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Messages - Dave Gilbert

#601
Quote from: Andail on Thu 11/02/2016 12:04:32
I do think it sounds a bit strange that there can't be a middle ground between $0 (which we pay now) and $50,000 (which is Dave's estimate), but whatever we decide to pay I'll pay my share.

I mean, that's just an estimate based on the amount of work required and the going rate for a professional full-time coder (who can get it done in a reasonable amount of time). Mileage may vary, as these things do. :)
#602
Quote from: miguel on Thu 11/02/2016 09:52:44
Well put Radiant.
I have no problem at all in putting my trust on the decisions made by CW and the rest of the active engine and editor devs, plus the knowledge of modern needs of Dave Gilbert.

Just need to say that it's Janet Gilbert who has this knowledge. I just have the arduous task of tweeting about the engine updates when they are made.
#603
Quote from: Crimson Wizard on Tue 09/02/2016 13:59:35
Quote from: proximity on Tue 09/02/2016 13:41:25
I was looking for a solution of weird mouse cursor movement issue on full-screen. It really annoys me and i guess it will absolutely annoy players :( Would you recommend me to switch to other versions ? I don't know if it is possible to switch from 3.4.0.6 to 3.3.4. (Game resolution is 960*540)
I see.

No, it won't be possible to switch versions.
I hope to finish 3.3.5 on this week, after which I will be working on merging 3.3.5 into 3.4.0 (which will carry mouse fix as well).
I predict that itself may take about a week.


This is wonderful news, CW! Thank you so much for all your hard work.
#604
We (meaning Wadjet Eye) have offered money to folks in this community to work on updating AGS in the past. The answer has always been no. It's a hobby for most people here, and accepting money for it implies a commitment that not many are willing to make.

To really make it work, we'd probably need to hire a pro from outside the community entirely. Someone to crack open the engine, see how it works, and then begin the arduous task of updating it. It's *not* easy, and could easily run into $50,000+ range if we wanted someone professional and fast.

I was toying with moving to Unity last year, but after a few months of playing around with it I decided that I was trading one set of problems for another. So I'm sticking with AGS right now. But I'd be lying if I said that the lack of forward momentum on keeping it updated and modern doesn't worry me.
#605
Abe sadly didn't audition! Abe is the type of guy I usually cast ahead of time, or someone I write parts specifically FOR. Since that obviously wasn't the case, he didn't know about the audition when the time came. So no Abe this time around.

This will prove to be an interesting challenge, since I'll directing VO for a game I neither wrote nor produced. Eager to see how it turns out!
#606
You are correct. I tried the plugin and had the same issues. I will just try and find pixelly fonts I can live with. Thanks for the attempted help! :)
#607
Sorry! I had included the desktop size in my list of stats but it must have gotten a bit lost in the muddle.

I play my game using two monitors. The control-V monitor size from which the two "goth club" screenshots were taken is 1600 x 900.  On my larger monitor, the results are 1920 x 1080 (and the text looks the same- blurry with anti-aliasing on, heavily pixellated with it off).

Here's another example of how the text looks with anti-aliasing on. The font is "monaco" and it is being displayed on a GUI with a transparent background on my 1920x1080 monitor:



Calin Leafshade's spritefont renderer is something I am also looking into, but it doesn't appear to be able to render fonts to a GUI. So unless there is a workaround for this, my best bet is to probably just play around with non-antialiased fonts until I find something I can live with. 

Thanks for the help and dealing with my apparent idiocy!
#608
Is this the info you're looking for?

#609
OK. I am playing with this some more and I think I can provide more detail.

Original art is 640 x 360 resolution.
Using the Nearest Neighbor filter
Scaling is "Max Fit"
In windowed mode, the display resolution is 1280 x 720
Desktop Resolution is 1600 x 900
The font is good old "Arial."

Here is a screencap with Anti-Aliasing OFF. As you can see, the font looks very pixellated.


Here is the same with the Anti-Aliasing ON. The font is very fuzzy and not clear. It doesn't look so bad here, but in full screen mode it's REALLY bad.


