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Messages - Crimson Wizard

#11781
Is there any error message from the game itself?
#11782
Quote from: Khris on Mon 10/06/2013 21:28:09
You do realize that the entire point of this image is that the creator of this vast universe doesn't want people to masturbate, right?
Yes, yes, I was kidding. *sigh*
#11783
@waheela, now change words to "Don't kill", and you get far different impression. :)
#11784
No, I meant the last one, with clear tiles. Also, maybe lesser color diversion to make it look smoother (less saturation?).

Or, nevermind. ;)
#11785
I actually liked the last "grande cup with round handle" with clear (non-pixelated) tiles on background. I think it gives a feeling of movement (being dynamic).
Perhaps you could even make a variant with more varied coloring (rainbow range) to make it even more cheerful.
#11786
I've been thinking, perhaps the X coord for the right portrait should define the offset from the right screen side instead of offset from 0? Otherwise you'll have to calculate it depending on speech view width.
Also, will it suffice to have a single variable for X position (as offset from relative side)?
#11787
Yes, monkey_05_06, today my Google Chrome just hanged completely when you posted in that religion/whatnot thread with a new Gif on your avatar. :(
#11788
Adventure Related Talk & Chat / Re: Gay Games
Mon 10/06/2013 16:11:57
I recall "Eternally Us" was considered gay by someone... but it is about girlfriends :)
#11789
Along with "unknown", horror game may benefit from "unexpected", a broken faith.
Breaking feeling of safety is one of such things. Make player feel he is safe when in certain room, or carrying certain item for given period of time, then suddenly prove he is wrong at some point.
Make player believe he knows where danger comes from, and then make it come from different direction.
Make player expect certain type of monster, and display another.

The "sudden monster attack" which is usually considered "cheap", may yet cause great and prolonged disturbance if occurs when player does not expect it at all (when no tension was built whatsoever). It will make player expect the same all the time and keep scaring himself with those expectations.

Absurd and surrealism may be pretty frightening too, but there's a thin edge between scaring and funny (perhaps defined by an overall atmosphere).

Make player doubt in his senses. Make him feel a confusion, uncertainty about what's going on. Play with his expectations, make him wonder if the "signs" he witness are warning him of something dangerous, or just random life/natural events. A creepy sentence said by NPC (which turns out to be a silly and irrelevant joke); a random sound, a slight change in the room which means nothing but feels ominous.
Again: make player scare himself. People are quite good at that.
#11790
Quote from: Mati256 on Mon 10/06/2013 02:40:11
Hi. I'm trying to use this module, but when I click in an inventory item, nothing happens.
When I click on an inventory item, my mouse should change to that item but that does not happen. Am I missing something?
I have never seen this module before, but I guess it is worth to check "Override built-in inventory window click handling" global setting (should be TRUE).
#11791
1. Snowflake
#11792
@DKH: life is full of strange coincidences. The guy could easily see springthoughts's comments about games he played long ago and decided to throw in his irritation. Then he realized he can comment other games he liked, and did that. I too add comments for several AGS games in a row sometimes when something occasionally makes me remember I haven't done that before. E.g. I commented Resonance and Cat Lady only after AGS Awards Ceremony, although I played them long before.
Also, although I never had any commercial releases, but I do not think that random comments like that can spoil reception, they look pretty weird surrounded by more rational and well-explained comments.
And regarding viruses... I guess some people are over-paranoid (perhaps having PC infection experience in the past). I see comments like that everywhere on the Web where download links exist.

@springthoughts: I feel sorry you've been involved in this, but don't worry too much, it sometimes happen during troll hunts ;). I remember I was taken for other person's duplicate two times in my life. Can be pretty annoying indeed.
#11793
@MiteWiseacreLives, yes, the manual is yet to be updated. I'll do that when I have final list of new features for this version.

