Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Calin Leafshade

#221
I've used the alpha blending in AGS extensively now and I can report that there are no problems.

My suggestion to Dualnames would be to check that the surface he is drawing on is also 32bit.
#223
Winsetup should be deprecated and the relevant functions moved into the script domain, imo.
#224
The rendering should be same either way from the plugins point of view. I will investigate.
#225
Tinting should be automatic and follow the label color. Tinting is multiplicative not additive so white = your tint color, black = black.

As for the line height, yea youre right that it probably doesnt handle it very well. I'll consider changing for the next version (which will be OOP)
#227
What distinction does ags make between sprites for different game resolutions?

Surely a pixel is a pixel, regardless of res. That stuff should be removed.
#228
General Discussion / Re: Merry Christmas!
Wed 25/12/2013 13:35:54
PRAISE SATAN ON THIS, HIS DAY OF COMING!

(santa?, who's santa?)
#229
Sprites still import at tyhe wrong res too. (I've no idea what that means. A pixel isnt a pixel?)

EDIT: Also in the room editor:



EDIT AGAIN: This also seems to affect GetTextWidth and other similar functions

Also affects the SpriteFont plugin. Scratch that, might be the DrawString method fucking me up.
#231
I get the following crash with this build every time I close it.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x77753770 ; program pointer is +9904, ACI version , gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


I am using the Lua plugin so I suspect it may be a plugin issue.


EDIT:

Also it would appear that AGS assumes that a custom res is a high res. I'm using 320x180 and it messes up some of the GUI sizes and the sprite import settings.. nothing major but annoying.
#232
I'd argue that it's a bug for the following reason:

It's inconsistent. You will get different character resolution depending on the scaling mode the player chooses. It might look ok at 2X because the character is only out by a factor of 2. But, like in the aeronauts screenshot, where the factor is larger like 4, 5 or 6 times it's always going to look ridiculous and theres nothing the developer can do about it.

#233
Nah, I just let it expire.
#234
Here are some tricks to simplify your code:

Code: lua

function Colourise (ds)
  local surface = ds:GetDrawingSurface ()
  local h = ds.Height
  local w = ds.Width
  local cpixel;
  for j=0, h-1 do
    for i=0, w-1 do
        cpixel = surface:GetPixel (i, j)
        surface.DrawingColor = C8PaletteMap[cpixel] or 0
        surface:DrawPixel (i, j)
    end
  end
  surface:Release ()
end


See if that crashes. It makes it so that DrawingColor can never be nil.
#235
That's true I suppose. I never really considered those useful.
#236
The plugin has been rendered obsolete by the latest version of AGS.

Except the Blur and Highpass functions maybe.
#237
GetPixel returns -1 because COLOR_TRANSPARENT is -1 so it just refers to a mask pixel.
#238
dont use table.getn use the # operator instead. #palindex returns the number of values in the array (numberically indexed) part of a table.

Quote
Attempt to compare nil with number

That error is for a comparison (i.e < > <= >= == ~=). If the value were nil you'd get an arithmatic error.
Are you sure thats the offending line?
#239
Not a problem dude.

Seems that function is also missing.

try:

Code: ags

Lua.SetVar(String.Format("palette_r[%d]",i), value)
#240
It's not mentioned in the code so it looks like Denzil planned to implement it but never did.

you could try Lua.Evaluate.

Code: ags

int i = 0;
while(i < 255)
    Lua.Evaluate(String.Format("palette_r[%d] = %d", i, value));
    i++;
end

SMF spam blocked by CleanTalk