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Messages - Ali

#681
Hello!

Just a reminder that we've entered our final week currently at 91% funded. Thanks to Peder for mirroring the demo. And Cat - rest assured that the seasickness will be optional!

If you're interested in the development side of things, I've been interviewed by the loveable guys at BigSushi.fm: http://bigsushi.fm/episode-78-alasdair-beckett-king/

#682
Thanks, I'll try that!
#683
Hello,

I've had some success running an AGS game on Macs using Wineskin (http://wineskin.urgesoftware.com/). However I've just had a crash reported on the older Lion OS.

0xC0000005 occurred in ACWIN.EXE at EIP - 0x4530827F; program pointer is -1893, ACI version 3.21.1115, gtags (1065,275)

I don't know how to interpret this information. Would anyone have any suggestions?

If I can find out what it means, I might be able to customise Wineskin to fix it.
#684
The unzipped file-size is because the sprites aren't compressed. While I'm trying to work on the game's performance I thought it best to disable compression. It is a bit chunky, but there's not much in there which isn't in the game - no extra rooms or characters I promise!

I hope it wasn't too short. More of the game is currently playable, but it's missing several animations and key actions. I thought it better to release a polished little taster like this, rather than a longer pre-alpha full of placeholders.

Thanks for spotting the weird walky thing!
#685
Hello! In the Latest Update I've release a playable demo of Nelly Cootalot: The Fowl Fleet. It's a very short taster of the game.

Nelly Cootalot: The Fowl Fleet Demo

Let me know what you think!

- Al
#686
So if the situation got desperate I could cheat with big animations and run them in the background, so that they were cached in time to be run?
#687
Thanks! I assumed that changing the line JSS altered in spritecache.cpp would sort out the 5mb issue. But perhaps 100 is a better defailt, since it's full of all graphics and stuff... The tiny lags for me were when Bloodbeard (the ghost) appears when you interact with the mop.

I suppose I'd better make things like parallax and vignetting optional, to avoid bad performance on slower machines. Thanks for the tip!

I'll test out the new source as soon as I can!
#688
Yes, changing the cache back to 20mb is a massive improvement. However, it still runs distinctly less well than it does when compiled with 3.2.1's engine. To get passable performance I also have to increase the cache to 100mb, and it's still jerky in places. (I sent Crimson Wizard another PM with examples).

So I have a couple of questions:

Are there any computers around these days for which 100mb(or more) caches will be a problem?
Is it possible for me to address other factors which impact on the engine's performance?
#689
Thanks muchly, chums! I really appreciate people spreading the word!

@Snarky: I agree, I am worth so much more aren't I?

@Ben: I didn't mention Nomad Soul! Is it good? I've been wondering about playing it... I Duncan Jones woul'd give us a chance because it's a retro game, and I went to the same film school as him (not at the same time though, otherwise I'd definitely totally be as successful as he is probably).

@Crimson Wizard: Thanks! And thanks for helping me get the demo to a nearly-releasable state.
#690
Quote from: Adeel S. Ahmed on Sun 09/06/2013 21:56:01
I haven't read Bible but I know this: in any part of the Bible, there will be NO opposition of science.

This is an odd sentence. In a funny way, it sums up the whole argument for me.
#691
If that's addressed to me, I haven't made any modifications. It must be something in the ongoing development. Hopefully Crimson Wizard can puzzle it out...
#692
Springthoughts was really nice about Nelly Cootalot, so I hope they're real!
#693
Well, I'm glad to have spotted something weird!
#694
He also accuses Coin Operated Afternoon of containing a trojan. But since it's over 300mb, I don't fancy testing to see if he's right.

http://www.adventuregamestudio.co.uk/site/games/game/1657/
#695
Yes, I'm using the Release version! I just sent you a PM with a build of the game.
#696
Again, I'm sorry for the questions, but you're so good at solving them!

When I compile my game using an unmodified build of acwin.exe, I'm seeing distinctly poor performance. It's very laggy and the frame rate drops dramatically when the mouse is moving. The same game compiled with 3.2.1's acwin runs smoothly. The game is graphically intensive (by AGS standards!) but it should run with no problems on my computer.

If it helps, I'm happy to send builds of the game (but I don't want to post them online). All I can glean from the logs is that things initialise in a different order.

