This problem was fixed in the latest 3.6.0 patch.
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Show posts MenuQuote from: AndreasBlack on Fri 15/09/2023 11:40:44I looked in AGS 3.6 but i couldn't find any "object.rotation" or such syntax i guess it's not available yet. Are we talking a distant future for sprite rotation or is it far away? I don't try beta's alpha's and all those things, too scared to mess up my main project files!![]()
Quote from: Baguettator on Fri 15/09/2023 11:08:29Hi ! I noticed a problem, I use 3.6.1.6, I have some "strings" declared at the top of my script, I give them a value in game_start function (String a="My String A" etc...), but if I have a code that asks "if (Label.Text==a)", it crashes as "a" is null.
Quote from: Baguettator on Fri 15/09/2023 11:08:29EDIT : also I saw that declaring label array in game_start doesn't work (label pointers will be null if they are called later in the code)
Quote from: CCrane on Wed 13/09/2023 13:34:33On a really old Windows laptop however performance was abysmal, perhaps a hardware (old OS) issue. I suspect it's CPU rather than RAM related and I'd be curious if others can confirm this since this might indicate some minimum hardware requirement.![]()
int frame = player.Frame;
player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
player.Frame = frame;
Quote from: RootBound on Mon 11/09/2023 16:47:19Here's the progress so far:
Quote from: AndreasBlack on Mon 11/09/2023 16:07:59No, it's already in the keyboard module i'm using, look here:
but it does not work that way, unfortunaly. Khris (Module creator) said he'd might fix it in the future. But i think he shouldn't. Cause it's such a basic animation feature that it should be in the engine itself from the get go.![]()
Quote from: Snarky on Sat 09/09/2023 19:31:06You sometimes complain about how you haven't (in your view) done a good job improving AGS, @Crimson Wizard, talking about mistakes you've made and so on. I think this list is a great demonstration that you, along with the other contributors, have in fact made great strides, even just in the last couple of years. Most of the things you listed as the major weaknesses of AGS back in 2021 have been addressed, or are currently being addressed, at least to some extent.
Quote from: Nurz on Sat 09/09/2023 08:24:41Sorry to resurrect an old thread, but which of these cons still stand in AGS now entering version 4?
Quote...Most of the game data is inside a big xml file, and rooms are saved in binary format so you cannot even look what's inside of them without launching AGS. Imported sprites are written into one big file, where again you cannot look into them or replace without running editor. This also makes parts of the project prone to file corruption: anything happens during saving the game may make you loose a whole room, or all of the sprites.
- For the same reason, it's complicated to work with AGS games under a version control tool (svn, git etc): as parts of the game are binary blobs, it is impossible to track the actual history of their changes.
Quote- Lack of Unicode text support.
Quote- Imperfect translation system, where translations may be complicated to update and easy to break. No true support for localizing other parts of the game rather than the texts: such as images, sounds, voices (you have to do this by hand, sometimes using workarounds).
Quote- Building game packages for other platforms than Windows and Linux requires manual labour. No official support for gaming consoles.
Quote- Scripting language is a mix of low-level and high-level concepts, but does not get any of these to the logical conclusion. So on one hand you cannot refer to plain variables and structs using their memory adresses, on another you have "managed" structs but the use of these is limited by incomplete syntax and unsupported features. It's like having bits of both worlds instead of one but complete.
Quote- Script's implementation is slower compared to popular scripting languages. This won't be noticed if you have a regular point and click scene, but may quickly become a problem if you e.g. script a fast paced arcade sequence with physics simulation, etc.
Quote- Most of the things may be only created at the design time. You cannot have dynamically created rooms or objects. This complicates working on anything that is not a standard point and click scene, and forces you to precreate almost everything in the editor, even if you need an object only for some temporary visual effect. If you want a "procedurically generated" scene or game, you have to precreate a number of dummy objects and reuse these.
Quote- Lack of contemporary visual effect support: e.g. no GPU-based object rotation, no custom shaders, let alone any 3D effects. Any additional effects have to be scripted with the use of the pixel drawing (aka "software drawing") which is significantly slower.
Quote- Engine is not well optimized for high-resolution games: the way it draws things, or loads resources, maybe works well with "classic" low resolutions, but not with higher ones.
Quote- Abscence of debugging and diagnostic capabilities: you cannot tell what's going on inside the engine when it runs your game.
Quote from: Khris on Thu 07/09/2023 13:02:19I found the missing piece: the module only draws to its DynamicSprite, and you have to draw that to the room:
function room_Load()
{
// other set up
oObject1.Graphic = ThePlace.Screen.Graphic;
}
Quote from: Gal Shemesh on Wed 06/09/2023 16:45:46The Sprites editor lets me select multiple selection and I use this to assigning the selection to a view. It gives options such as overwriting or adding the frames to an existing loop, and also to set all frames as flipped or to add them in reverse order. I only find that it missing one option which is to set a certain delay for all the frames in this process.
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