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Messages - Gilbert

#841
The Rumpus Room / Re: *Guess the Movie Title*
Thu 25/07/2013 10:48:26
たけãâ€"のæÅ'‘戦状:劇場版
Takeshi's Challenge: The Movie
:=
#842
Just a guess. Changes to a drawing surface are only guaranteed to be made when you Release() it. So, after drawing the line, you should release the surface, and when you revert it back to its backup, you need to get the surface again. So:
Code: AGS

    DrawingSurface* redline = Room.GetDrawingSurfaceForBackground(0);
    DrawingSurface* backup = redline.CreateCopy();
    redline.DrawingColor=63488;               
    redline.DrawLine(cCD.x, cCD.y-4, oIceCube.X+3, oIceCube.Y-3, 1); 
    redline.Release();  //Add this
    oIceCube.SetView(22);
    oIceCube.Animate(0, 20, eOnce, eBlock, eForwards);
    while (SoundFX.IsPlaying) Wait(1);
    redline = Room.GetDrawingSurfaceForBackground(0); //and this
    redline.DrawSurface(backup);
    backup.Release();
    redline.Release();


If you draw something on a drawing surface and do not release it and let the game's frames advance (like say, using Wait() ), you may get weird results as the stuff drawn may or may not be shown on it, yet. Possibly due to different implementation of the two display drivers you may get different results, so make sure you Release() the surface in the same frame once you have updated it, and if you want to draw more stuff in the next frame you need to get the surface and draw on it again. (Unless of course, the sprite aren't really shown on screen yet, in that case you don't need to Release() it in the same frame.)

Edit: Ninja'd by CW.
#843
Baron won? Stupid. There is nothing worth congratulating...



...except the fact that he is now a Grand Slam Winner!

Congratulations!
#844
Quote from: monkey_05_06 on Wed 17/07/2013 04:20:48
As to the issue of calling "Dialog.SetOptionState", you could also use the dialog script command "option-on" but you have to remember that dialog script commands are not indented in dialog scripts, normal scripting commands are.
I've never tried but that dialog-on line of the codes here was inside a if-code block using AGSScripts, so dialog script commands shouldn't be used there right?
#845
4.
I'm not familiar with dialogs but the problem seems to be you using the dialog command "dialog-on" within script code block. You should instead use the Dialog.SetOptionState() option.

So it should be something like:

Code: ags

@5
EGO: Do you believe your workmanship was of a high standard?
C1Hargreaves: Of course, Your Honour. I did what I said I'd do - I put in those kitchen units.
 if (EGO.HasInventory(C1_Photo1)) {
    EGO.Say("You recall that you have photos of the kitchen following Hargreave's work and consider asking him about them.");
 dialog[5].SetOptionState(6, eOptionOn);
 return RUN_DIALOG_RETURN;
  }
return

#846
Just a reminder. You may enclose codes between the [code=AGS][/code] tags to preserve the indentation of your codes so that they're more readable. This is especially useful when the code snippet is relatively long.
Like this:
Code: AGS

if (a == b) {
  Display("Hello");
  if (c == d) {
    e++;
    d=d-1;
  }
}
#847
The Rumpus Room / Re: Name the Game
Sun 14/07/2013 11:30:16
I think the graphics of the Amiaga port and the PC port are virtually identical...

Anyway, your turn.
#848
The Rumpus Room / Re: Name the Game
Sun 14/07/2013 11:08:09
Next one:
[imgzoom]http://i488.photobucket.com/albums/rr249/gilbot/treetree_zps35d99bca.png[/imgzoom]

I've already obscured the character and removed the interface, but it should be easy.
#849
The Rumpus Room / Re: Name the Game
Sat 13/07/2013 17:47:44
D?
#850
General Discussion / Re: only 12 downloads!!??
Fri 12/07/2013 16:28:11
Carver Island games are much, much better.
#851
Another problem is whether you want people to play your games on different platforms. If it's targeted for most desktop systems then it's okay to use 1024x768 max as there are still a number of people using that resolution nowadays. For example, this is the max... err... native resolution of this crappy LCD I'm using at work, whereas I am using a CRT at home which best displays 1024x768(it can do 1280x1024 max. but the quality isn't that good).

If you want your games also playable on mobile devices, then actually even many mid to semi-high range devices use something like 800x480. In that case, even 800x600 is overkill, and thus 640x480 seems optimal.
#852
Site & Forum Reports / Re: Bug reports
Thu 11/07/2013 17:03:49
Plus Dualnames is now a mod of that forum so he can also look after threads created there. The change was intentional, nothing is wrong.
#853
I don't know the exact implementation, but I think CJ once mentioned that the backgrounds are already compressed with a scheme similar to ZIP (so I suspect it'd be something like Huffman) since long, so the gain in changing the compression algorithm to another could be minimal, unless of course, backgrounds can be optionally compressed by a lossy scheme, such as JPEG(preferably customisable roomwise), so that the games' producers can decide on their own whether it's worth trading off graphic quality for smaller file size in specific cases.

The RLE scheme used in sprites is mainly for speed concerns (this compression wasn't even available in the past). The problem is that the engine loads and unloads sprites "intelligently" on demand and depend on available memory, etc.(unlike in some engine that the game programmers have to manually tell the system to load assets when needed). If we use a tighter (and more computation demanding) scheme for sprites it can impact performance during gameplay (whereas for backgrounds the loadings are all done during room changes). Say for example, an aeroplane flies across the screen at a random time, then the engine has to load the sprites for this aeroplane at that instance (if it wasn't in memory yet), and the decompression may pause the game for a split second if the system is not fast enough. This is debatable though, as disk access requires time too. In some cases it may be faster to load something with a smaller file size from disk and then decompress it, then to load a large uncompressed file, but I think that requires some testings on different configurations to determine whether it's worth bringing in better compressions.
#854
Where are the codes that set/modify the values of perspective_correction_x/y?
They're just used in the attached script but there is no indication on how they're changed.
#855
The Rumpus Room / Re: Name the Game
Mon 08/07/2013 08:40:54
Freecell...

Of course not! :=
#856
Something like this? But no, it's not a module unfortunately.
#857
The Rumpus Room / Re: Name the Game
Thu 04/07/2013 06:32:41
Better change your screenshot. I think the game's name is written directly right on it...
#859
The Rumpus Room / Re: Name the Game
Sat 29/06/2013 17:04:57
Is it Freddy Pharkist (or whatever his name should be spelled)?
#860
The Rumpus Room / Re: Name the Game
Fri 28/06/2013 18:58:36
Yes. Your turn.
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