Good performance log:
Spoiler
00000001   0.00000000   [5392] AGS: ***** ENGINE STARTUP   
00000002   0.00006671   [5392] AGS: Installing exception handler   
00000003   0.00011289   [5392] AGS: Reading config file   
00000004   0.00174395   [5392] AGS: Initializing allegro   
00000005   1.56819642   [5392] AGS: Setting up window   
00000006   1.57465589   [5392] AGS: Initializing game data   
00000007   1.57494760   [5392] AGS: Initializing TTF renderer   
00000008   1.57754183   [5392] AGS: Initializing mouse   
00000009   1.59350574   [5392] AGS: Checking memory   
00000010   1.59366918   [5392] AGS: Initializing rooms   
00000011   1.59584260   [5392] AGS: Initializing audio vox   
00000012   1.59663796   [5392] AGS: Initializing keyboard   
00000013   1.59992146   [5392] AGS: Install timer   
00000014   1.60005403   [5392] AGS: Initialize sound drivers   
00000015   1.91870975   [5392] AGS: Install exit handler   
00000016   1.91887283   [5392] AGS: Initialize path finder library   
00000017   1.91893876   [5392] AGS: Initialize gfx   
00000018   1.91900063   [5392] AGS: Load game data   
00000019   1.95923865   [5392] AGS: Nelly Cootalot II   
00000020   1.96309674   [5392] AGS: Checking for disk space   
00000021   1.96462083   [5392] AGS: Initializing MOD/XM player   
00000022   1.96472156   [5392] AGS: Initializing screen settings   
00000023   1.96481788   [5392] AGS: Init gfx filters   
00000024   1.96493268   [5392] AGS: Init gfx driver   
00000025   1.96501446   [5392] AGS: Switching to graphics mode   
00000026   1.96514940   [5392] AGS: Widescreen side borders: game resolution: 800 x 600; desktop resolution: 1920 x 1080   
00000027   2.06808972   [5392] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 1066 x 600 anyway   
00000028   2.07134485   [5392] AGS: Attempt to switch gfx mode to 1066 x 600 (32-bit)   
00000029   2.07393074   [5392] AGS: Failed, resolution not supported   
00000030   2.08651900   [5392] AGS: Attempt to switch gfx mode to 800 x 600 (32-bit)   
00000031   3.57547140   [3472] In WM_DEVICECHANGE   
00000032   3.58709121   [3472] SetTimer for WM_DEVICECHANGE Started   
00000033   3.69410610   [3472] In IsDCProcessingDone = true   
00000034   3.73774600   [3472]    
00000035   3.73774600   [3472]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started    
00000036   5.48003006   [5392] AGS -- InitializeD3DState()   
00000037   5.48077106   [3472] SetTimer for WM_DISPLAYCHANGE Started   
00000038   5.52404118   [5392] AGS: Succeeded. Using gfx mode 800 x 600 (32-bit)   
00000039   5.56739569   [3472] ATTACHED to desktop    
00000040   5.60215330   [5392] AGS: Preparing graphics mode screen   
00000041   5.64254284   [3472] Intel Driver is Active   
00000042   5.69277906   [5392] AGS: Initializing colour conversion   
00000043   5.72389221   [3472] ATTACHED to desktop    
00000044   5.76069212   [5392] AGS: Check for preload image   
00000045   5.77039051   [3472] ATTACHED to desktop    
00000046   5.77646255   [5392] AGS: Initialize sprites   
00000047   5.77747393   [3472] ATTACHED to desktop    
00000048   5.80383253   [5392] AGS: Set up screen   
00000049   5.80803347   [3472] ATTACHED to desktop    
00000050   5.81027842   [5392] AGS: Initialize game settings   
00000051   5.81410789   [3472] ATTACHED to desktop    
00000052   5.82198048   [3472] ATTACHED to desktop    
00000053   5.85046530   [3472] In WM_DEVICECHANGE   
00000054   5.85279942   [3472] WM_DISPLAYCHANGE KillTimer(20192, 0).   
00000055   5.85569334   [3472] SetTimer for WM_DEVICECHANGE Started   
00000056   5.86067247   [3472] In IsDCProcessingDone = true   
00000057   5.88589907   [3472] WM_DISPLAYCHANGE KillTimer(20192, 0).   
00000058   5.89415216   [3472]    
00000059   5.89415216   [3472]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started    
00000060   5.90796518   [3472] SetTimer for WM_DISPLAYCHANGE Started   
00000061   5.91082191   [3472] ATTACHED to desktop    
00000062   5.92756939   [3472] Intel Driver is Active   
00000063   5.93470526   [3472] ATTACHED to desktop    
00000064   5.93789101   [3472] ATTACHED to desktop    
00000065   5.95331383   [3472] ATTACHED to desktop    
00000066   5.95964384   [3472] ATTACHED to desktop    
00000067   5.96492243   [3472] ATTACHED to desktop    
00000068   5.97823858   [3472] ATTACHED to desktop    
00000069   6.00234270   [3472]    
00000070   6.00234270   [3472]  Inside ApplyCSCCoefficients     
00000071   6.17579794   [5392] AGS: Prepare to start game   
00000072   6.17598200   [5392] AGS: Cursor mode set to 0 ()   
00000073   6.17602730   [5392] AGS: Checking replay status   
00000074   6.17606688   [5392] AGS: Engine initialization complete   
00000075   6.17611504   [5392] AGS: Starting game   
[close]

