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Messages - Gradir

#1
Work in progress!

#2
Hey guys, I've found out that after changing my Mouse interaction view by
Code: ags

                    Mouse.ChangeModeView

it seems to forget about frame delays in the views
also, after changing it back to original view it speeds up
#3
Hey guys!
I need to throw in some digital painting too!
I'd recommend the works of:
Theo Prins
http://www.theoprins.com
Spoiler
[close]
Eytan Zana
https://www.artstation.com/artist/eytan
Spoiler
[close]
Ayan Nag
https://www.artstation.com/artist/artofayan
Spoiler
[close]

for a start :)
#5
Sure man :)

Look at the cursors!
I didn't have time to make proper ones yet! :P
Well, to be honest, there is a catch or two:
Only two first ones are actual screenshots from AGS, rest are levels in photoshop
Secondly, I'm experimenting with the palette, and really seem to like the mood which gives cutting down the colour number. I haven't decided yet but everything points me to this direction. The workflow for it would be painting it in RGB anyway, and then convert it, keeping the 32-bit alpha on png's.

The actual at the moment look of the graphics is kinda like this:

#6
AGS Games in Production / Re: Guard Duty
Sat 22/10/2016 00:10:57
This looks absolutely amazing!!
#7
AGS Games in Production / Polly and Lazy John
Sat 22/10/2016 00:00:27
Hi guys!
I'm making a prologue of a fun-filled point-and-click adventure game set in a world of Pirates and Magic! Arr!
The resolution I went for is 1280x720 so pretty big... I figured out that eventual scaling-down is better than... well you can't scale up really
So... follow me on Twitter or Facebook if You want to get frequent updates on the progress!
https://twitter.com/Gradir_Gamedev
https://www.facebook.com/pollyandlazyjohn

I plan to release the prologue demo on 20th of November!
still, lots of work to do.

Here are some work-in-progress pics:









#8
Changing room-transition to instant fixes the problem!
It actually works with all except fade-out-fade-in!

You really are a Wizard,
I was trying to make the more detailed log, but putting log=1 under [misc] in all the configs doesn't make a log file appear where You said!

Also, switching to D3D9 works.
I thought it doesn't work since I was changing it in the editor and it didn't help.
#9
I'm pretty sure it's related to the problem, as stated in previous post
( The player confirms that either switching to fullscreen mode or setting graphics driver to DDraw 5 solves the problem. Thanks for the info! )

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004C8A00 ; program pointer is -3, ACI version 3.4.0.11, gtags (59,156)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.

crash dump: http://ctapart.pl/CrashInfo.3.4.0.11.dmp


My monitor's default and using res is 1366x768. I have no problem with fullscreen of 1280x720, but the windowed mode doesn't seem to work. Earlier there were no problems with 800x600. Changing from Direct Draw to D3D9 doesn't do anything either
#10
Yes I recently changed my game's resolution in editor to higher (from 800x600 to 1280x720), now it only works in fullscreen mode.
I'm using 3.4.0.11 (RC2)

Any help?
Cheers
#11
After switching to 3.4.0.11 the game size significantly raised ( acsprset.spr weights over 20mb ).
Is it normal?


Ok I guess it's all this 32bit png sprites making it. It looks a bit too high tho, since I don't have so much content yet, I'm panicking.
I have no idea how can I delete this topic...

BTW Anyone knows any decent way to export highly compressed png's with alpha (as save for web in Photoshop) as a sequence from frame animation, like Render Video in Photoshop but with better compression?
Cheers
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