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Messages - Ali

#621
I'd also love to see this at AdventureX!
#622
The trailer looks fantastic!

My only criticism is that Normality is not the best example of a first person adventure game!
#623
Quote from: Monsieur OUXX on Wed 09/10/2013 19:09:23
After seeing the first screenshot in the thread, I was about to post "I sense bad-taste 3D" (even though it wasn't obvious)
...And then I saw the screenshot posted by Grundislav, and it became crystal-clear: this 3D is AWFUL!


Exactly! I think the problem with Grundilsav's awful screenshot isn't just to do with the SIMs-esque saturation and lighting. The problem is the camera angle. It's exactly the same as the low-res original, which was framed like that (if memory serves) because scrolling wasn't possible and because at some point Gabriel looks at the park from a distance. The detailed 3D reveals the horrible long-lens-to-the-point-of-isometric flatness of the original frame.

I think translating it into 3D without re-evaluating the camera angle is a mistake.

EDIT: That said, this one is OK. The texturing is massively better than the others, and they've managed to avoid adding rainbow lighting effects. The camera is still to high, and the frame too 4:3 for my taste. (Why are they remaking it in 4:3!?)
http://www.gabrielknight20th.com/
#624
The first sentence sounds like Sierra's Lighthouse. The rest sounds crazy!
#625
I see Ascovel's point about downscaling fonts. If it's not possible to avoid downscaling, perhaps addressing the current weaknesses of anti-aliasing for TTF would be a good compromise. If a heavier, softer AA was available for fonts, it might look less nasty when shrunk?
#626
Quote from: Ascovel on Mon 07/10/2013 17:36:25
Would it be complicated to separate the font rendering from the rest of the image? So that we can e.g. have specific font sizes preloaded for specific screen resolutions.

Out of interest, why would that be useful? Surely the font size would usually be relative to screen size?
#627
Technocrat: There's recently emerged an experimental build by Crimson Wizard which supports 1280x720. CW's done a great job, though it's still a long way from becoming part of an official release. The important thing is, in principle it can handle any custom resolution: http://www.adventuregamestudio.co.uk/forums/index.php?topic=49014.0

Also, I can't see why anyone would choose windowed mode, except to avoid the hassle of getting AGS to run full screen. There aren't many non-ags games which run in a window by default...
#628
This looks very promising. Looking forward to the demo!
#629
I have to agree with Khris that the word 'fraud' can be used outside of its legal sense. It is a legal term, but it's also just a word.

It's not a metaphor to use the word 'fraud' to describe something you believe to be a fake, even if no crime has been committed.
#630
If you have a screen-sized object (or GUI?) with 30 frames of animation, it's probably that which is causing the slow-down rather than anything specific to this build.

There are more efficient ways of achieving a rain effect. I'll PM you to save clogging up this thread.
#631
Quote from: Mehrdad on Fri 20/09/2013 15:23:16
I tested 1280x720 for big GUI and a simple alpha channel rain and character on D3D.
Unfortunately i found stutter and slow show in fade GUI and move player.Of course i know it's depend to engine.I change cash ram size in winsetup too.but don't change anything.
What ways do you recommend for achieve to more speed?

Mehrdad could you upload a test game with these performance problems? That might help establish whether it's related to custom resolutions, or the rain effect, or your system.
#632
Thanks for taking the time to look at this CW. I know you're busy and it's really appreciated.

Quote from: Crimson Wizard on Thu 19/09/2013 18:09:03
Feedback made in other thread:
Quote from: Ali on Thu 19/09/2013 14:38:09
The biggest problem I encountered was the graphics failing to initialise when running in windowed mode with the resolution set to 1280x720 or less. Would I be right in thinking recent developments should make it possible to scale the window down to fit lower resolutions?
It should, and IIRC I tested 1280x720 games in windowed mode. To clarify, what is your game's resolution and how exactly are you changing display resolution?

