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Messages - Crimson Wizard

#11001
..this will look like

Code: ags

function btnMyButton1_Click(GUIControl *control, MouseButton button)
{
    GuiScript_OnMyButtonClick();
}


Or even
Code: ags

function btnMyButton1_Click(GUIControl *control, MouseButton button)
{
    GuiSystem.OnMyButtonClick();
}

(if you prefer writing in full OO-style)
#11003
Quote from: Knox on Wed 20/11/2013 21:32:23
Would it be possible to be use room objects "project-wide" in scripts by their real names set in the room? (right now it seems we can only use their real names in the room script). Same thing with hotspots (can't get the real names outside of the room script).

**NOTE: Im not talking about having access to the object's description "name" (.Name) but the actual object's real name in the room, like oCup, for example.

Not before the room system is revamped. Right now only one room is kept in memory at a time. Therefore engine has no idea about what's in other rooms, nor is able to read/change anything there.
#11004
Are you sure you set image for "Interact" mode? Every cursor mode have its own picture.
#11005
If I am the lead, then I am the lead de-facto, not de-jure (simply because I commit more) :).

JJS was working on making ports & improving compatibility with older games, but he is not commiting much lately (probably being busy?).

Regarding path-finding, the 3.3.0 is feature-freezed now (only fixing broken things and very minor additions), but we may start preparing improvements for the next version.
Since "develop" is separated too much by tonns of changes and will require more corrections and testing, it might be better to aim for 3.3.1, I think.
If you want to publish your changes for public test, consindering merging it with "official" branch later, I'd suggest you make a personal git repository (cloning from https://github.com/adventuregamestudio/ags), create a new branch, like "feature_pathfinding" or "fix_pathfinding" (etc), forking from current "release-3.3.0", and make commits there.
Then, we will discuss how to manage this further.



UPD: I keep forgetting, there's a much more simplier way: if you are editing the local copy of the repository, then you can create a patch. This way you won't have to create your personal repository on github, nor new branch.
#11006
By Ali's request, here's an updated version of the build:
(Fixed version reuploaded 20 november)
http://www.mediafire.com/download/6yk5jmo1xlurfah/CustomRes_Beta10.7z

Copy this over 3.3.0 beta 10 (can be found here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.0)

Not thouroghly tested yet, but I will fix any critical bugs found.

Please, take into consideration that custom game resolutions are still experimental. Some things are made for the sake of speed and will be redone in future. (That is also the reason I do not publish the source code for this feature).
Aside from that, the build is based on 3.3.0 Beta 10 and custom display resolution feature (which should probably work).

@LameNick: I found few mistakes in the previous version, which could cause weird effects, but only if the combination of parameters in config file was invalid. I could not reproduce the crash you reported (with "renderstyle=0"). Please tell, if this version works better for you.

//--------------------------------------------------------
What has changed:

In the Editor:
The Resolution option in General Settings now works differently: you do not select the size from drop-down list, but click on the "..." button to the right. This will open a dialog window, where you do your selection.
Why: at first I was considering doing this similar to SkyGoblin's build: he made new "custom size" property that would appear under "Resolution" if you select "Custom" in the list. Problem is, however, that if you type Width and Height separately, the editor will try to update rooms & guis in between those changes, which is very annoying.


In the Engine's config file:
"renderstyle" is now a string parameter, valid values are:
- "center",
- "stretch",
- "proportional",
- "resizewindow"
Added "match_desktop_ratio" parameter to substitute "letterbox" and "sideborders" from original config. It works only for fullscreen.

Examples of manual display mode setting:
Code: text

gfxDriver=D3D9
windowed=0
screenwidth=1920
screenheight=1080
renderstyle=proportional

This will create 1920x1080 fullscreen and scale the game to max fitting size proportionally (keeping its aspect ratio).

Code: text

[misc]
gfxDriver=D3D9
windowed=0
gfxFilter=StdScale4
renderstyle=resize
match_desktop_ratio=1

This will scale the game x4 using nearest-neighbour filter. The fullscreen mode will try to take resolution that both contains scaled game size and matches your desktop aspect ratio.


