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Messages - DoorKnobHandle

#221
Engine Development / Re: Autodetect resolution
Sun 13/10/2013 19:24:02
All in all, I believe we just need a good plan, a goal, in regards to AGS' scaling and display behavior that we can all agree on. This has been discussed a lot previously but I'm unsure as to what has come out of that.

Here's my opinion on the matter, in case another discussion about this breaks out:

1.) We drop winsetup.exe completely.
2.) We expose functionality to AGS Script that allows game authors to change the display mode (windowed/fullscreen) during game run-time (OOP example: 'GameSettings.SetDisplayMode(eDisplayModeFullscreen); GameSettings.SetWindowScale(1.5); GameSettings.Save(); GameSettings.Load();'). Note that loading and saving the settings would write it to acsetup.cfg).
3.) In the General Settings pane inside the AGS editor, you could now only select a game resolution (technically unlimited, so this could be 16x16 or 321x59 or 1920x1080 etc.) and if your game should start in windowed or fullscreen mode.
4.) We add a GUI to the default template that takes over the functionality of the old winsetup.exe - this would allow newbies not to have to worry about creating a custom options menu in the beginning, just like we do with the saving, loading and quit game interfaces currently.
5.) Windowed mode is easy as windows can have any size all the time. The window is as big as the game resolution by default but there is a window scaling factor (see the function examples above) which can be used to make it larger.
6.) Fullscreen mode is implemented in the modern borderless fashion. It looks and feels just like proper fullscreen but allows for very quick alt-tabbing and overlaying chat windows and such on top of the game at the cost of a very small performance decrease on some systems.
7.) Internally, this system relies on creating a D3D9 render target texture that is as large as the game resolution chosen. Then everything gets rendered to that texture instead of the screen. In window mode, the AGS engine would then, after rendering, have to take that render target (I would call it a render buffer) and scale it according to the window scale factor. In fullscreen mode, the engine would instead detect the aspect ratio of the render buffer, calculate if it equals the aspect ratio of the player screen, if not, it would add black bars left/right or top/bottom, wherever necessary, and then draw the render buffer to the screen at the maximum size. The render buffer scaling is done without filtering, ie. Nearest Neighbor of course (theoretically Bilinear filtering could be selected from the General Settings pane for scaling high res games!)

I have done this exact thing (step 7) before on fresh projects and have code available if that's the problem. I don't know how much work it would be, however, to do everything else with the AGS engine. Also, it would be tricky to use this system and, at the same time, still support Direct Draw 5. Any thoughts/comments?
#222
Engine Development / Re: Autodetect resolution
Sun 13/10/2013 19:03:47
Hm true, would require a winsetup update of course, as all the upscaling options would have to be disabled when D3D9 is selected if the plan is to split up the scaling behavior like that.
#223
Engine Development / Re: Autodetect resolution
Sun 13/10/2013 18:47:52
It's not hard to implement Fullscreen Borderless with pixel-art-friendly upscaling indeed! I've done it before on several game projects, some in D3D9. But I just don't have to time to dig into the AGS engine source right now - and it would mean completely dropping DirectDraw 5 support.
#224
Engine Development / Re: Autodetect resolution
Sun 13/10/2013 17:35:53
The entire resolution system has to be reworked. While your suggestion makes sense, I feel it's better to spend the time to implement a proper fullscreen borderless mode - otherwise we just waste time to hotfix a system that's already fundamentally flawed.
#225
Yeah that's his name!
#226
Oh look, it's that guy again. This user has registered several times before here, posts that same video. He has improved, however, he used to come up with the most ridiculous stories about himself as well. He still crossposts on Gamedev.net.
#227
If we want to find Yahtzee's smurf account, we should probably start by looking at registrations around the time he left, probably a couple months later. Hmmm.
#228
Enjoying the Top Scores episode even more than the latest podcast I have to say. Excellent picks so far!
#229
Ah, you got me there, you are right. I didn't know about that little quirk! Sorry.