Bad performance log:
Spoiler
00000001   0.00000000   [6016] AGS: Adventure Game Studio v3.3 Interpreter   
00000002   0.00000000   [6016] Copyright (c) 1999-2011 Chris Jones and 2011-20xx others   
00000003   0.00000000   [6016] ACI version 3.3.0.1132   
00000004   0.00000000   [6016]    
00000005   0.00018197   [6016] AGS: ***** ENGINE STARTUP   
00000006   0.00058342   [6016] AGS: Installing exception handler   
00000007   0.00091421   [6016] AGS: Reading config file   
00000008   0.00956883   [6016] AGS: Initializing allegro   
00000009   1.57971561   [6016] AGS: Setting up window   
00000010   1.58745766   [6016] AGS: Initializing game data   
00000011   1.58749390   [6016] AGS: Initializing TTF renderer   
00000012   1.58803391   [6016] AGS: Initializing mouse   
00000013   1.59730196   [6016] AGS: Checking memory   
00000014   1.59807646   [6016] AGS: Initializing audio vox   
00000015   1.59940434   [6016] AGS: Initializing keyboard   
00000016   1.60218680   [6016] AGS: Install timer   
00000017   1.60248888   [6016] AGS: Initialize sound drivers   
00000018   1.88740277   [6016] AGS: Install exit handler   
00000019   1.88772368   [6016] AGS: Initialize path finder library   
00000020   1.88813138   [6016] AGS: Initialize gfx   
00000021   1.88887000   [6016] AGS: Load game data   
00000022   1.95276260   [6016] AGS: Nelly Cootalot II   
00000023   1.95723104   [6016] AGS: Checking for disk space   
00000024   1.95890903   [6016] AGS: Initializing MOD/XM player   
00000025   1.95915294   [6016] AGS: Initializing screen settings   
00000026   1.95959747   [6016] AGS: Init gfx filters   
00000027   1.96005023   [6016] AGS: Init gfx driver   
00000028   1.96042442   [6016] AGS: Switching to graphics mode   
00000029   1.96083534   [6016] AGS: Widescreen side borders: game resolution: 800 x 600; desktop resolution: 1920 x 1080   
00000030   2.02531362   [6016] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 1066 x 600 anyway   
00000031   2.02586269   [6016] AGS: Attempt to switch gfx mode to 1066 x 600 (32-bit)   
00000032   2.02679944   [6016] AGS: Failed, resolution not supported   
00000033   2.02710032   [6016] AGS: Attempt to switch gfx mode to 800 x 600 (32-bit)   
00000034   3.44518948   [3472] In WM_DEVICECHANGE   
00000035   3.44714141   [3472] SetTimer for WM_DEVICECHANGE Started   
00000036   3.63200998   [3472] In IsDCProcessingDone = true   
00000037   3.67998648   [3472]    
00000038   3.67998648   [3472]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started    
00000039   3.72939491   [6016] AGS -- InitializeD3DState()   
00000040   3.80321670   [3472] SetTimer for WM_DISPLAYCHANGE Started   
00000041   3.80324721   [6016] AGS: Succeeded. Using gfx mode 800 x 600 (32-bit)   
00000042   3.80341840   [3472] ATTACHED to desktop    
00000043   3.80348897   [3472] Intel Driver is Active   
00000044   3.80367923   [3472] ATTACHED to desktop    
00000045   3.80420995   [3472] ATTACHED to desktop    
00000046   3.80461645   [3472] ATTACHED to desktop    
00000047   3.80468869   [6016] AGS: Preparing graphics mode screen   
00000048   3.80507994   [3472] ATTACHED to desktop    
00000049   3.80552125   [3472] ATTACHED to desktop    
00000050   3.80588984   [6016] AGS: Initializing colour conversion   
00000051   3.80590963   [3472] ATTACHED to desktop    
00000052   3.80602169   [3472]    
00000053   3.80602169   [3472]  Inside ApplyCSCCoefficients     
00000054   3.80654716   [6016] AGS: Check for preload image   
00000055   3.80706263   [6016] AGS: Initialize sprites   
00000056   3.80943608   [6016] AGS: Set up screen   
00000057   3.81299210   [6016] AGS: Initialize game settings   
00000058   3.99656034   [3472] Inside ProcessDisplayChange   
00000059   3.99677777   [3472] ProcessDisplayChange KillTimer(0, 31212).   
00000060   3.99689817   [3472] RetVal = 1, LastError = 14007.   
00000061   3.99696994   [3472] ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp    
00000062   3.99706244   [3472] Inside IsModifyRotCapsForDC   
00000063   3.99713254   [3472] IsModifyRotCapsForDC returned SUCCESS   
00000064   3.99719214   [3472]    
00000065   3.99719214   [3472] imukherj: Enter ProcessDRRSModeSetOnDispChange   
00000066   3.99749804   [3472]    
00000067   3.99749804   [3472] imukherj:   
00000068   4.00012398   [3472]    
00000069   4.00012398   [3472] imukherj: Get Power API Pass   
00000070   4.00016737   [3472]    
00000071   4.00016737   [3472] imukherj: GetBackLightSettings   
00000072   4.00530863   [3472]    
00000073   4.00530863   [3472] imukherj: GetBackLightSettings call pass   
00000074   4.05392170   [3472]    
00000075   4.05392170   [3472]  Inside ApplyCSCCoefficients     
00000076   4.18186188   [6016] AGS: Prepare to start game   
00000077   4.18222570   [6016] AGS: Cursor mode set to 0 ()   
00000078   4.18253422   [6016] AGS: Checking replay status   
00000079   4.18278456   [6016] AGS: Engine initialization complete   
00000080   4.18307304   [6016] AGS: Starting game   
[close]

