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Messages - Dave Gilbert

#461
Completed Game Announcements / Re: Neofeud
Mon 27/03/2017 21:41:50
Congrats, sir! Best of luck with the release. :)
#462
Right. Well, don't put all that work in on my account. It's very unlikely we'll hit 30,000 sprites but in the unlikely event of us hitting 20,000 I'll start using sprite sheets as you suggested.

edit: Although removing the dialog limitation would be very very nice! :)
#463
Ahh. So if I understand right, it's possible to INCREASE the sprite limit but not remove it entirely? Can that be done at least?
#464
Is there a reason why the sprites are capped at 30,000 and the dialogs at 500? I am currently at ~10,500 sprites and ~150 dialogs. I am taking preventative measures to conserve (multiple conversations within the same dialog topic, removing unnecessary frames, etc) but it would be nice not to have to worry about it.

Thanks in advance!

-Dave
#466
AGS Games in Production / Re: Unavowed
Thu 23/03/2017 17:20:38
#467
Sorry to necropost! Lately I've been getting annoyed by the light-blue text on the white background (in the dialog editor specifically) and was hoping there was a way to change the colors. Has there been any further attempts to merge this with the latest version of AGS?
#468
CONGRATULATIONS!!! Your life will never be the same, but it's well worth it. (or so I tell myself)

#469
AGS Games in Production / Re: Unavowed
Mon 20/03/2017 22:09:08
...neither can I.
#470
AGS Games in Production / Re: Unavowed
Mon 20/03/2017 17:10:59
This reminds me of when I (briefly) worked for CNN back in 1999 as a production assistant. Their entire system was DOS based. You had to enter in these long, complicated commands to get any kind of data. But that had been the workflow for a decade and everyone was used to it.

Then they changed to a windows-based system. It was easier, quicker, better organized, and faster. EVERYONE hated it. Nobody wanted to learn a new system, so they stuck with the old crappy one. As far as I know, they are still using it.

This is me and Unity. I am so used to AGS and its quirks that working around them has become second nature. Unity is, by all accounts, an easier system to use. But the learning curve is so sharp for me that I stick with AGS. :)
#471
AGS Games in Production / Re: Unavowed
Mon 20/03/2017 14:11:12
Thanks! It also might explain why it's taking so darn long...
#473
Every year I swear I'm gonna make the ceremony. Sorry I missed it, but thank you for the awards and congrats to everyone who won!
#474
AGS Games in Production / Re: Unavowed
Thu 09/03/2017 15:17:58
Sometimes you just have to suck out an old man's soul.
[imgzoom]http://www.wadjeteyegames.com/temp/oldmansuck.gif[/imgzoom]
#476
AGS Games in Production / Re: Unavowed
Tue 07/03/2017 22:22:15
Quote from: Danvzare on Tue 07/03/2017 12:59:06
Wow, you reached that number fast. Impressive.
You'll have to tell us what the final number ends up being. :-D

Here's the current stats, if you're interested:

#477
AGS Games in Production / Re: Unavowed
Mon 06/03/2017 18:35:51
Just imported the 10,000th frame of animation into Unavowed!



Well, at least I'm excited.
#478
Sorry to necropost, but is there any documentation for this plugin? E.g., a list of commands that you can use? I searched around the forum but I can't seem to find any anywhere.

Thanks!
#479
Guido's got some abs, dude.
#480
AGS Games in Production / Re: Unavowed
Wed 22/02/2017 23:24:23
I did a little devstream of the game today, where I implemented a bunch of new art assets and answer questions about the game. Everything is very non-spoilery, aside from things I've spoken about publicly already.

https://www.youtube.com/watch?v=IYgFEJjE__Q
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