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Messages - Dave Gilbert

#341
Heh. I ran into this problem a LOT in Puzzle Bots. Large levels with lots and lots of room objects. I'd find myself re-purposing older objects from earlier in the scene that weren't in use anymore. A drawbridge object that got blown up at the beginning of a level was then giving a new graphic and became a haystack that you found at the end. Fun times.

Anyway. Yeah. What Francisco said.
#342
Quote from: Snarky on Mon 11/09/2017 11:52:51
As a proud DirectDrawer, I had a tiny bit of schadenfreude when Direct3D stopped working on some people's computers (because of Windows 10, I think) and he had to tell them to switch to DirectDraw.

Yep. Happy to eat my words here. Back in ye olde days of 2011, I would always tell people to ignore DirectDraw completely and focus on Direct3D, since DirectDraw was completely unsupported and didn't work on a large number of computers. The problem was so severe that I advocated removing DirectDraw completely from AGS. I'm happy I was ignored, because now... the opposite is true. Direct3D completely chokes on a number of computers and the only recourse is to switch to DirectDraw, which works completely fine. Why this happened is a mystery, especially when you consider that DirectDraw is STILL not supported and is positively ancient.

That said, now I'm an unrepentant OpenGLer. It works BEAUTIFULLY on everyone's system (so far)! I'm never going back! :D
#343
AGS Games in Production / Re: Unavowed
Fri 08/09/2017 17:38:05
I didn't know about it either until recently. It's at the bottom of the command list so I always missed it.
#344
AGS Games in Production / Re: Unavowed
Fri 08/09/2017 15:09:00
"Get the previous room from current?" I'm not sure what that means, but I'm glad I helped!
#345
AGS Games in Production / Re: Unavowed
Thu 07/09/2017 20:53:03
Heh. I didn't know there was a limit! Still, I seriously doubt we'll get that far.
#346
AGS Games in Production / Re: Unavowed
Thu 07/09/2017 20:44:46


*collapse*
#347
AGS Games in Production / Re: Unavowed
Wed 06/09/2017 19:26:15
While exhibiting at Play-NYC, I was interviewed by the NYC Geek Society about Unavowed.

I look a lot more wild-eyed and manic than I remember being.

https://www.youtube.com/watch?v=lUwPCCYPGCo
#349
Huh. Some neat ideas! Changing the first frame of the loop shouldn't effect things TO much, since visually the frame won't change. Thanks for the tip. I'll give it a whirl now.
#350
Ahhh. I adjusted the height of the 1st frame to match but now the text is way too high when they are sitting. :)



Is there a clever way around this or am I going to have to switch in and out of views?

Either way, I will fiddle. Thanks!
#351
Hi hive mind.

I have a room in my game where a bunch of characters are sitting on subway seats. You can select which character goes with you on a mission by clicking on them. When you click on them, they play an animation where they stand up. So far so straightforward.

I added some background banter conversation between the characters, using the SayBackground command. When the characters are seated, it displays normally:



But after I click on a character and they stand up, the text is always displayed at the "seated" Y position, covering the talking character:



How does SayBackground determine the Y position? Can it be changed or adjusted in any way? I'm sure the solution to this is something obvious that I am missing, but any light shedding is appreciated!

Thanks,

-Dave

edit: To clarify, I am not clicking on the character while the text is being displayed. The character is already standing when the SayBackground command is called.
#352
Just downloaded the new version! Will test it in more detail later, but just wanted to say that the unresponsive keyboard issue I reported earlier still remains. As before, rebooting my computer fixes the problem.
#353
AGS Games in Production / Re: Unavowed
Fri 25/08/2017 17:20:10
#355
AGS Games in Production / Re: Unavowed
Mon 14/08/2017 20:29:06
Official poster art finally revealed!
#356
I originally posted this in the wrong thread!

One odd glitch I'm noticing. If my computer has been on for a very long time (say, I leave it on overnight) and then I compile and run my game, the game will not accept ANY keyboard input. No escape, no press-key-to-advance-dialog, no nothing. I can't even type in names for save files. The only input it accepts is the mouse button. Rebooting my computer fixes the problem every time.

This could be an issue with my computer, but it's a problem that only surfaced with AGS 3.4.0. As a test I switched over to to a game compiled with earlier versions (before I rebooted, obviously) and they accepted keyboard inputs just fine.
#357
The trick is to make the actual act of doing the achievement FUN. Or at least, fun for somebody. If you can manage that, then go right ahead.
#358
More games need to take place in Boston. I approve!
#359
AGS Games in Production / Re: Unavowed
Fri 04/08/2017 14:39:03
But it is magnifico.
#360
AGS Games in Production / Re: Unavowed
Fri 04/08/2017 14:13:42
Thunderbolts and lightning very very frightning.

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