Quote from: MiteWiseacreLives! on Mon 10/06/2013 07:59:22
I can't seem to get the reload sprite form source thing to work.
Please, be a little more specific: do you mean you can't find this option or it fails to work?
The option is in sprite manager's context menu, you select sprite(s), right-click and choose "Replace sprite(s) from source..."

E: I missed one thing though: this command is placed in a wrong section IMO, it should go next to other "Replace from" commands, but it is one section below. I think I will fix this.

Quote from: MiteWiseacreLives! on Mon 10/06/2013 07:59:22
Quote
Bug fixes:
- Fixed improper detection of external script modifications which would trigger when script is saved in the editor.

this has been a bit annoying.. is it safe to download the hotfix if I'm in the middle of a game?
It should be safe. The changes have effect on how editor work, they do not alter game data.
Actually, it is best intent that every new beta version is compatible with previous ones. But still, since it is beta and has on-going changes, it makes sense to backup your game every time you install new version.


Quote from: Calin Leafshade on Mon 10/06/2013 08:05:21
If the new changes are at beta state then they should be included in the beta. If they are basically feature complete and work fine (excepting unforeseen bugs) then they should be included.
No, they are rather alpha...
#11794
Okay, I witnessed a part of gameplay while looking into technical problem, and it looks really cool. I won't reveal anything though :P
#11795
Not everyone can/wants to choose words when commenting whatnot. It looks like Stroumf is an expressive person, and he throws in what he got in his mind.
#11796
E: JJS posted faster, but my post carries a possible temporary solution for the user. ;)

Okay, I got it. It is a bit complicated, for, I suppose, there are few factors that play role here.

First of all, the default cache size was reduced by JJS very long ago, exclusively for PSP build. But it appears he did not make any condition in the code, so all the builds now use that.
I wonder though why the game does not take proper value from config file (20 MB). Probably it treats it as "default option" and so does not change initial value.
At last, it might be that new engine reads files a bit slower, at least it summs up if files are being read often. I am going to look at this too, but this is almost irrelevant to this issue.

By increasing the cache size in winsetup (I set 100 MB) I was able to fix the issue! Game runs significantly faster.

EE: I think the real solution would be to change the way this option is initialized from config. We may leave default size to 5 MB, but make it so that it will read Windows-default 20 MB from cfg properly.
#11797
Quote from: Ryan Timothy on Sun 09/06/2013 22:14:50
I know that AGS caches the Character/Object sprites in a separate dynamicsprite. That way you constantly have 1 sprite in memory of the original size and 1 in memory for the scaling/tinting and possibly transparency.

It probably does recach this every game loop, but I can't be certain.
Yes, but that is different, thing is it keeps original sprite in memory all the time and creates temporary character/object images. It does not recreate them every loop, it does check if they need to be recreated every loop, and creates new ones only when necessary.

However what I was talking about is that engine reloaded original sprite from the file over and over again, endlessly. I ran test with 3.2.1 engine and it does not have this behavior.

Tracing engine modifications back in time I found this error is present for about a year now.  8-0 It is amazing how I did not notice this.
Perhaps this was also the case of great lags reported for PSP port...
#11798
I found something terribly weird. No, rather WEIRD.

It appears our new engine version is constantly recaching sprites, that is - loads them from game file over and over again. This eats significant amount of time.
I wonder how long its been there...

I am going to investigate this.
#11799
Quote from: Stupot+ on Sun 09/06/2013 20:00:22
Jokes aside, would it be possible to insert randomly generated images or screenshots in the same way that the current splash inserts those random taglines?
Yes, that's possible. The splash is not a constant object, it's a .NET window, meaning it may be constructed and programmed as wanted.
#11800
You are using Release build this time, right?... Just checking.

E: There were minor perfomance problems in this version before, some got fixed here, others got fixed in future development branch, but I couldn't call perfomance "poor"... there's always a chance you are using specific functions (or greater amount of them). It would be nice to have a look on the game with my own eyes, if that possible ofcourse.
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