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Messages - Gilbert

#221
General Discussion / Re: Good Movies You Hate
Mon 20/07/2020 02:55:07
I think the love story was a necessity at the time, as otherwise they could never get back the HUGE amount of money invested in the production. People would not repeatedly dump their money to just watch an (more or less) accurate documentary. Still I'd rather have a special version with all these fillers edited out.

Otherwise this movie was just an updated version of A Night to Remember (with ideas of other old Titanic movies thrown in), which was very, very good (there was another B&W movie just called Titanic with lots of dramas added, which IMO was not as good). A number of scenes were just recreated identically in Cameron's version (together with dialogues).

Yet other than the updated effects (which were good), there were at least two features that made Cameron's version really worthy of its own:
1. The undersea submarine scenes with WTF THE WRECK OF THE REAL THING.
2. The ship broke into two halves before sinking. This was never reproduced in previous attempts due to conflicting reports and other complications.
#222
Haven't read it all as I'm on mobile.
If slots 16-19 are set to bg colours and you import sprites with "use room bg" set to "no" then the sprites won't use these colour slots.

Try either importing sprites with "use room bg" set to "yes", or just set these colours gamewide also (if you don't need bgs to have different colours anyway you actually do not need to have bg slots).
#223
Try setting remap palette to "no". Setting it to "yes" would probably remap the black colour of the sprites to colour entry #0.
(The advices on sprite importing in my linked tutorial above should still be relevant.)
#224
There may be some quirks when you change the "fixed" colours (usually means #0 - 16) of the palette, especially entry #0.
Instead use the entries after #16 (i.e. #17 onwards, or for better management, use #32 - 35 for these backgrounds, which would be the first 4 entries of the third row).
#225
You can also press F1 while running the AGS Editor to open the manual.
#226
Just use player.ChangeRoom(player.PreviousRoom).

For more information on the parameters, etc. check the corresponding manual entries:
https://www.adventuregamestudio.co.uk/manual/ags46.htm#Character.ChangeRoom
https://www.adventuregamestudio.co.uk/manual/ags46.htm#Character.PreviousRoom
#227
Nowadays I usually use GIMP and Krita, and for 8-bit graphics I use Edge.

Never heard of Firealpaca before, but I just installed it and it really keeps its promise that it starts instantly!
(though during installation it complained about a certain library file couldn't be registered to the system, and I don't know whether this would affect anything.)
#228
The genie is trapped back into the bottle/lamp/teapot. :=

I think pics on Twitter censoring the entries of the president of a certain unknown country for spreading bullshit would be funny...




...unless that's what really happened and everyone already knew this.
#229
Actually this joke doesn't work so well nowadays, as in such situation calling for help is more along the line of calling the emergency number with a mobile phone, rather than running off to seek help. Even then I think this is just people being unhelpful, not really that funny.
#230
Hmm. I don't understand this. Care to elaborate?
#231
The Rumpus Room / Re: Guess the TV show
Fri 19/06/2020 05:01:22
Quote from: Mandle on Thu 18/06/2020 23:15:47
Logical deduction

I think we can now merge this thread with the crime riddle one.  :grin:
#232
That's because you did not enclose the codes after if(...) in braces {}, so that only the "Giddyup!" line was affected by the if condition, and the remaining lines would be executed regardless of the conditions.

So:
Code: ags


function hCoffeMaker_UseInv()
{
  if(player.HasInventory(iCoffee) && player.HasInventory(iCcup))
  {
    player.Say("Giddyup!");
    sBrew.Play();
    Wait(150);
    player.Say("Oh boy, Coffee's ready!");
    sPour.Play();
    Wait(150);
    player.LoseInventory (iCcup);
    player.AddInventory(iCcupfull);
  }
}  

#233
The Rumpus Room / Re: *Guess the Movie Title*
Fri 05/06/2020 06:08:01
Sorry but I couldn't resist  :=

Herbie: On its way to destruction
#234
Just a reminder. You can edit your posts instead of posting new ones successively.
It is not mandatory to do that, but keeping stuff in one place when there are no posts from other people in between would help with readability.
#235
But but but... Wolves become bears when they grow fat!

For some reason, I always identify the head on the marquee (don't remember whether it was in the game itself) of the game Operation Wolf to be a bear, hence I always nicknamed that game 'Operation Bear'.
#236
Reading this, I tried logging in my account and saw this:
Quote
Image Hosting Is Not Permitted
We have detected that you are hosting images using a free tier account in violation of our terms of use. You can either purchase an unlimited hosting plan or immediately stop hosting.
If no hosting is permitted WHAT ARE FREE ACCOUNTS FOR?

So I installed their awful mobile app (seems that there is no easy way to do this on the site unless you do this one by one), downloaded all my images and deleted all of them.
Then I uninstalled the app.
THE END (I hope)
#237
As the one you showed is of 640x400, which is just doubled in resolution in both axes when stretched to 4:3 there isn't any problem (like how the original 320x200 is shown in 4:3).

It seems that when you preview/download the image one-by-one it is messed up.
For example, if you click the first image of Eco Quest and then choose 1600x1200 the preview image is messed up, with black bars added to both the top and bottom, making the original image squished to wide screen in the middle part, BUT if you download the ZIPPED pack "4:3 Pixel-Perfect ARC (Aspect Ratio Correction) (1600x1200)" from the top link the image IS correct:

#238
Quote from: Cassiebsg on Thu 07/05/2020 20:01:54
AGs saves image data as bmp (?), you can turn compression for sprites on that should reduce the size of the acsprset.spr, but it it'll just make AGS be slower, since it it then has to uncompress the picture before displaying it.
I'm not sure, but since the sprite data are compressed only using a RLE-scheme, which is simple enough that it could be decompressed readily into RAM. Compared this to the access speed of the storage device, it is possible that on some system it would be even faster when the data are compressed (unless you store the game on a VERY fast device, such as SSD?). For example, a sprite image is 10MB uncompressed the game has to load 10MB of data from your HDD, but if the sprite is only 500KB after compression it could be loaded and decompressed very quickly.
#239
I haven't really checked their files but it seems they do know what they're doing:
Quote
(What is Aspect Ratio Correction? Back in the 80s and 90s, 320x200 games were originally played on CRT monitors with display areas that had a 4:3 aspect ratio. This means that because 320x200 isn't a 4:3 resolution, a pixel displayed in 320x200 mode was rectangular in appearance instead of being square. Modern monitors, however, don't have non-square pixels. As such, we provide our "ARC" download sizes that make use of aspect ratio correction, so that you can see these screenshots the way they were originally seen - the Sierra logo should be a circle, not an oval!)
At least, blowing 320x240 up to 1600x1200 should be a correct choice to maintain even pixel size. How did they mess this up?
#240
That's because by default(or they're compressed by default now, I'm not sure), sprite data are not compressed.
Your original sprite image files may be of PNG, GIF or JPEG format that are compressed, so this is normal.
Try changing "Compress the sprite file" in the Compiler section of General Settings to true (if this is not already done). The sprite data will then be compressed using a rather simple RLE scheme (for performance reason). How much this helps depend on the "complexity" of your sprites.
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