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Messages - Crimson Wizard

#11881
Site & Forum Reports / Re: Bug reports
Sun 26/05/2013 01:48:13
Just noticed, whenever I open user profile, there is this message box at the bottom of the page:

Database Error
Please try again. If you come back to this error screen, report the error to an administrator.
#11882
Huh, - seeing as people keep posting here, - someone should select good tips and put 'em into editor... obviously Chris Jones won't do that now :).
#11883
randypana, AGS 3.2 does not have GlobalMessages, but it has other ways to display text messages on screen, such as "Display" script function and Textual Overlays.

If you could tell us what do you need GlobalMessages for, we may tell how you do that in AGS 3.2.

I do not think Global messages is a good reason to choose older version over new one.
#11884
AGS 3.3.0 BETA 2 released (engine version 3.3.0.1132)
-------------------------------------------------------
Changes from BETA 1:

Features:
- Added "Translated" property to ListBox gui control, which forces engine to translate ListBox items. Default is True. Set to False if you are using ListBox for listing savegames. NOTE: when older projects are imported, it is set to False automatically.
- Added new option for gui alpha blending which mixes alpha values and blends GUI Control color with regard to its alpha. Option is named "Multiplied Translucence, Blend Source Color" - because that's what it does (better name anyone?). The old "AdditiveOpacity" option is renamed to "Additive Opacity, Copy Source Color". The default for new projects is "Multiplied Translucence, Blend Source Color".
Also fixed inventory items with alpha channel not being drawn properly.
- Added "Reload sprite from source" command to Sprite Manager's context menu (by Calin Leafshade).

Bug fixes:
- Fixed incorrect selection of a new sprite, imported while the "Select sprite" dialog is open.
- Set last script's save time at the save end rather than before the save, in case file writing takes significant time.
- Fixed new script created without focusing on naming the script (which does not let to type in script name right away).
- Fixed context menu which did not appear when user right clicks on a script with a dot in their name.
- Fixed AGS "char" type treating its value as "signed" instead of "unsigned" (bug introduced in 3.3.0 beta 1)
- Numerous port fixes and optimizations by JJS.


Download links (also updated at first page):
Official: http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0.exe
Mirror: http://www.mediafire.com/download/e15ehe97l425lh6/AGS-3.3.0.exe
#11885
The Rumpus Room / Re: *Guess the Movie Title*
Sat 25/05/2013 14:40:57
Not sure, but looks a bit like Charlize Theron in "Monster".
#11886
Quote from: Calin Leafshade on Sat 25/05/2013 07:33:02
I'm assuming this is because the GUI storage has been changed and the lua plugin is trying to access something that is no longer there.
No, storage did not change, that was my intent not to change any serialized format before next version (3.3.1 or whatever).
The "translated" flag for ListBox is kept in the general Gui Object flags variable (which still has some free bits), and the global GUI alpha rendering option is an int, which may be used as enum.
#11887
It interesting that there are both AGA and AJA forum members around here.
#11888
Quote from: Adam H on Thu 23/05/2013 22:15:44
I agree with so many of you that it's pronounced "Gif", with a "G" sound, just like Gin, Gypsy, Gipped, Giraffe, Geoffrey, Giselle, and Genuine. Saying it's pronounced "jif" not "gif" is an embarrassment to this argument.

..........my brain has just exploded.
#11889
"Orion Conspiracy" has conspiracy in its name :)
#11890
Quote from: MiteWiseacreLives! on Thu 23/05/2013 15:31:32BMP's which I used previously use excessive memory, correct?
AGS stores imported sprites as decompressed bitmaps anyway, so the format will affect only size of your source images.
#11891
Quote from: Khris on Thu 23/05/2013 11:33:24
And you can put sprites into AGS by importing the Clipboard contents, which makes the intermediary file superfluous.
I think that won't let to copy all layers at once? Unless I am unaware of "flattening" copy operation in Photoshop and similar programs.
#11892
Engine Development / Re: On the net
Thu 23/05/2013 12:10:13
One guy forked our repository recently, and made a commit with "custom resolutions" title, but I haven't find time to examine what he did yet:
https://github.com/bitope/ags/commit/00ef37b3ea5b276b41af13200bc83978186f147c

I am bit confused by the fact he added separate scaling filter for custom resolutions.

His name is Tomas Persson. Does anyone know if he is AGS forum member? I hoped to get some comments from him.
#11893
Quote from: Stupot+ on Thu 23/05/2013 10:09:31
Okay, here's another one then.
I've often heard people pronounce GUI as 'gooey', like a sticky oozey substance.
I prefer to just say the letters: gee-you-eye
(or jee-you-eye, as the case may be)
This heavily depends on the native language, I guess people usually try to pronounce acronyms as it would be easier to do with the speaking habits that evolved from using that language.
I would never say "gee-you-eye", because that will sound too awkward in the middle of the sentence spoken in my native language (and more difficult for me if said often).
#11894
Quote from: Calin Leafshade on Thu 23/05/2013 10:24:36
Alternatively you could do it like a platformer whereby you move the player down until it hits a walkable area everytime you move the player forwards so they are always resting on a walkable area.
How that will work for rising stairs?
#11895
Oh my, the regions do not have custom properties! Only hotspots do.

What's a shame, it would be better if walkable areas had ones, in which case you won't need extra regions over them... an idea for the next ags version perhaps. ;)


EDIT: Also, you may set up an array in the script, which stores the IDs of walkable areas per room and corresponding properties.
#11896
I think, first you need a way to define stairs e.g. by drawing a region over it and tagging it with certain custom property which marks it as stairs (like "IsStairs" = true) and where it goes (like "Direction" = 1 for rising to left and = 2 for rising to right).

Then check if character is at region with this property. If he/she is, then adjust movement direction when he is told to move.
#11897
The Rumpus Room / Re: Name the Game
Wed 22/05/2013 21:53:08
Dunno about Telltale interface... but I think it is "Clive Barker's "Undying".
#11898
Engine Development / Re: On the net
Wed 22/05/2013 20:34:12
Quote from: dbuske on Wed 22/05/2013 20:05:55
How is the recoding going?
We are doing this step by step, changing engine parts, not rewriting it as a whole. This way was chosen mainly because it is difficult to tell when we will have free time to work on this.
So I don't think it makes sense to set a date when the engine will get all recoded (no one can tell anyway).
The 3.3.0 beta release already contains some enhancements. At the moment I am finishing the changes that would remove most of the game object limits (number of room objects, etc).
#11899
Engine Development / Re: On the net
Wed 22/05/2013 14:20:33
Quote from: dbuske on Wed 22/05/2013 14:02:10
Is anyone working to recode the engine, in I assume C++.
I do.


Not sure I understand the purpose of the question though. There was quite a lot of discussions about this on this forums.
Are you interested in anything particular?
#11900
The Rumpus Room / Re: The MSPaint game
Wed 22/05/2013 12:12:38
Quote from: waheela on Sat 11/05/2013 02:08:23
Draw the most disturbing face/expression you possibly can.

Well, I kinda tried... :)




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