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Messages - Gilbert

#361
The Rumpus Room / Re: Name the Game
Wed 25/04/2018 02:10:26
abstauber got it! The Super Shinobi(or, The Revenge of Shinobi in some regions) it is! But it's not on arcade. It's on the Mega Drive instead.

And yeah, it has some crazy rip-offcameos, which were mostly edited out in subsequent versions, but Spiderman stayed as they somehow got the license (to make him a villain!), until the recent VC releases, where they no longer held the license.
#362
The Rumpus Room / Re: Name the Game
Tue 24/04/2018 15:26:09
(wrong)
#363
The Rumpus Room / Re: Name the Game
Tue 24/04/2018 01:46:33
Hehe. No, of course.
#364
The Rumpus Room / Re: Name the Game
Mon 23/04/2018 16:09:33
[imgzoom]https://i.imgur.com/J7JOP2l.png[/imgzoom]
#365
It's actually a wrapper for running Windows games, written for older versions of DirectX, in case you have problems making them to work on modern Windows.
I was confused at first as there is absolutely no info. on what this is on the software's page, but backing out to the site's home does tell you what it is.
#366
The Rumpus Room / Re: Name the Game
Mon 23/04/2018 14:50:28
Mean Street, I think.
#367
Yeah. I think it's time to allow usage of pre-existing graphics, especially since we have the RON library and Eric's photos ready for grab (I know a number of people already used his music tracks, but the images probably not as popular, which is a pity, if we let these lovingly captured photos get to waste. As long as you properly credit the author you may just alter the images in any way you want, such as tracing over them or using some filters.
#368
Ah yeah, try updating DirectX9 also.
As DirectX version 10 onwards are not a replacement of DirectX9, recent versions of Windows (starting from WIN Vista I think) actually contain both the newest version of DX and DX9, and will fall back to using DX9 if an app needs it.
However, M$ always ships a really old version of DX9 with their Windows installation and it's never updated automatically anymore(probably intentional, considering it's M$). By hunting down an updated version of DX9.0c and install it manually in your system some of these problems may be solved.
#369
Don't know about the current versions, but I remember JJS's old Android version of the engine did support 8-bit mode and palette changes without any problem. Maybe that could help with OpenGL? I don't know how it's done though, maybe it's just plain software by constructing a frame buffer every frame and then just displays it.
#370
Hmmm. Are you sure the game is a 8-bit game? Importing 8-bit assets into a 16/32 bit game will never work as intended.
#371
Quote from: Crimson Wizard on Tue 10/04/2018 15:53:56
Best person to ask about 8-bit games is Scavenger, he makes only them afaik :).
Me also, apparently, and that's why I wrote those wiki pages.
#372
Site & Forum Reports / Images broken in wiki
Tue 10/04/2018 15:39:04
It seems that all images in wiki articles cannot be displayed ATM (check this as an example).
Only the message "Error creating thumbnail: Unable to save thumbnail to destination" is displayed in place of images.
#373
I'm not sure whether this is the problem, but colours with lower indices (at least #0-15) are supposed to be "reserved", so you may not be able to do whatever you want to them. For dynamic palette entries, it's advised to have them taking higher indices(which also in general is better for organisation, so you can have all the fixed colours taking the lower indiced slots).

Also check that you're not using the Direct3D or OpenGL drivers in the game's set-up, as last time I tried they didn;t even support 8-bit modes.

There are some information in the wiki, though they're written some time ago I think they're still mostly relevant. (There're some problems displaying images in the wiki ATM and I'll report this.)
#374
I put his profile in Chrome, and it warned me of the site:
www(dot)shuugouteki(dot)net

So I checked the source and it's the Indy Fountain of Youth banner in his signature.
#375
I'm not sure what default folder recent versions of AGS would have files read from or written to(I don't even have the latest version installed ATM), and it's possible that it's now defaulted to somewhere like $APPDATADIR$ or $SAVEGAMEDIR$, to avoid problems such as being not able to write to the game's own folder if it's installed in, say Program Files.
Better follow the example in the manual to specify where the files would be read from or written to, something like:

Code: ags

if (!File.Exists("$APPDATADIR$/temp.tmp"))
{
  File *output = File.Open("$APPDATADIR$/temp.tmp", eFileWrite);
  output.WriteString("some text");
  output.Close();
}
#376
Haven't read all the posts, but AFAIK JPEG doesn't even support 8-bit (or indiced for that matter) images (unless it's GREYSCALE), so attempting to save something as a 8-bit JPEG is horribly wrong.
#377
The Rumpus Room / Re: What's on TV?
Fri 06/04/2018 02:30:32
Wasn't Extreme Ghostbusters animated? Unless there were some kind of live action segments before or after the show (which I remembered none, unless they cut them in the local broadcast).

As someone mentioned Imdb I went there out of curiosity  and I think I found what show it was (it's been running for 5 years right?). Since I cheated and that I've never heard of this show (probably never shown here) I'll pass.
#378
Just check in Room 1 what the previous room was, such as:
Code: ags

function room_Load()
{
  if (player.PreviousRoom != 2) aMusictrack001.Play();
}
#379
Are 49 and 50 the correct View numbers for the animations? If they do not contain any frames it may make the animation appear to end immediately.

I ask this because this line:
Code: ags
this.LockView(_height);

IMO unless there are some justified reasons, it is VERY confusing to use a variable named HEIGHT to hold a view number, so this looks like some typo by referring to an incorrect variable to people reading the code.
#380
Hmmm. I've never heard this but after reading Mandle's comments, is the answer to the 1st riddle 'snow'?
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