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Messages - Dualnames

#421
You need to add a noloopcheck thingie on the function.
#423
Well, it's not up to me to give out such information, I am clearly sharing all I know, and I've asked for dmps, or crash messages, and nothing yet so far.
#424
Perhaps that is the issue
#425
So, the admin thing seems solvable by porting the game to 3.3.5, that's at least one good thing out of this. What seems to be the reason why people on Win 7 can't run on anything else but DirectDraw? in all these cases DirectX was installed, so I'm wondering what else can stop them.
#426
Hello, sorry for popping these up here.

We're experiencing this issue on the Linux port.

http://steamcommunity.com/app/439310/discussions/0/371918937284320786/

Logs and more info are inside the topic, I figured pasting them here would be silly. Is this some sort of a secluded case where nothing can be done, or?
#427
There has been no error window on the crash, everyone says it just crashes on them. I didn't ask for a crash dump, i presumed none was written.
#428
Alright, yeah, forgot i am on 3.3.4, but none of the issues that AGS 3.3.5 brings as features are the problem. Anyhow, they run steam games from program files. The crash is irrelevant to steam and related to AGS. Perhaps the Steam plugin causes this? I remember Gemini Rue had similar issues reported with their rain and snow plugin.
#429
Alight, as you all may know/care, i've released Until I Have You, that uses AGS 3.3.5

The ever ending bane of my existence is this OS. Windows 7.
Basically, what happens is this, most users cannot start the game, and they immediately crash. That forces them to run both the game and the winsetup (yep can't even run winsetup) as administrator and set the Driver from Direct3D to Draw.

I've tested this with a person, and they had the same problem with all AGS games.
So, they set the mode to DirectDraw, but if they have an antivirus (usually Avast), hell brakes loose. They have to disable it, otherwise the crash still happens. And as far as i can tell, nobody is willing to do that. Any thoughts?
#430
Wormwood Studios Presents



Until I Have You, is a story-driven, fast-paced, retro-aesthetic platformer, engulfed in a Cyberpunk setting.

Driving you to the edge of your seat as you run n' gun through enemies, the game recounts a thrilling story of regret, love and corruption, in a city that's gone haywire and just doesn't give a damn.

This is the story of the ARTIST, a talented assassin, who has worked many dirty jobs in a long and successful career. Finally heeding the pleadings of his wife, he has decided it's time to quit this ugly business and live a simple and peaceful life. However the ARTIST's clients know he is irreplaceable, and are unwilling to allow the craftsman to hangup his tool belt. They send him this message by kidnapping his wife, Emily, and make it clear, retirement is not an option! The ARTIST is determined to get his wife back, and prepares himself for one last assignment. He understands to be successful he needs to go all out, and he procures a rare exoskeleton suit. Although this provides him with additional powers, it also can cause hallucinations and affect his judgment.

If you could save someone, how much of yourself would you be willing to sacrifice?






FEATURES:

  • 12 Chapters of immersive story-telling
  • Beautifully pixelated environments
  • Fast paced action
  • Over 60 unique Enemies and 12 Boss Fights.
  • Rich and Diverse Settings (both in gameplay mechanisms and visuals)
  • Fully Voiced Dialogues
  • Gritty Cyberpunk Atmosphere
  • Keyboard & Controller Support

TEAM:

James Spanos - Programming, Music, Design

"I've worked on several games most famously known for The Cat Lady, where I coded the interface, Downfall, where I fixed the interface, and Primordia, where I coded the entire game, plus the interface. I've been a huge fan of games such as Megaman, Strider and always wanted to built a platformer that deviates from the norm and gives the ability to the player to perform extraordinary stunts and tricks, if he masters the controls, and that it should feel limitless, as if he's bending the world to accommodate his skill. That is why I've started working on this with Andrea Ferrara. We share our passion for challenging games, and old school graphics."

Andrea Ferrara - Graphics, Design

"Before becoming an active member of the Adventure Game Studio community I used to work alone on games; writing, programming and making the art. I worked on a couple of indie adventure games released as freeware that became quite well known in the net, such as “Donald Dowell and the Ghost of Barker Manor”. When a couple of months ago James showed me a very early WIP of “Until I Have You” (made with placeholder graphics), I instantly realized the huge potential of that game and told James "you just have to let me make the graphics for this!".


For more screenshots, you can check our website

http://www.untilihaveyou.com






GIVEAWAY (Ends Dec 20th).

Since it's the holidays, and Limpingfish is playing Secret Santa, I thought to myself, there's no chance I can outdo that, but still, one can try.

We'll give away 2 Steam keys.

So how do you win one?

  • RETWEET this tweet to be eligible.

And follow me or andrea on Twitter.
#431
The game will be available on Steam for Windows and Linux on APRIL 4TH 2016, so mark them calendars!

#432
Longevity Gene and generally markbilly's behavior has been something i always admired, a guy always pushing himself to do better, and even though longevity didn't came out, that's okay, the effort is still worth a nod and a tap on the back.

Dualnames salutes
#433
Now, i wanna continue this discussion, cause CW made me think of things. He opened up a world of experience. I did try setting up the cache to something else, i think i tried increasing it by 20 mb, and it kind of reverted (the acsetup.cfg) to the max possible of winsetup. I'm using 3.3.4 could i have possible fucked up the number and so it reverted to default/grabbed the number from winsetup? Is there also a way to force this to a certain number un-editable or somehow, not allowed to be changed by user? I was thinking of forcing it when the game loads, but when the game loads it has already increased the sprite cache to a certain point right?
#434
Big animations, aka lots of frames, have this issue: Even with increase dynamic sprite cache, if you try and animate a huge ass object like 5000x200 and then 2-3 more it begins having a drop on fps. I'd say for your case that is not the issue, so are you just doing animate? And if so with how many frames of animations playing
#435
Forgot to say that, the users having the problem are all on Windows, some even have the same exact Windows I'm using, and the issue happens regardless of whether Steam is up and running, or even installed at all. I run the game perfectly fine with Steam closed.
#437
Script link failed: Runtime error: unrersolved import 'ASG2Client::SetAchievementAchieved^1'

Some of my users (others have no problems) get this, being unable to run the game at all. I'm using the AGSSteam Plugin only (Windows), any thoughts? It's driving me crazy.

#438
I'll sit in my corner and happily watch this, crumble and graciously fall.

While this plays.
https://www.youtube.com/watch?v=9E6b3swbnWg
#439
General Discussion / Re: I give up
Mon 01/02/2016 08:54:03
Lies. You can ask anyone around here, and I guarantee that nobody will say "pff that cw, what a useless bastard". These past few years the engine has evolved in many ways. I never thought someone would replace CJ in any way, but you've achieved that in a lot of ways. I really want to persuade you otherwise, but i feel that is also selfish. If this is your final decision, I cannot personally thank you enough for the fixes you've done. If this is you feeling down, then I'd like to say, that giving up won't accomplish anything, everyone in this community, I feel, believes in you, we don't care if things could be better and all that.
#440
Quote from: Crimson Wizard on Sat 20/09/2014 18:17:54
To build Engine:
1. Precisely Microsoft Visual Studio 2008 SP1.
2. DirectX SDK.
3. Download "glext.h" from http://www.opengl.org/registry/ and put somewhere where MSVS can find it (or add the path to MSVS settings).
4. Run Solutions/Engine.sln

I'm getting the glext.h no such file or directory error, how do i fix that?
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