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Messages - Knox

#101
Quote from: Armageddon on Mon 30/09/2013 01:38:43
There's 4k screens now, you need to worry about how to upscale your graphics and stretch/letterbox your game.
AGS can do this pretty well already, right?

Quote from: Armageddon on Mon 30/09/2013 01:38:43
You can't just make it at the highest possible res, because there will be a bigger screen tomorrow.
You're right, I'm not approaching this the right way...arg.

Quote from: Armageddon on Mon 30/09/2013 01:38:43
What style are you going for?
Pretty much the style I've got for my main character (avatar), a sort of semi-cartoon "painted realism". Something like this:
Spoiler
[close]
#102
Just curious, is 1600x900 a "rare" resolution to make a game with (point and click)? :-\

(For those who are currently making games higher-res than 1024x768 with AGS): What resolution are you using? 1280x720?
#103
If its possible to somehow transfer projects to and from AGS without too much hassle, I'd pay a good price for it.
#104
Quote from: nuverian on Sat 28/09/2013 01:08:34
...but do you have something specific in mind? I'm open to requests :)

"Everything", heh.
#105
Wow, will you be integrating the same kind of built-in features/functions AGS has?
#106
Quote from: Calin Leafshade on Thu 26/09/2013 05:28:57
I just looked at the commit and i have to say *FINALLY*.

Excellent work CW.

...you implemented Calin's AGSBlend plugin? :shocked:
#107
@Armegeddon: Yeah I've got place-holder graphics right now almost everywhere (except UI which is pretty close to final). The main reason why Im not too keen on switching is my whole "gameplay system" is already coded (other then the driving module). I chose 1024x768 since that was the biggest at the time, hehe!
#108
Quote from: AGD2 on Wed 25/09/2013 13:26:41
Don't know if it's possible to do, but it would be useful if the engine allowed mouse sensitivity/speed to be adjusted...This way, you could set up an in-game slider and the player could adjust the mouse speed to their liking.
That is a really good idea, hopefully something could be done about it one day.
#109
@Crimson: If ever you need someone to test that out eventually, I can help.
#110
QuoteBecause the drawing in Editor is very non-optimized. I guess that is because it was rarely an issue at the time being, so CJ did not bother.
This may and should be improved at some point.

Good to know!
#111
@Armageddon: That means switching everything to Unity, which is something I dont think Id want to do, really.

@Mehrdad/Crimson: Wow, I knew you guys were testing otehr resolutions, didnt know it could scale down as well...nice!

@Calin: Hah, yeah it runs...just I cut out lots of full-screen effects and stuff that was too much anyways...I'm hoping that by the time I'm done (when light travel is possible), computers by then will be able to run the game no problem. :=

Im inching towards 1280x800 (16:10) I guess.

By the way, is there a reason why loading many sprites in the editor makes it slow in the view editor, and why large rooms are really laggy in the room editor? Other than making smaller rooms/less sprites per view (or having a nuclear-powered pc), is there another way to make it "faster" in the editor?
#112
@Anian: By lower resolution you mean something like 1280x720? I'm also guessing AGS doesnt permit us to "scale down" resolution, right?

@Armageddon: Wow, never heard of that before...that is something most people don't do in AGS, right? I guess I can look around on how to set that up see if there are tutorials on the subject.

I mean, does it really matter 16:9 or 16:10? It already sucks having to rescale everything up to widescreen from 1024x768 (moving gui's, re-scripting crap), I really dont want to have to do this again later if I choose the wrong one now. :P
#113
I was thinking of going from 1024x768 to a higher-res widescreen format but really dont know which one to choose...(I guess since I'll only be done around the year 2043 anyways, it prob doesn't really matter much...heh).

So how much is too much? As in, would creating a game at 1920x1080 be considered insane with AGS? Could it be "too much res" for AGS to handle (like with larger sprite animations, really huge rooms, etc). Already as it is at 1024x768, if I have a large scrolling room is gets really sluggish in the room editor, and some large animations take forever to load in the view editor.

How do you guys choose your resolutions? Do I go 1280x720, 1280x800, 1920x1080? Arggg!

I keep reading that the out-dated 4:3 aspect ratio should die (what I have now, yay)...thats the main reason why I'm thinking of switching to widescreen.

Not sure what to choose. :undecided:
#114
Quote from: Crimson Wizard on Sat 21/09/2013 17:16:58
I am now thinking about implementing all those nice Calin's blending modes, maybe in the next subrelease, like 3.3.1 or something (yeah I still hope we can make 3.3.0 a release candidate, heh).

Bah, just put 'em in 3.3.0, hehe! :grin:
#115
...and thanks Cat for this module! ;-D
#116
Ok changing this line: (info.DialogToRender.HasOptionBeenChosen(current_option)) info.Surface.DrawingColor = game.read_dialog_option_color;
to (info.DialogToRender.IsChosen(current_option)) info.Surface.DrawingColor = game.read_dialog_option_color fixed it the problem.

Thanks Monkey! :grin:
#117
Sorry for re-opening, but I've got a question on this module.

I was able to get the previously read options "greyed out" (added the proper lines in 'dialog_options_render'), however I wasn'tt able to set the options back to "Not Chosen" so they no longer are greyed-out.

To debug, I wrote these lines in a certain dialog, and I never get "HasOptionBeenChosen" reset to 0.

Code: ags

@3
  player.GSay("Blah blah");
  cGeorgeStorm.GSay("Blah blah");
  player.GSay("Blah blah");
  //debug lines 
  player.GSay(String.Format("%d", dGeorgeStorm_01.HasOptionBeenChosen(3))); //result = 1 (as it should be)
  dGeorgeStorm_01.SetNotChosen(3); //set this current 3rd option to Not Chosen so it will revert back to "normal" color (not greyed out)
  player.GSay(String.Format("%d", dGeorgeStorm_01.HasOptionBeenChosen(3)));  //result = 1 (it SHOULD be 0...but its not)
  
  endConvo();


Am I trying to reset the options in the wrong area/wrong way?
#118
It would be cool if we could set GUIs to be drawn in front or behind characters. Something like:

Code: ags

gMyGui.SetMode(eDrawOverCharacters) or like gMyGui.SetMode(eDrawUnderCharacters)
#119
Quote from: Crimson Wizard on Thu 19/09/2013 18:09:03
Yes, VSync seem to be implemented in Draconian. I started exploring Alan's code to see what may be taken to "official" build.

Aww yeah! I hope most if not all these can make it into the build:

• All D3D +Vsync stuff
• Windowed mode gamma support
• Added an optional acwin_perspective.exe that handles better characters direction when in perspective
• Improved walking at 60%-80% zoom when using AdjustSpeedWithScaling and MovementLinkedToAnimation
:=
#120
QuoteI think VSync for D3D would be essential for decent looking high-res. Is that a realistic possibility

If Im not mistaken the Draconian version had a lot D3D stuff fixed , vsync and character walking/scaling, right?

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