Can you offer any guidance?
#697
Thanks again for the nice comments and pledges!

I thought you might be interested in The Latest Update which is an illustrated tour of the game's locations. Ben - we'll go into more detail about budget breakdown when (and if) stretch goals come into play. In general though, we're going for the bare minimum to finish the game.

We've recently had some twitter support from Revolution Software (Broken Sword), Ragnar Tornquist (Dreamfall) and Duncan Jones (Director of Moon and Source Code) as well as several generous AGSers. Which is lovely, thanks!
#698
Bingo! It works when set to release. (I promise I did try to search for this before posting.)

Thanks for such a speedy fix!
#699
Sorry for yet another question - I appreciate your patience.

When I compile acwin.exe using VS2008 Express and then build a game, I have a problem with winsetup.exe not terminating. When I click cancel the dialogue window vanishes, but it stays on the taskbar and has to be closed using Task Manager. This is using unmodified sourcecode from here: https://github.com/adventuregamestudio/ags running Win 7 and building games with both 3.2.1 and the 3.3 beta.

The part of the code that exits the window seems to be line 566 in acwsetup.cpp:
Code: C
EndDialog(hDlg, LOWORD(wParam));


But that's as far as I've got. Can anyone suggest an explanation/solution?
#700
SSH wrote A Module for it, which handled reverse scaling, but it's a bit outdated and it only works for 4 directions (see my comment in the thread). I'm sure it could be updated and modified. (Old versions of AGS used to allow reverse scaling, it's a shame that went away!).

Aside from the scaling issue, you don't need to make them blocked actions if you don't want to. It just requires careful walkable areas. 
Make sure they walk over the hill with a vertical zig-zag path:



Create a region matching the green area, and flip the normal view and walkbehind baseline when the character steps on/off.

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