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Messages - Crimson Wizard

#11381
The Rumpus Room / Re: *Guess the Movie Title*
Sat 14/09/2013 18:24:45
Alright, this is going nowhere, so another screenshot:

#11382
Maybe it is related to this somehow: http://www.adventuregamestudio.co.uk/forums/index.php?issue=424.0 ?
I am looking into this.
#11383
General Discussion / Re: GTA V
Sat 14/09/2013 13:44:31
Quote from: Peder Johnsen+ on Sat 14/09/2013 13:06:39
Crimson Wizard, I hope it comes for PC sometime too, even though I prefer such games for console (or at least played with a gamepad).
Last time I used gamepad was about 15 years ago. I don't even know how one should aim in 3d space with this thing. :)
#11384
General Discussion / Re: GTA V
Sat 14/09/2013 12:33:20
I don't own a console, and have no plans on getting one, so I keep wondering if they will release it on PC anytime in the future :-\
#11385
Alien Time Zone. :)
Okay, maybe not really.
#11386
The problem is this: the alpha blending function treats background (Gui) "magic pink" (transparency color) as a normal color and merges foreground (e.g. button)) with it producing corresponding result.
"Additive Opacity" does not do that because it simply discards background RGB values and paints foreground over.

This would be, perhaps, fixed by completely abstaining from using magic pink on your sprites, but it is not so simple... The situation worsens, because AGS converts pixels with alpha=0 into magic pink when the sprite is imported.
This means that all your fully transparent 32-bit pixels become magic pink pixels. This is made to make alpha-sprites compatible with AGS drawing logic.
This is why the button blending still produces pink shades in the above example: the transparent area in the gInventoryOverlay is painted in magic pink in the engine.

The only solution I see is to add a special case to blending function which will deal with magic pink.
The question is, how to deal with it. If the background color is "fully transparent", this means that only the foreground color should be drawn. But if the foreground alpha is less than 1.0, the result should be ForegroundRGB * ForegroundAlpha... is it? This means that the more transparent foreground is, the darker colors this will produce. Probably, this will be the same as if the background color was ARGB 00-00-00-00 (the foreground colors merging with black).
Is this correct/acceptable? Any thoughts on this?
#11387
1.
Spoiler
Music/Song
[close]
2.
Spoiler
maybe Foam
[close]
#11388
Quote from: salak on Thu 12/09/2013 15:16:45
I'm not sure if this is the right place to ask this but, does this template support saving and loading? If not, can I add that function manually or is there a plugin or something to do that? I hope the question is not sheer ignorance but this template works really perfect for me.
Although this is not a direct answer to your question, I think it is worth to clarify - that the AGS template does not make any restrictions to your game, all it does is providing a starting script/resources. You may remove/rewrite any parts of it, even most of it if you like. Similarly you can add anything.
#11389
I found that AGS setup can disable certain fields (checkboxes) and filters if their names are written in the cfg file in "disabled" section.
For example:
Code: text

[disabled]
speechvox = 1 // this disables "Use speech" checkbox
16bit = 1 // this disables "Downgrade 32-bit game to 16-bit" checkbox
filters = 1 // this disables filter selection, e.g. only preset filter can be used
StdScale2 = 1 // this removes "nearest neighbour x2" filter from the list


These settings may only be put into cfg by hand; Editor does not provide any means to set them.
What are practical uses for these? Have anyone ever used this opportunity?
#11390
Quote from: General_Knox on Wed 11/09/2013 23:03:13
(PS: How do I "collapse" images so they dont take up the whole page?)

Use [ hide ][ /hide ] tag.
#11391
Hmm... so, to clarify.
You have 3 GUIs placed atop of each other:
1. gInvBackground, which has an opaque dark-blue background and inventory grid drawn on it.
2. gInventory, which is just a fully transparent (filled with magic pink), and InventoryWindow control.
3. gInventoryOver, which has another grid with transparent "cuts" to allow items from gInventory be seen through; and a button with a 8-point star shaped transparent "hole" (at least that's what I think I see).

My main question is this: which of those sprites have alpha channel and which do not?
I must make a test game and reproduce this behavior to see what's going on and how fixes to engine change the situation.
#11392
The Rumpus Room / Re: Name the Game
Wed 11/09/2013 17:22:16
wears a mask + dungeon scene +  big theatre scene ->...

"Phantom of the Opera" :)
#11393
The Rumpus Room / Re: *Guess the Movie Title*
Wed 11/09/2013 08:26:18
No, no.
#11394
The Rumpus Room / Re: *Guess the Movie Title*
Tue 10/09/2013 22:50:19
Quote from: Gribbler on Tue 10/09/2013 22:02:46
The Great Gatsby?
Err.... no :). Much older one err, did you mean new one or old (1974) one? Anyway it's not it.

Okay, this is funny, but the text on the poster actually have a reference to the movie title (something I did not notice at first). ;)
(Still it is not Tucker).
#11395
2.
Spoiler
Nothing
[close]
.
#11396
The Rumpus Room / Re: *Guess the Movie Title*
Tue 10/09/2013 08:30:39
Quote from: Eric on Mon 09/09/2013 23:36:26
Looks kind of like a handsomer Irwin Keyes. Who is that actor?
If I tell, wouldn't that be a key for googling? :)
I can only say that this is not the main story character, but one of the primary ones.

Quote from: LUniqueDan on Tue 10/09/2013 02:52:25
Tucker: The Man and His Dream ?
No.
#11397
Quote from: General_Knox on Tue 10/09/2013 03:15:50I searched the forums and it looks like (to quote Subspark in a PM) AGS does it's own internal mouse averaging and smoothing procedures and that this was likely to compound precision issues with any system/hardware settings underneath.

I was wondering, is this something that is really complicated/too long to perhaps look into and have possibly fixed for a not-too-distant future release? To quote Subspark again, it looks like there would be 2 things to happen in order for that to be fixed: upgrading the AGS pathfinder (it calculates in 4:3 aspect regardless of the wider 16:10 runtime mode), and perhaps make the internal mouse processing going on in the engine an optional feature (not hard compiled into our games).

I think I saw this mouse problem myself; I thought it is related to the coordinates scaling AGS does to mouse cursor position. This is most noticeable with custom display resolution build, when the 4:3 game is proportionally stretched to large wide-screen window. Now when I read that thread I am a bit confused. Are there two problems, the second being lack of hardware acceleration support? I wasn't aware of this, and I do not even know where to start looking.
I think this problem deserves its own thread BTW (and it is an Engine problem, not Editor's).

I was planning to look into both mouse and pathfinder issues naturally since I am working on custom resolutions now. But I have no certain forecast.
#11398
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/09/2013 21:09:19
#11399
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/09/2013 11:34:27
KungFu actually Shaolin Soccer.
#11400
Quote from: Babar on Sun 08/09/2013 12:47:53
I think Gemini Rue was recently released for the Android.
I am not sure, I think they are still in the porting process (better check with Wadget Eye people on that).
They made a release for iOS a while ago though.
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