Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Hobbes

#41
Engine Development / AGS engine Mac OS X port
Fri 02/07/2021 02:03:58
Alternative question: Is there a way to build an M1 compatible version? I found something related to the topic here for cmake:

https://discourse.cmake.org/t/how-to-determine-which-architectures-are-available-apple-m1/2401

I tried to add the IF(APPLE) section to the cmake_install.cmake file but it resulted in the same binary file as before. Or would the process be a bit more complex for AGS?
#42
Engine Development / AGS engine Mac OS X port
Fri 02/07/2021 00:11:52
Hi Manu, would it be OK if I added this to the AGS Wiki? It would be a great resource for people to keep an eye on. And then if the procedure changes, we can always update the wiki page.

Thanks for doing this!

It works a treat by the way! I just compiled my game from scratch using the latest AGS version   source code. I imagine this is how the wrapper is also created?
#43
Engine Development / AGS engine Mac OS X port
Tue 29/06/2021 12:00:30
Emabolo, wow, such a guide sounds great. Looking forward to it!
#44
Hi all,

With some of the excellent posts going round as people are trying AdventureJam games, etc, and the past efforts of the Unofficial AGS Blog, the AGD Zine etc, I've been toying with the idea of setting up a new AGS blog news site review thing. The site would:

- Have news on AGS and its community as it happens
- Review games
- Preview upcoming games
- Interview AGS people

Nothing new, really, nothing that hasn't been done before. But I was wondering if there were people who would like to join me on the Editorial Team? I'm giving this some more thought over the next few days and will probably get a domain name to host this and invest in some Wordpress plugins to make it look nice. Something like NintendoLife comes to mind. Anyone else have any thoughts on the matter?
#45
The Resources area from the AGS download page is now fully transferred to the Wiki:

https://www.adventuregamestudio.co.uk/wiki/Getting_Started_Resources

The SCI Fonts took a bit of manual copying-and-uploading-and-pasting to get all the GIF files to pop over.

The Font Pack (.zip file) is still linking to the AGS website version. This is because MediaWiki does not allow you to upload ZIP files.
#46
Aaaah, yes, I should've probably noticed that. I had already updated the Wiki link to that Manual page but didn't realise it was a fully rendered front end. Forget what I said about readthedocs. :-)
#47
Hi all,

I've done the following:

- Opened a GitHub Issue concerning the Tutorial pages for the AGS Manual Wiki.
- Transferred the Polls to the AGS History part of the AGS Wiki.
- Transferred the Resources part to the "Getting Started Resources" page on the AGS Wiki. Can do with some cleaning up but functional for now.

I'm just now fully understanding the AGS Manual Wiki on GitHub. I think this is a Site Design suggestion, but I'll post it here anyway. Tampie85/AGA, would it be possible to have a more prominent link to the GitHub AGS Manual link on the main website? But rather than just cold-linking to GitHub, would it be possible for you to set up an account on https://readthedocs.org and link to GitHub from there?

I could set up the account on readthedocs as well, but since you'll be doing site-hosting/maintenance, I think it makes more sense you control this link. ReadTheDocs will pull live from GitHub anyway. But it'll help increase readability for outside / new users. I know I keep pointing out Godot as an example, but I do think they've done this quite well:

https://docs.godotengine.org/en/stable/?

Eager to hear what everyone thinks.

Moving forward, the AGS Wiki can then really become a repository for historical / wimsical things on one end and non-technical articles on the other (focused on game design, etc). My summer holiday is due to begin (the joys of being in education) so I'm looking forward to writing a larger tutorial for that place. :)
#48
Quote from: tampie85 on Thu 24/06/2021 12:50:13
Hobbes,

Would you mind adding a few items that currently live on the website to an appropriate location on the Wiki and make sure the content is up to date?

EDIT: never mind


I discussed this list with AGA, so it should make sense. Please let me know if you disagree or rather not add it to the wiki.