EDIT: Now I know why I was mislead, what never compiles in AGS is the logical negation "if (!music_channel)", not even when it's on it's own.
#230
Quote from: Crimson Wizard on Tue 01/10/2013 17:11:08
Code: ags

if (music_channel)
{
   music_channel.Volume = 10;
}


Just a minor correction, the above code would compile in C++ but doesn't compile in AGS Script, you do need to use:

Code: ags

if (music_channel != null)
{
   music_channel.Volume = 10;
}
#231
Cool chaotic episode! Rogue Legacy is awesome indeed btw!
#232
AGS does support 'levels' of transparency, look for "Alpha blended sprites" in the manual.
#233
I highly doubt you actually searched the forums, considering the results you get for even just searching 'feet'. This was asked and answered last week for example:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=48955.0


EDIT: Beaten.
#234
It is, I just played it. It's a nice demo that would require better jumping mechanics in order to be more fun. Interesting project!
#235
Here is an open-source sample that might help you get started: http://dkh.agser.me/sock.zip (AGS 3.2.1)

To test this out, start Compiled/sock.exe twice, click on "Server" in one instance of the game, click on "Client" in the other. The connection should be set up and you should be able to chat with the other game!

This is not useful in itself but it shows the steps (look at TCP.asc) necessary to get started with this plugin!

EDIT: If anybody wants to update/improve/document this sample, go right ahead please!
#236
The Rumpus Room / Re: Name the Game
Sun 08/09/2013 00:23:33
Take it from me: showing a little leg is never a bad idea! :p
#237
The Rumpus Room / Re: Happy Birthday Thread!
Wed 04/09/2013 17:28:55
Happy Birthday, Crimson Wizard. Your work on AGS is invaluable! ;-D
#238
Waiting for the announcement as well here. There's a slim chance I might try and enter the September MAGS if the theme resonates well with me. We'll see!
#239
General Discussion / Re: Free Steam keys!
Fri 30/08/2013 23:29:27
These are my non-adventure game suggestions for you (sorted by whatever games came first in their listing on gog.com), a lot of these are classics that you might have already played:

Planescape: Torment Planescape is a must if you are not put off by a lot of reading/dialog in a game, it's a total classic with great atmosphere and story if you haven't played it!

Theme Hospital Do I have to say anything? Total classic. Go for it if you don't mind challenging simulation games and if you haven't played this one yet. It's got nice humor too!

The Witcher Absolutely amazing grown-up RPG. Must-play IF you have a lot of time and are partial to medieval/fantasy settings.

Freespace 2 Brilliant Space Combat Sim, excellent combat and gameplay if you're more into the action-y side of things. Don't like the graphics too much myself but if that doesn't matter to you so much...

System Shock 2 Amazingly scary first-person shooter and total classic. Pick this one up if you like horror and first-person shooters. It's another classic.

FTL: Faster Than Light Great new-ish indie game. Get this one if you enjoy rogue-like games (a combination of very hard difficulty, instant deaths and randomly generated levels) and enjoy sci-fi settings.

Blood An amazing early first-person shooter. If you like old-school shooters with plenty of violence and weapon variety, this one's for you.

Commandos 2+3 Can't say many good things about the third installment but getting both games for ~3 bucks is worth it for the wonderful Commandos 2: Men of Courage alone. A great and challenging strategy game set in WW2. Must play if you're into these kinds of games. Excellent music too - and beautiful 2d environment art.

Desperados: Wanted Dead or Alive Very similar to Commandos 2: Men of Courage - except it's set in the Wild West. Go for this one instead of you prefer the Wild West setting over WW2.

Unreal Tournament GOTY Edition The best deathmatch shooter out there. This game is also referred to as Unreal Tournament '99 or Classic and it was by far the best UT game made. It's full of fast-paced action and it has absolutely amazing AI so playing bots is plenty of fun as well. Add a map editor and you get the perfect first-person shooter for people that don't care much for story/single-player games and prefer competitive multiplayer gameplay.

Krush, Kill 'N Destroy A very fun real-time strategy game in the vein of the earlier Command&Conquer titles. Get this if you enjoy real-time strategy games, it's really fun!

Hitman: Codename 47 My personal favorite when it comes to the Hitman franchise. Excellent level design, great atmosphere and amazing music make this a must-play if you enjoy stealth/deception style games.

I want to emphasize that each and every single game I just suggested is a really good game. I would suggest to pick out the ones that sound like they could be up your alley, watch gameplay footage on youtube or wherever and make your decision based on that. Hope this helps.
#240
Please make it happen, Wyz! Pleeeease! :)
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