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Show posts MenuQuote from: Scavenger on Wed 24/07/2013 15:21:09
Proudly proclaiming to be the FIRST of it's kind!
Quote from: DoorKnobHandle on Wed 24/07/2013 11:42:16
Clean #2 so clearly won the vote, I REALLY don't see the point in complicated this process but oh well.
Splash | Votes |
Clean #2 | 16 |
Dark #1 | 10 |
Dark #2 | 9 |
Dark #3 | 8 |
Gradient #3 | 6 |
Clean #1 | 3 |
Clean #3 | 2 |
Clean #4 | 2 |
Cup Shaped #1 | 2 |
Cup Shaped #4 | 2 |
Funky #1 | 2 |
Cup Shaped #3 | 1 |
Cup Shaped #6 | 1 |
Cup Shaped #7 | 1 |
Cup Shaped #9 | 1 |
Cup Shaped #10 | 1 |
Quote from: Snarky on Thu 11/07/2013 12:21:26
Clean #2
Gradient #6
Dark #1 (well, I like #2 better in general, except I hate the brown liquid in the cup)
Quote from: subspark on Tue 23/07/2013 21:06:10Of course there is, the splash screen is just a normal window that paints graphic on background and creates labels with any text on top. That's how the "funny texts" are printed there.
If there's an autonomous way to push correct infotmation onto the splash as dynamic text, that would be pretty darn neat.
Quote from: paolo on Mon 01/07/2013 12:23:00
UPDATE: My machine plays AGS v3.0 games without any problem. I tried reconverting the game from scratch, and also tried converting it in v3.2.1, but still no joy. So for now I'm stuck with continuing to develop in v2.72. Any other ideas?
Quote from: Andail on Mon 22/07/2013 11:50:49This may be because .Net prints its exception messages in local language, which is normal thing.
Also parts of the error message is in Swedish, so as I said the problem probably isn't just within AGS.
Quote from: AGA on Mon 22/07/2013 08:28:33I think it is a default behavior for the message boxes, displayed by default WinAPI implementation. If the program has its own message box implementation, it may work totally different of course.
Usually. For some reason it doesn't always seem to work. Perhaps there's a way of disabling it if the programmer really wants to?
QuoteSo it is rather Software renderer (DirectDraw5) that works formally incorrect
Release (drawing surface)
Tells AGS that you have finished drawing onto this surface, and that AGS can now upload the changed image into video memory.
DrawingSurface* redline = Room.GetDrawingSurfaceForBackground(0);
DrawingSurface* backup = redline.CreateCopy();
redline.DrawingColor=63488;
redline.DrawLine(cCD.x, cCD.y-4, oIceCube.X+3, oIceCube.Y-3, 1);
redline.Release();
<...>
redline.DrawingColor=Game.GetColorFromRGB(255,0,0);
Quote from: cat on Sat 20/07/2013 12:17:52sorry text was not selectable, had to take screenshotSomething I learnt only couple of years ago, - and probably this is not quite obvious and therefore not well known - you still can copy text from standard message boxes in Windows by simply pressing Ctrl+C (without selecting text). It will go to clipboard as a whole.
renderstyle=N
// N=0 - center
// N=1 - stretch
// N=2 - stretch proportional (aka "best fit")
// N=3 - resize window - this makes window size equal to (default game size)*(filter scaling).
// if you set renderstyle=3, the following screenwidth and screenheight params are ignored.
screenwidth=X
screenheight=Y
// Where X and Y are wanted window resolutions.
Quote
Switching to graphics mode
Trying gfx mode 320 x 200 (16-bit) fullscreen
Attempt to switch gfx mode to 320 x 200 (16-bit)
Failed, resolution not supported
Attempting to find nearest supported resolution
Trying gfx mode 640 x 480 (16-bit)
Attempt to switch gfx mode to 640 x 480 (16-bit)
Succeeded. Using gfx mode 640 x 480 (16-bit) fullscreen
Quote from: Monsieur OUXX on Fri 19/07/2013 11:07:12No, you need to right-click on Rooms node in project tree, then choose "Import existing room".
You mean I can just copy around .crm files and when I open a game that has that .crm file in its folder, then the room will appear in that game?
Quote from: Monsieur OUXX on Fri 19/07/2013 11:07:12Yes.
Then, what number does it receive? The number that's part of the .crm file name?
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