Hi Tampie, of course! It's been a bit crazy at work this week but I'll have a go at it this weekend. I'll look at Snarky's comment too and see if there's a lot of overlap between these website pages & the manual on GitHub and post back here in more detail.
#49
I think it's safe to say voting's closed and we can rightfully congratulate FormosaFalanster & lorenzo for winning with Breakfast on Trappist-1?

Well done guys & congrats!!
#50
Yeah, I could add that to the FAQ somewhere - that's a bit odd though. Are people still reporting this issue using Windows 10 + Windows Defender? I've had numerous Windows systems using AGS and never ran into this issue. So I'd like to carefully phrase it that they might want to switch over to a modern version of the OS if they want to avoid this issue? (If it is more of a Windows 7/8/8.1 thing, perhaps?)
#51
Just wondering Vincent (with my limited experience) if your final "else" statement also needs a step = 1 to repeat the cycle?

So:

Code: ags

int step = 0;
 
function region0_WalksOnto()
{
  if (step != 3) step ++;
  if (step == 1) player.say("I cant go that way.");
  else if (step == 2) player.say("Seriously, I cant go that way.");
  else {
    player.say("I have told you already, I cant go that way");
    step = 1;
    }
}


Not 100% sure, since my scripting skills aren't that strong.
#52
...Trying out the Ants-thingy theme... I completely get your point and absolutely no rush on this! It's working really well and saving my eyesight on my phone, but yes, it is definitely missing lots of custom stuff. Thanks for getting it started though, as I said, my eyes thank you! :)
#53
Less than... a certain amount of hours to go before voting closes! :) If you haven't cast your vote yet, please take a look at our games and click that button!
#54
Hi lorenzo, so great to hear from you! Loved the work you did on Breakfast on Trappist-1 btw!

I'm going to continue to play with this so I'll probably update this thread in a little while. The colour palette, I can't really take credit for that one... taken directly from this Thimbleweed Park screenshot, I have to confess! :)
#55
I really like the new redesign, just took a peek at the live "ongoing" development area. I think it'll be a massive step forward once it goes live and can really help to draw more people in.

I do think a "News" section (editable through the wiki perhaps, as AGS mentioned, by some select individuals) would be very valuable. It'll help with SEO as well and can be a nice area to write short articles when new AGS version are launched or there's big community news to announce.

I like the new Games page, I was wondering if it's possible to increase the size of screenshots when you go fullscreen on the viewer? Right now the viewer takes up the whole browser window but the screenshots remain quite small.

Again, perhaps a similar database under "Create" for AGS plugins/modules using the same backend as the Games database. It'll help people upload their modules/plugins, update them and for user ranking to help with sorting them.

Looking forward to what updates happen next!

And ETA on the responsive layout for the forums? I decided to go small with my iPhone 12 Mini last year and really love the fact this phone fits in my pocket without any struggle. :)

Thank you to both AGA and tampie85 to do all this work on the site - things are looking great!!
#56
Right, the past few weeks have been relatively quiet - but I've continued to tidy up minor areas here & there. The main page has had the biggest "make over" using FontAwesome icons to try and increase readability. Love the fact that the latest Wiki version ready so well on mobile.

The coding conventions AGS Wiki page can probably be removed, since a more actively maintained version is on the GitHub Wiki, so I've pointed towards there instead.

I also want to put this notion of "AGS is for hobbyists" to bed. So I made a start with a "Why choose AGS" style page. Feel free to edit/adapt/link stuff in there.

I'll keep plodding away on this Wiki thing... there's a lot of cobwebs there! :)
#57
AGS Games in Production / Re: Nightmare Frames
Tue 08/06/2021 09:42:19
Looks really good!

I'm curious, the lighting effects from the police car's lights, how were they achieved? They look like a shader effect almost, but as far as I can tell, AGS can't really render that in real time.

Looking forward to this one - wishlisted on Steam!
#58
Beginners' Technical Questions / Re: Book GUI
Mon 07/06/2021 12:42:45
Thanks everyone! That [ is really useful, just tried sticking [[ and it works a treat, new paragraph and everything.

