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 - Crimson Wizard

#10901
Quote from: Frodo on Wed 01/01/2014 15:13:53
Quote from: miguel on Wed 01/01/2014 10:53:03
While all your proposals would be great to be pick of the month, I too want to travel back in time and resurrect a graphic novel master piece:
Barn Runner 1 - The Armaggedon Eclair.

Well written, great drawings, a sci-fi story reminiscent of R.Scott's cult movie with added tons of humour and twists like a pretzel!

Seconded!  :grin:
Thirded! :grin:
#10902
Quote from: Knox on Tue 31/12/2013 17:04:00
Can 3.3.1 have the custom resolution build integrated so there is no longer 2 versions? :=
I do not think it should be called 3.3.1, it is a major change, and 3.3.1 is only for improving and fixing 3.3.0.
#10903
Quote from: monkey_05_06 on Tue 31/12/2013 16:18:29
Weren't there recent changes to the audio code?
Well, there were some, but I am not sure they may have any relation to Android.
There was one major fix that was only applied to Windows build.
Then, there was a minor fix for some clips that ended prematurely.
#10904
Quote from: monkey_05_06 on Tue 31/12/2013 15:52:02Recent changes to the 3.3.0 branch may have resolved that though.
What changes?
#10905
Quote from: Gabarts on Mon 30/12/2013 22:55:02
Fantastic, thanks Khris! ;-D

Now have to sort out the problem for the new character, he refutes to walk...

Have you tried previous suggestion by Dualnames (one post before Khris)?
Quote
eWalkableAreas this on my script needs to be eAnywhere.
#10906
Quote from: Snarky on Mon 30/12/2013 22:15:31
Nice work, CW!

Can I make a suggestion? Release it! Unless there is a hideous bug (that isn't also present in the last official AGS release... 2.2.1 is it?), take this and put it out as AGS 3.3. Any further improvements can go into 3.3.1. But it's time we had a new official release, and this seems to be ready now.

Do it! (nod)

Heh :)
I'd do that, but there are two things to do, one of which is mandatory, and another would be rather nice to have if it's finished in time:
1. Update manual (my priority 1 now).
2. Fix threaded audio (still unstable in some case); this includes the fix made by monkey_05_06, which is still kept in his personal code storage.

Of course additional fixes can be moved to 3.3.1.
#10907
Two random guesses:
1. There's a cutscene running and you skip it by Esc.
2. There's an invisible GUI on top of the screen and you close it by Esc (or something like that).

Well 3) you somehow scripted your icon bar to hide until you press Esc :)
#10908
AGS 3.3.0 BETA 12 released (engine version 3.3.0.1152)
-------------------------------------------------------
The last release in this year (unless there's some terrible bug that will need instant fixing).
Couple of fixes and addition to Editor Plugin API.

-------------------------------------------------------
Changes from BETA 11:

Editor Plugin API (by Gilad Shaham aka SpeechCenter):
- Added property for getting playable character.
- Added property for getting ScriptsAndHeaders collection.
- Added methods for refreshing project's tree.
- Added method for refreshing property grid.
- Added methods for controlling output panel.

Bug fixes:
- Fixed broken compatibility with existing Editor plugins that prevented from using game scripts (namely Speech Center plugin) (regression).
- Fixed bug that caused loss of precision when using DynamicSprite.Rotate() function (regression).

Compatibility:
- Fixed < 2.72 games not fully displaying label text sometimes.


Also updated CHANGELOG document to match current build state and added few missing names to credits.

Download links (also updated at first page):
EXE:
http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta12.exe
ZIP:
http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta12.zip
#10909
The Rumpus Room / Re: Name the Game
Mon 30/12/2013 16:58:34
#10910
The Rumpus Room / Re: Name the Game
Mon 30/12/2013 16:38:10
"Redneck" "Redguard" :D.
#10911
Quote from: Dualnames on Sun 29/12/2013 21:05:41
I believe ShowPlayerCharacter affects the transparency of the player
No, it does not; it affects "character.on" variable.
#10912
I don't think it is possible to do directly (which is unfortunate).

You may turn off "Enforce object-based scripting" and check "player.on" (should be = 0).
Another option is to make a room's custom property which would duplicate the setting for informational purposes.
#10913
Yes, right. Something like this, I recon:

(Go to your local repository folder and type those commands to command line; alternatively run git bash in that folder)

1) this registers Edward's repo at your local repo:
Code: bash
git remote add humble-geminirue https://github.com/humble/ags-geminirue.git


2) this adds information about Edward's branches current state to your local repo:
Code: bash
git remote update humble-geminirue


3) this copies his remote branch into yours local one (new branch named "humble-ports" will be created):
Code: bash
git checkout -b humble-ports humble-geminirue/humble


Now you have a local branch, which is a copy of Edward's, in your local repository and can push to your remote repository, or do what you like.

