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Messages - Gilbert

#1241
It would be much more natural to leave the 'no' out and make it the same as the English title:
"パブマスタークエスト"
Or, better put it in the other place "パブマスターのクエスト" so it corresponds with "Quest of the Pub Master" (The current arrangement reads something like "Pub's Master Quest" which is quite confusing, as we can ambiguously treat "Master Quest" as one single thing).

OT aside, the problem with this series of game is that I cannot make out which is which, so better concentrate on one single game before moving on to other (not that the trash FF games are any better in this regard though).
#1242
The filler is used for padding, so the palette data of each entry starts at a multiple of 4 bytes.
#1243
The problem is that:
1. AGS uses 16-bit colour depth for its colour space;
2. The first 32 colours are actually coming from standard EGA palette and shades of grays for some reason (which should be BLUE for true 16-bit colour space).

So, it's IMPOSSIBLE to set the drawing colour to RGB(0, 0, B) where B is 1 to 31(*8 ) atm, and GetColorFromRGB(R,g,b) just simply returns (R>>4)<<11) + ((g>>4)<<5) + (b>>3)), so this function is technically broken, if you want to get pure blue.

To get blue you need to make a compromise by using colours like (8, 8, 255).

Alternatively, fix this function by using this:
Code: ags
function FixedColourFromRGB(int R, int g, int b){
  int col = Game.GetColorFromRGB(R, g, b);
  if (col<32) col += ((1<<5)+(1<<11));
  return col;
}
#1244
Alright. Enough time has passed and obviously, BillyCoen is the winner!

I was about to make a trophy but I am a bit sick (and lazy) atm so...

Anyway, BillyCoen, you may start the next round if you want and we hope that there'll be more entries.
#1245
There is module that offers this with some limitation (I think).

If that still doesn't suit your need, you have to script it yourself at the moment. I've written some codes when making the AGI picture decoder module, which you may also check.
#1247
Would it be possible that the system is running at "entertainment mode" or whatever?
#1248
8-bit FLC playback should work in all colour depths. What resolution is the FLC at?
#1249
Haha. I like this.

With one entry eventually now, I'll extend it (for many months) until next Friday and see whether it will catch people's interest in reviving it.
#1250
Since this is announced on the main page, this version is officially released.
Further fix/upgrade will go to a new version (be it one with version number advanced or have the version kept but called a Service Release).
#1251
Quote from: barefoot on Wed 18/05/2011 12:16:52
16 colour @ 320 x 240
16-bit colour?

Just couldn't resist.  ::)
#1252
Use the type 'String' instead of 'string' and try again (yes, the case does make a difference). 'string' is now more or less an obsolete type (and you cannot even do '=' assignments with strings, only Strings can).
#1253
It may be some scripts that run for too long when you click the cursor, but this should be rare.
It may also be due to the path-finding algorithm of the engine. If a room is large and has "complex" walkable areas, sometimes the path finder may take some time to finish.
#1254
Actually this is more likely a feature than a glitch.

When you add a new room to a game it actually copies the _blank.crm file in your game's folder to a new name (roomxxx.crm), so you can make a new default blank room by loading a (blank, but not necessary) background of the desired resolution and save it as _blank.crm, so that all subsequent rooms created will use this as a template.
#1255
Try re-importing the background in that particular room (and if it prompts you on whether you want to expand the resolution of the room, do so). Sometimes the room itself might have been set to a different resolution than what the game is set to.
#1256
Did you set-up the resolution of your game to 640x480 in the General section of the editor? make sure that it's not left at 640x400.
#1257
If you're using the internal translation system of AGS (i.e. not one you scripted into the game yourself) you can script your codes that modify the .cfg file of the game, but note that you still need to restart the game (re-executing the game executable, not via RestartGame() ) for this to take effect.
#1258
To answer your question, AFAIK AGS does not support any wide-screen resolution yet.

640x400 and 320x200 weren't wide-screen resolutions. They're supposed to be displayed as 4:3. With CRT displays you can use a variety of resolutions without scaling artifacts, and so you can have resolutions such that the pixel aspects aren't square. It's until flat panel displays (Plasma, LCD and the like) have become popular that most people would prefer resolutions with square pixels. (because these retarded displays can only display pictures perfectly in their own native resolutions and they're manufactured such that the pixels are square). That unfortunately makes people consider 640x400 and 320x200 16:10 wide-screen resolutions nowadays, and yes, you may consider them wide-screen and design your game as such without problems, but many people don't know that if they stretch old games made with such resolutions to a wide-screen they're actually not getting correct pictures.
#1259
Quote from: Mad on Fri 13/05/2011 11:00:44
but you could shorten the legs a little.

Yeah, shortening the legs would make the proportions even more realistic, but but but GO GO GO for long legs. It would make our deal much much better!
#1260
Nah. From what I see, the original proportion works better for Asian people.
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