Sorry, I may not have been clear. The test game is 1280x720. It works fine in windowed mode when my desktop resolution is 1920x1080 or 1600x900. But if the desktop resolution is 1280x720 or below, the game won't run in windowed mode: Problem: 'Failed to create Direct3D Device: 0x8876086C'

Quote from: Mehrdad on Thu 19/09/2013 19:10:52
Quote
Do you mean one of your guis don't fit, or you are calling standart QuitGame dialog?
I will look into this soon.
My mean is: gRestartYN.I can't center it on screen (1280x720)

Mehrdad's right that the default dialogs (Save, Restore, Quit) don't display in the right place at 1280x720. But I don't have any problem getting a custom GUI to centre in the screen.
#633
Wow! I played around and found it worked surprisingly smoothly. Incidentally, I love the moveable tabs in 3.3.0!

The biggest problem I encountered was the graphics failing to initialise when running in windowed mode with the resolution set to 1280x720 or less. Would I be right in thinking recent developments should make it possible to scale the window down to fit lower resolutions?

Apart from that, the most notable problem was tearing in full screen. This was very, very distracting. I think VSync for D3D would be essential for decent looking high-res. Is that a realistic possibility? Weirdly, I didn't see any tearing in windowed mode (even at resolutions where the window virtually filled the screen).

Apart from wanting to see this develop further, it would be useful to add an export option for walkable areas / regions and hotspots to make scaling up an existing game easier. I did this using CRM tools and Photoshop for scaling. But CRM tools doesn't work properly for higher resolutions and it takes a bit of fiddling.
#634
Quote from: Crimson Wizard on Wed 04/09/2013 09:22:14
Hmm, I am scratching my head; I spent 30 minutes to make an experimental build with 1280x720 resolution, and haven't seen any problems except for some glitches related to zooming in the room editor. Unless I am missing something terrible, this (adding custom resolutions) might be easier than I expected.
I will return to this in a short while.

E: I used the build with free display modes I made earlier, so that could simplify things too.

I just wanted to follow up on the progress with custom resolutions. Is there anything a non-programmer could do to support this aspect of development? I'd be keen to help test any experimental builds which appear, for instance.

Sorry if this sounds like hassling, I just want to keep encouraging this!
#635
Hello,

I'm looking for two or three German speakers to test a new translation of Nelly Cootalot: Spoonbeaks Ahoy! If you're interested please reply to this thread or send me a PM.

- Ali

Edit: Some helpful AGSers have stepped in to playtest and proofread. Thanks!
#636
Quote from: Andail on Sat 14/09/2013 17:54:34
Wait now, everybody, things are getting a bit confused here.

Myinah, I'm not sure what your post refers to, but "rape" wasn't being used metaphorically (at least not in Selmiak's first post - the second one I have no idea really)

It might have been lost in the second post, but Selmiak said that Assange was a victim of rape in some sense. That's what Myinah was objecting to, and I think quite rightly.

Of course the word 'rape' can be used figuratively. But whatever you think about Assange he wasn't a victim of rape, literally or figuratively.
#637
As a vegetarian, I'd like to chip in against the punching of leather and meat. Vegetables have a long and distinguished history of being beaten in the pursuit of foley.
#638
I don't know if this is relevant, but a UK-based friend had the same issue publishing through iTunes. Instead of getting an ITIN (for an individual) he got an EIN (for an entity) which was much faster and only required him to make a couple of calls to the IRS. He followed this (not-written-by-an-expert) guide:

http://catherineryanhoward.com/2012/02/24/non-us-self-publisher-tax-issues-dont-need-to-be-taxing/

On the other hand, let me know when you're coming to London and lets get a drink?
#639
Good example, Nefasto, but I didn't meant to imply this wasn't a problem. I was just trying to work out why so few of us had noticed it. I'm sure the same thing could happen with mist/fog, a waterfall, a forcefield or anything else which a character can walk through.
#640
I hope adding custom resolutions does turn out to be easier than you expected!

That said, I do agree with avoiding a hack for one particular resolution (even one as desirable as 1280x720). I think it would be ideal if the designer could choose any frame size/shape (within reason) and the engine would scale it to a resolution appropriate for the player's monitor - adding letterboxing or sidebars as necessary.
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