Depending on whichever git UI application you are using (if you do) those steps can be performed by using menus, but without knowing which program do you use, I can't tell more.
#10914
Quote from: JanetC on Sun 29/12/2013 15:56:19
This is really a git question, I suppose, but is it possible to get the repository exactly as Edward left it so I can compile Wadjet Eye's other games for Mac and Linux? I have my own fork of the repository which is not really compatible with anyone elses (for iOS) and I don't want to overwrite or merge it.
First (and fastest) you can just clone Edwards repository (https://github.com/humble/ags-geminirue.git).

If you want to have that as another branch in your current repository, go to your "master" branch, find commit (f021439669696b3f94d194e2317108b56059ff4a), fork new branch from exactly that commit and then ask Edward to make a pull request on top of that branch. This will guarantee that you'll have exactly the code that Edward has.

There's an alternative way to do this without asking Edward and arranging pull request. Unfortunately I do not know how to do this in git generally, I always used "GitExtensions" UI program for this (but I may find out).
Idea is to add another one remote source for the local repository on your computer. You will need to "register" Edward's repository as a known code source, this will let you to "see" his branches. Then you just merge his "humble" branch into your "master", or another new branch, if you like to keep that separate.

I will probably be able to give more explanations, but only after you clarify how do you work with git: do you work with git's command line (git bash), or use any program with GUI? or else?
#10915
Hmm, it looks like not all plugin's functions were stubbed.
This should be fixed.

Quote from: bicilotti on Sat 28/12/2013 23:29:06
find . -name *joy* does not find any .o
There should not be any, those stubs are inside the engine itself.
#10916
Quote from: bicilotti on Sat 28/12/2013 22:51:59
I am really itching to play this now that I have AGS installed on my linux machine. But alas, I cannot (because of that pesky .dll). Do I have to wait until my next trip to an internet cafe or is there a way to work around this?

Linux port should have built-in stubs for joystick plugin: they do nothing useful and tell that there are no joysticks installed.
Does not it work if you just run the game on Linux?
#10917
Editor Development / Re: Transition to .net 4?
Sat 28/12/2013 22:45:21
Quote from: SpeechCenter on Sat 28/12/2013 22:26:54
Windows XP will reach end of support on April 2014, well before any expected release of 3.4.0, therefore I do not believe it's a concern any longer
Well, this does not mean people will stop using it...
On other hand, it is still possible to use previous version of AGS to create games. I heard some still use 2.72 :).

Quote from: SpeechCenter on Sat 28/12/2013 22:26:54
  • Ability to compile the entire solution with one instance of Visual Studio Express
We would need to break ties with precompiled allegro libraries to switch from MSVS 2008 completely.
I don't think there are other technical issues.
#10918
Quote from: Construed on Sat 28/12/2013 20:32:51
"nick" is the name chosen at the beginning of the game to log in to the IRC chat.
I mean, you can set player.Name to that name, instead of adding new variable (nick).
#10919
Ok, sorry again, I wanted to test this code prior to posting, but was distracted by something and forgot :).

BTW, I made another change, this will let you delete games in the middle of the list, and the new character will be saved on the first free slot:

Code: ags

function SaveGameForCurrentCharacter()
{ 
  String description;
  int slot_index = 1;
  int character_save_index = -1;
  int first_free_slot = -1;
  // Search for existing saved games in the game's folder
  bool stop_search = false;
  while (slot_index < MAX_CHARACTER_SAVES && !stop_search)
  {
     description = Game.GetSaveSlotDescription(slot_index);
     if (description == null && first_free_slot < 0)
     {
        // remember the first free slot found and continue searching
        first_free_slot = slot_index;
     }
     else if (description != null && description == nick)
     {
        // found character's save, stop
        character_save_index = slot_index;
        stop_search = true; // so to break out of the loop early
     }
     else
       slot_index++;
  }
 
  if (character_save_index < 0)
  {
     // no existing save found, write to the new one
     if (first_free_slot >= 1)
       // if there was a free slot somewhere in the middle, use that
       character_save_index = first_free_slot;
     else
       // use slot_index, it is equal to (last existing index + 1) at this point
       character_save_index = slot_index;
  }
  SaveGameSlot(character_save_index, nick);
}


Also, why are you using variable "nick", and not player.Name?
#10920
Uh, sorry, fixed the code:

Code: ags

// max savable characters (NOTE: AGS supports up to 999 free saves + 1 slot for autosave)
#define MAX_CHARACTER_SAVES 50

function SaveGameForCurrentCharacter()
{ 
  String description;
  int slot_index = 1;
  int character_save_index = -1;
  // Search for existing saved games in the game's folder
  bool stop_search = false;
  while (slot_index < MAX_CHARACTER_SAVES && !stop_search)
  {
     description = Game.GetSaveSlotDescription(slot_index);
     if (description == null)
     {
        // no more saves found, stop
        stop_search = true;  // so to break out of the loop early
     }
     else if (description == nick)
     {
        // found character's save, stop
        character_save_index = slot_index;
        stop_search = true; // so to break out of the loop early
     }
     else
       slot_index++;
  }

  if (character_save_index < 0)
  {
     // no existing save found, write to the new one
     // use slot_index, it is equal to (last existing index + 1) at this point
     character_save_index = slot_index;
  }
  SaveGameSlot(character_save_index, nick);
}
SMF spam blocked by CleanTalk