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Messages - Dave Gilbert

#621
Hi Crimson. Sorry. In the original post I said that the anti-aliasing looked even worse, so I didn't use that. The first image I posted was accidentally shrunk (force of habit when creating screenshots!), which is why it looks even worse than it actually did. The second image was completely untouched and is actual size at 1920 x 1270.

#622
Hm. You are right. It might look better because today I am testing the game on a smaller monitor! I changed the alpha-blending style back to "classic" just to make sure and I can't tell the difference.

So it looks like the issue is monitor/scaling related?
#623
Hmm. In taking a look at the settings, I noticed an option called "Alpha Blending Style" which was set to "Classic." I changed it to "Proper alpha blending" and now it looks nice!



Not terribly happy with the font, but now that I know I can have proper alpha-blended sprites I can experiment properly. Thanks for the help!
#624
Dang it. You're right. It DID get compressed. Here's the fullscreen version, taken just by screencapping my screen:



It's scaled up to "maximum fit" using the nearest neighborhood filter. The original resolution is 640 x 360.

The text is readable, but is still quite pixelly. I've worked in high-res projects before and the text has always been smooth. For some reason, I can't get that effect again.
#625
Since the last few questions I asked turned out to have butt easy solutions, I am delegating myself to the beginner's forum!

In a nutshell, I am making a high-res (640 x 360) game using AGS v3.4.0.6. And all the high-res fonts I import look horrible:



This is "DejaVu Sans" imported at 14 point size. I've experimented with antialiasing (makes it look 10x worse), different sizes, and dozens of different fonts and they all look like variations of this. I'd really like a smooth, high-res font to match my high-res game. Am I just choosing the wrong fonts? If so, can someone recommend a font/size configuration that will look nice?

Much appreciated!

-Dave
#626
And OY I figured it out two minutes after posting. The shadow under the player character is its own character and was still marked as "solid." So the player character was trying to walk AROUND the shadow. Ah well. I will dutifully mark it solved! If anyone in the future has the same issue and finds this post, you are welcome.
#627
Hi all! It's been awhile since I used AGS for one of my own projects. A strange issue came up the other day and I can't seem to pinpoint the cause. If my character is in a position, and I click somewhere below him, the expected behavior would be for him to walk DOWN toward that position. However, my character is walking a tiny bit to the RIGHT, then moves his way to the desired position in a very awkward fashion. See the embedded video to see what I mean:

[embed=720,405]http://youtu.be/ai4RDvTuMvI[/embed]

Any ideas? Admitedly, it's been awhile since I've used AGS (a whole year and a half!) but I know I've never seen this issue before. Any help is appreciated!
#628
SO glad to see you working on something new, Vic! This looks fantastic.
#629
Back home and back at it. This was probably the best year yet. As I said often during the weekend, the one room setup was PERFECT for an event like this. The event was a lot more focused, everyone had the same experience and nobody felt like they were missing anything. Wonderful talks by all. I am very much looking forward to next year!
#630
Arrived yesterday. I'm here at the Mercure, finishing up my presentation. Ping me if anyone wants to hang out!
#631
I'm booked! I arrive on Thursday morning and I'm staying till Tuesday. I'm also staying at the Mercure.
#632
Quote from: SilverSpook on Tue 06/10/2015 20:50:10
This may be a total subjective nitpick that I notice cause I do audio engineering and no one will give a crap about, but watching the video with headphones in there seems to be a noticeable amount of compression of the music when the voice is speaking toward the middle/end of the video. 

Hehe. You caught me. Yes, I lowered the volume of the music juuust slightly towards the end because the VO was difficult to hear. I tried to hide it as best I could. I figured only audio engineers would notice it. Lo and behold...
#633
Quote from: morganw on Tue 15/09/2015 23:55:48
There is a tool to remove alternate stream data, which should show if this is the problem or not.
https://technet.microsoft.com/en-us/sysinternals/bb897440

THAT DID IT!!

Thank you so much. :)
#634
I am still having the problem, so no worries! :(

Is there an online version of the new manual anywhere? I don't want to have to bug the forum every time I run into another obsolete command. Or is there another way I can download the file so my computer doesn't mark it as a "file from the internet"?
#635
Huh. Now the problem seems to have reverted itself, and the solution doesn't seem to work anymore. I keep pressing the "unblock" button and then "apply" but the help files remain blank. Is there a step I'm missing?

edit: this is really preventing me from working on a game, because there are a lot of obsolete commands (ProcessClick being one) and I can't look up the replacements in the manual. And since this is the only version that will let me make a game in 640 x 360 resolution (to fit modern monitors), I'm kinda stuck. :) Any help appreciated!
#636
It worked! Apologies if the question was asked before in this thread. In my defense, the thread is up to 14 pages. :) Maybe make an edit on the original post?

In any case, thanks! I'm starting a new project soon so I am eager to dig into this.
#637
I downloaded this and played around with it yesterday. One thing I noticed... the F1 help files seem to be missing? The table of contents are all there, but the actual information is all blank.
#638
The Steam overlay has been one of our biggest issues so far (third only to save game compatibility on updates and the inability to change resolution from within the game). AGS games react in really unpredictable ways when the overlay is activated. The game freezes, or dialog zooms by really fast, or any number of things. My theory, and it's only a theory, is that you are running the game natively in a very small resolution? The overlay is in a higher resolution, so displaying both at the same time tends to have unpredictable results. I've noticed that the higher resolution I run a game in (using the "max nearest neighbor filter" in the later versions of AGS) the fewer problems there are.

As for pausing the game when the overlay is active, I am unsure! It pauses fine when I use the overlay, but as I said the results tend to be unpredictable.
#639
Check your facebook PMs, Mark and Rebecca. I got in touch with someone who might be able to help.
#640
Does it have to be a university? Would an auditorium and one track of events work just as well? I know a few theatre directors in London who might know of a few places we could use.
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