then native resolution is 1920x1080. When I Ctrl-V, it says it's running at 1600x900. When I Printscreen, I get a 1600x900 image:



But it doesn't display correctly. Needless to say, other games do run at 1600x900 correctly.
#362
Hello,

When I run my 1920x1080 game at 1600x900 resolution, it should look like the image on the left. But it's actually displaying distorted, with black bars at the top and bottom - like the image on the right.
My monitor is 16:9, so there's no reason I can see for the bars. I'm using AGS 3.4.0



Can anyone help?
#363
I am now using CW's module, and it works. Some of the built-in timer numbers seemed to work and some didn't. It's the first time I've ever found AGS to be inconsistent (without it quickly turning out to be my fault). I'm sure this was my fault somehow, but for the life of me I can't find any other script dealing with the relevant timers.
#364
It's just called from after fade in, so it shouldn't be repeating.
#365
I'm changing the second parameter. It works immediately if set to 1 and seems to do nothing if set to any other number.

I'm using 3.4.0, with lots of modules I wrote (that don't set timer 1) and the Tween Module.
#366
I'm using QuitGame(1); as a clear cut way of finding out if it runs. As I added above, some timer numbers seem to work, like 18.

I feel like there must be a clash with a module (like Tween). Tween has two functions that set timers, but as far as I can tell they are never called anywhere in the script. Nor is Timer 1 set anywhere else.
#367
Hello!

In after_fadein I have:

Code: ags
SetTimer (1, 1);


Which successfully triggers this:

Code: ags
function repeatedly_execute_always()
{
  if (IsTimerExpired(1) == true){
    //my code here
  }
}


BUT if I change the timeout value to anything other than 1, it doesn't trigger. E.g.

Code: ags
SetTimer (1, 2); //Does nothing!


I've never had any trouble with timers before, so I feel like I must be making a stupid error. Please help!

EDIT: Some timer numbers seem to work, like 18. So I feel like there must be a clash with a module (like Tween) but I can't find it.
#368
It is on GOG, I'm delighted to say.
#369
I hope and believe that the serial number issue is fixed now. The game came out on Thursday and (so far) I haven't heard about any issues. I worked on the English dialogue, so I'm not objective. But I honestly really like this game.



Adventure Gamers gave it 4/5: "Excellent visual, audio, and puzzle presentation."

And Rock, Paper, Shotgun liked it too much, frankly: "a sharp, smart, witty and superbly constructed adventure, with stellar voice acting, superb music, and some of the most splendid hand-drawn art I've seen in forever."

If you like it, tell your friends. If you don't like it, tell your enemies.

Buy it on GOG
Buy it on Steam
Other Stores
#370
General Discussion / Re: the blender 3D thread
Wed 25/04/2018 15:17:44
Also clearly a work-in-progress, but seemingly more up-to-date: http://blendercam.blogspot.co.uk/

This version runs on 2.76.
#371
I agree, Amnesia was too much. But it was scary. Soma is a huge improvement, in that it's scary, but the story and voice acting are also excellent.
#372
Why isn't this thread just the words AMNESIA and SOMA over and over again until we're all dead?!
#373
Quote from: Frodo on Sat 14/04/2018 16:16:49
Will we be seeing a DRM-free release, or is it steam-only?

I hope it'll go to GOG, but the publishers will also sell it direct from their website (there will probably be serial number number copy protection, but not intrusive DRM).
#374
General Discussion / Re: the blender 3D thread
Fri 30/03/2018 18:28:05
This is fun. I love blender, and I use it all the time to add elements to video / animation. But I never seem to create any finished scenes. The best I can offer is an unfinished magic lantern. You can see exactly the point where I got distracted, because it has no back or top. Or slides.

#375
Thanks for listening! We have another episode coming out tomorrow, containing my current favourite story so far: The Wilnecker Paradox.

Snarky: I have long been a fan of Kelpies, but I either didn't know or had forgotten that they could take human form. Thanks for the tip.

Blondbraid: We are planning to get some international comedians to tell us some non-British stories. How famous is Storsjöodjuret in Sweden? Is she Loch Ness Monster level, or more obscure? Because we like obscure!

#376
Damn right. So far I've introduced him to a Bluecap and a Redcap, why not ol'Greenpants?

Sidenote: We have two more episodes out. The latest one features both idiots and Nazis.

#377
Quote from: Grundislav on Thu 25/01/2018 00:10:22
I greatly enjoy this podcast, and can say, with some measure of authority, that Ol' Greenpants would approve as well.

Now THAT is an endorsement! (Albeit, one I'll have a hard time explaining to James.)
#378
Would the ratio of AGS Developers : Wadjet Eye be significantly different to Unity Devs : Commercially Successful Unity Devs, I wonder?
#379
Quote from: Gurok on Fri 12/01/2018 06:06:05
AGS gets character movement and animation right. Other engines I've used move a character at 60 FPS regardless of the speed of the animation. I think this is mostly due to laziness and lack of consideration at the point of design.

This is bang on, in my view. It's not perfect, but it captures the character movement from 90s adventure games - which (inexplicably) better than character movement in many contemporary 2D adventure games where sprites slide all over the place.

Scripting sequential events is also super-easy. You can write a script which works like a movie script where the game waits for each event to complete before moving on to the next. it sounds simple, but other game engines seem to be designed around things happening simultaneously, based on lots of different inputs. For artists and writers, the AGS way is incredibly helpful.
#380
Thimbleweed Park is a bit of an anomaly. They haven't make enough money for Gilbert to deem it a success (though I think most of us would be happy with the sales figures!). But I really can't understand where it belongs in the story of adventure games dying (or not dying). Some people seem to think it's an innovative genre experiment, like Undertale, that subverts gaming conventions. Others seem to think it's just a classic comedy adventure game.

For me, it reminded me of the AGS games I played back in the early 2000s when there were relatively few actually playable games in the database. What it lacked in ergonomics and interaction it made up for in tiresome, repetitive self-referential humour. I really wanted to like it, but I found it as alienating as that Space Quest reboot.
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