I might feel brave at some point and try to script a multi-page book, which will need some counter integer and a max_page integer before the book loads... hmmmm... that could be fun! :)
#59
Me again!

So for this game I'm working on I'm really pleased with the world map (thank you to everyone who helped with that). Using a very similar approach, I've created a "book room". It's got an empty book graphic in there and I use a GUI with 3 labels + 1 Exit button.

The labels are BookTitle, BookLeftPage & BookRightPage. Then depending on which book I click on in the real world, I set GlobalInt "which_book" to change to integer 1, 2, 3 etc. My aim is to fit all text from that book on one page. I'm not looking for Skyrim-style nonsense where you can read 80,000 words in-game. Just short and snappy lore dumping. These books are optional, but can provide some more context/understanding for people who want to engage with it. Optional world building, so to speak.

The way I set these labels is using my Book Room and under "Room_Load" I've got code like this:

Code: ags

if (which_book == 1) {
  BookTitle.Text = "TESTING THIS BOOK";
  BookLeftPage.Text = "This is a big test to see how much text I can fit into this one little iddly bitty thing just right here. If it can't fit, it can't fit. So what will happen then?";
  BookRightPage.Text = "It's a big question to which we'll never know the answer! I do reckon we can set the stage for Atlantis by finding the three rings that will bring Sun, Moon and Earth together.";
  }


This produces the perfectly serviceable and functional output:



Two questions:

1. I would like to check if the coding wizards in this forum are now cringing in abject horror at how I'm doing this. Would you say there's a more efficient way?

2. Secondly, is it possible to have line breaks in there? Since I'm inputting it as one string, I'm not sure if there's a string command that would add a new paragraph?

Thank you again for everyone willing to spend some time pondering this!
#60
So I've been wondering if ESRGAN would be a useful tool for some very specific use cases. For example, I'm drawing rooms for a game at 320 x 200. One of these is a map screen, which currently includes a lot of manual anti-aliasing and it's beginning to look pretty O-K, in my opinion. I would love to use portions of that map for an intro sequence (potentially) but I would need to blow it up to a bigger resolution. Hence, ESRGAN.

I first came across ESRGAN being used for LucasArts upscaling here. This was a great starting point because the person doing this work also offered their models for download. My understanding is very, very basic at this point, but these models (.pth files) include the mathematical computations used to upscale.

Next I went to the GameUpscale Reddit and clicked into a recommended Wiki. This helped me to install ESRGAN, Git Bash & I ended up going with nmkd CupScale.

So having installed ESRGAN, CupScale + using the blog's provided pathing models, I had a working upscale system in place (Windows at this point, using my AMD 5700XT graphics card and a swanky i7 10700K). So it takes about 12 seconds to upscale an image... obviously ESRGAN is a massive rabbit hole with many, many different options, pathing models, etc, etc. But as a first attempt... I think it's pretty decent!

[imgzoom]https://www.jaapmarsman.com/img/dusk_orig.png[/imgzoom]
The original 320 x 200 image. Obviously a very pixelated affair since that's the only way this one-man-show can have any hope of ever finishing anything. ;)



My first attempt at upscaling with ESRGAN is now here. I went for a screen without characters in it and basic, big shapes and tried the CartoonPainting400000 model. I'm not too displeased with this image.

I'm well aware this forum post is almost a tutorial in itself (which I might write into the Wiki at some point ;)) but at this stage... I'm just curious to get some feedback. Has anyone ever played with ESRGAN before? How does this blown-up image look to you? I can see some usage for promotion/marketing materials (Itch.Io background wallpapers for example) but it's also just fun and geeky to play with this. So if I get bored at some point I might throw some more images in.

Character sprites are a different story, they all come out looking very misshapen, so some touch-up would be required there afterwards. But it does save on having to draw at 720p resolution which I would just not be able to do with my current skill levels.

Any thoughts / feedback / criticism, please drop a note below!
SMF spam blocked by CleanTalk