//-----------------------------------------------
UPDATE: reuploaded the build with couple editor bugs fixed (related to the property editing).

UPDATE 2: reuploaded again, this time fixed a bug in the engine which occured if using low resolutions.



Just for lulz, the 200x800 game:
Spoiler
[close]
#11007
The Rumpus Room / Re: Name the Game
Tue 19/11/2013 00:32:32
Quote from: Gribbler on Mon 18/11/2013 22:26:30
Bloodrayne? And the connection would be vampires then
Ok, that was easy.
#11008
The Rumpus Room / Re: Name the Game
Mon 18/11/2013 21:58:42
There's a link with previous one (heh)

#11009
The Rumpus Room / Re: Name the Game
Mon 18/11/2013 20:49:57
Hmm, maybe Vampire: The Masquerade? Judgeing on setting and ugly 3d models ;).
#11010
I think Alan v. Drake made three built-in filters in some way similar to this:


http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0
#11011
You can have not more than 30000 sprites in your game, both dynamic and static ones (imported in project).

Also what you describe sounds as a very non-optimal solution... perhaps there's other better ways to do what you want?
Unfortunately, I am loaded with work myself now, hopefully someone else can give advice.
#11012
Err... I meant to say we are going offtopic here.
#11013
Quote from: Monsieur OUXX on Fri 15/11/2013 23:35:15
But my main issue right now is sync'ing the speech view, and the appearance and disappearance of the real text and the outline (as explained in my second post)
I mean, you can replace this
Code: ags

cOutline1.SayBackground(s); //we make both the outline and the character say the same thing
c.SayBackground(s); //we need to use saybackground here, because "say" interrupts the previous saybackground
<...>
cOutline1.Say("");  //so that if wait time is skipped, the character stops talking
c.Say("");  //so that if wait time is skipped, the character stops talking

with this:
Code: ags

Overlay *o1 = cOutline1.SayBackground(s); //we make both the outline and the character say the same thing
Overlay *o2 = c.SayBackground(s); //we need to use saybackground here, because "say" interrupts the previous saybackground
<...>
// Remove both overlays at once
o1.Remove();
o2.Remove();
#11014
There's a way to control background speech overlay:

Code: ags

Overlay *o = cCharacter.SayBackground(...);
<...>
o.Remove();
#11015
The Rumpus Room / Re: *Guess the Movie Title*
Fri 15/11/2013 20:37:42
Quote from: selmiak on Fri 15/11/2013 20:33:27
Is it the resolution? looks like a shrunken head version of kinski :)
Hmm, I think he is just standing in an awkward pose. :)
#11016
The Rumpus Room / Re: *Guess the Movie Title*
Fri 15/11/2013 20:26:04
Quote from: Tibatonk on Fri 15/11/2013 20:16:41
Looks like Klaus Kinski to the left of the seated guy, so:

Aguirre?
Yes!
Your turn.
#11018
Engine Development / Re: AGS engine Linux port
Fri 15/11/2013 18:20:34
Quote from: scottchiefbaker on Fri 15/11/2013 18:16:34
I'm just getting back in to github and AGS, what branch are we working on currently?
Here's the plan on branch usage: http://www.adventuregamestudio.co.uk/forums/index.php?topic=46296.msg636445912#msg636445912
The master is temporarily not updated, while most recent updates are made to "release-3.3.0".
#11019
Quote from: Knox on Fri 15/11/2013 17:56:21
While updating 3.4 (when you have the time of course), is it long/difficult to also perhaps merge the custom resolution build into it as well? :cheesy:
Not so difficult, I am merging 3.3.0 to customres right now, and then merge the joint code to 3.4.0 when I got time.

Since this is Draconian thread (hint hint), I might mention that we will probably get most interesting things from Draconian to 3.4.0 too, or maybe some 3.3.1, whichever will be coming first.
#11020
The Rumpus Room / Re: *Guess the Movie Title*
Fri 15/11/2013 17:34:19
Couldn't figure out any movie with links to previous one this time, so I'll just post this:

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