Any light shedding is appreciated. :)
#610
Crimson Wiz: check your DM if you haven't already. :)
#611
So what happens if the user doesn't have that installed? Do the achievements just not work, or does the player get an error/crash? If the achievements don't work that's not the end of the world, but if it breaks the game then that is problematic.

Do more modern computers come with that installed already? If so, just how common is it (computers within the last 5 years? 10?) Needing GOG users to download and install another piece of software is a lot to ask of them, so if you could rebuild it with an earlier version that would probably be for the best.
#612
That would be GREAT! We use version 3.3.3.0 for Shardlight. I'll check in with the dev.
#613
Quote from: Crimson Wizard on Sat 16/01/2016 00:07:08
Quote from: Dave Gilbert on Sat 16/01/2016 00:04:51
Sorry to necropost, but was this ever resolved? This issue has been a thorn in our side for a long time now, and usually the "disable mouse acceleration" solution fixes it. But I've got a few players now who have this problem and that solution doesn't work anymore.

Yes! It is resolved in upcoming AGS 3.3.5 and we even have Mouse Speed option there.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52925.0
Enjoy :D.

Sadly that doesn't help us, since we are launching this version of the game in 2 months and probably shouldn't move to a new version of the engine now. :(

edit: and I realize how much of an entitled jerk I sounded. Apologies for that. Thanks for addressing this! I know it's been an issue for awhile. Is this going to be be in version 3.4 as well?
#614
Sorry to necropost, but was this ever resolved? This issue has been a thorn in our side for a long time now, and usually the "disable mouse acceleration" solution fixes it. But I've got a few Shardlight testers who have this problem and that solution doesn't work anymore.

To specify, this game was compiled in 3.3.3.0.

Edit: In doing some digging, I heard that setting the graphics filter to "none" could also fix the problem. Sadly, that ALSO didn't work. :) Here's some more detail from the player:

Quote
    Setting it to 'none' caused the game to run in a tiny window while in fullscreen, although the mouse worked beautifully!

    When I scale the game bigger and bigger in those options, the problem gets worse. I wonder if this might be something to do with the size of my monitor? It's a rather egregious 2560x1440. Is that perhaps a bit too much for AGS?

    Ah, but running it in a window with those options seems to improve things. The mouse is persistently a bit too slow, but no longer accelerating.

Is there any way to get our game to play in full screen mode without the weird mouse acceleration? It's becoming a big problem. :(
#615
I have a feature request of my own!

Is there a way to change the dialog option text at runtime? There's a character in the game that the player can name, and I'd love to be able to have the dialog options reflect that.
#616
Oh. YES. My contact at GoG will be quite happy. :)
#617
I've always used characters to make shadows. Not terribly clever, just never thought of doing anything else! I found it easier than messing around with rawdraw and things, which has its own problems.
#618
And good god you were RIGHT. I checked and anti-aliasing WAS on. Apologies again! For some reason, the anti-aliasing looks just fine on my small monitor but is completely unreadable on the larger one. (I'm in the cafe on my laptop right now or else I'd post a screenshot of what that looks like).

#619
I'm confused as well! The only difference between them is that the third was taken on a smaller monitor. I don't know if that effects anything or not.
#620
Quote from: Crimson Wizard on Wed 13/01/2016 15:25:23
Quote from: Dave Gilbert on Wed 13/01/2016 15:16:02
Hi Crimson. Sorry. In the original post I said that the anti-aliasing looked even worse, so I didn't use that.
Oh, my apologizes, you meant fonts antialiasing; for some reason I thought you were talking about using anti-aliased scaling filter.

I am referring to the "anti-aliased TTF fonts" option in the settings menu, if that makes it clear!

QuoteSo, do I understand it right, that your problem is not that the font letters get "skewed", but that font looks pixelated in hi resolution?

Yes, that seems to be the case. On my smaller laptop screen, it looks fine. On a bigger monitor, it looks pixelated.
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