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 - Knox

#141
Ok as soon as I get home tonight I'll post pics.
EDIT: Got in late tonight, make that tomorrow!
#142
If we previously used AdditiveOpacity with 3.2 without any problems, what advantages would there be for us to switch to the new MultipliedTranslucence mode in 3.3? (Curious because if I switch to the new mode in 3.3 I get pink around the alphas of certain sprites, so if there aren't any major advantages I might just stay in AdditiveOpacity).

#143
Yes, thats what I meant! Ill ask him if we can have a save/load layout, or like a "lock icon" on the panels so they no longer move, even if you attempt to drag them (like how we can lock buttons in place on a GUI). Thanks!
#144
Quote from: Crimson Wizard on Fri 06/09/2013 08:59:29
The 3.2.1 and earlier versions AGS let this through, but the new engine is bit more restrictive (this helps to find errors in script). Compiler should be changed appropriately.
Ah I didn't know that! You're right, now it works when I remove the line that doesn't make sense (keeping it just at mouse.EnableMode(modeList) works). I mainly used "void" cause Monkey was using it and well, he's cool.

Quote from: Crimson Wizard on Fri 06/09/2013 08:59:29
As for fixing the error, I suppose it is not an engine bug, but a compiler's one. It should not let to use "void" in the expressions like that.
Ok, so should I use "function" instead of "void" for EnableAllModes()?

PS: Thanks Crimson for explaining how it all works, I learnt something today! :smiley:

EDIT: I can drag the panels around fine, I was just wondering if there way a way to lock them in place incase we move them by accident (or save the layout so we can load it again later)
#145
I'm getting this error now when trying to use that mouse extender function:

Error: Error running function 'on_mouse_click':
Error: internal error: undefined value pushed to stack

Code: ags

void EnableAllModes(this Mouse*)
{
  //enable all mouse modes...
  int i;
  while (i < Game.MouseCursorCount)
  {
    if (mouse.EnableMode(modeList[i]) == false) mouse.EnableMode(modeList[i]);
    i++;
  } 
}




(Oh, and is there a way to save/load or lock/unlock our current pane layout?) :=
#146
Quote from: Trapezoid on Wed 04/09/2013 21:35:39
In adventure games, maybe the problem isn't having too many verbs, but the fact that most verbs are useless for most hotspots. The game world is not as interactive as the interface implies.
If the player wants to push a Coke machine, why not have a generic shoving animation, even if it doesn't accomplish anything?
If the game designer tries to make various responses/animations to most hotspots for almost every verb, adds hotkeys to each verb (walk, talk, interact, inventory)...then is a Sierra-Style interface "acceptable"?


#147
Quote from: Nefasto on Fri 30/08/2013 02:06:00
Have you tried Build -> Rebuild all files? This should resolve the problem.

Wow, ok something I didn't know...works, thanks! :grin:
#148
Quote from: Crimson Wizard on Wed 04/09/2013 09:22:14
Hmm, I am scratching my head; I spent 30 minutes to make an experimental build with 1280x720 resolution, and haven't seen any problems except for some glitches related to zooming in the room editor. Unless I am missing something terrible, this (adding custom resolutions) might be easier than I expected.I will return to this in a short while.

#149
Quote from: Trapezoid on Thu 29/08/2013 22:58:41
B. The player is robbed of that lightbulb-over-the-head moment. Instead of being rewarded for wondering if they can push Edna, they're merely checking to see what would happen if clicked on her, like they do with every hotspot, and the specifics of the resulting action are unexpected. The feeling of control is diluted.

I totally agree. It seems to me that most people here prefer the 2-click interface, and that's OK, but I personally really hate it :angry:. I always feel that all you need to do is just click on anything once (with the same mouse icon) without any real thought other than "lets see what happens": (hmm, lets try clicking on the waiter; will that initiate a conversation, cause the main character to order some more wine, or cause the main character to grab his tie and choke him to death?...click! Lets find out.).

Bah, I guess I just prefer having a little more "control" when it comes to choosing the possible outcome of interacting with characters + environment...plus I like the different little mouse icons for each action, hehe!  :grin:
#150
For me Im a bit worried about the "no sierra-style interface". I really like that interface, and really hate the 2-click one. I find it a lot more satisifying personally to be able to choose different kinds of interactions instead of 1 click for move and one for all interactions.

As a work-around, it is a good idea to offer 2 or more different interfaces and let the player choose?
#151
@Ryan: Ok I stumbled on a "fix" by re-opening the game in Draconian r4...then re-opening it in r7...then finally re-opening in r7 with the acwin fix. This stopped that error that was preventing to run the game, but I ran into the same problem when trying to change rooms. For some reason creating a new room to move to (and later deleting it) fixed the problem somehow. Im guessing room numbers or info got corrupted by switching ags versions?

:confused:
#152
Oh wow...that was fast!

:grin:
#153
I'm currently switching AGS versions and in the process I discovered a problem with the Draconian version I don't know how to fix:

Today I replaced the old acwin with the new one you sent out in april (I've been using the other acwin version up until now with r7noblend). Since the new acwin switch, I'm getting this error (I also tried running the demo game to debug but I still get the same results regardless of what game):



Is there something I didn't do correctly?
#154
Ok that makes sense. I think I'll just wait for custom resolutions to be properly integrated into a stable build before upgrading to 1280. :grin:
#155
I'm not sure if I should post this here, but I've come across a few errors while migrating my game from 3.2.1 + AGS Draconian r7 to 3.3/3.4 (worked OK before with AGS 3.2.1 + AGS Draconian r7)


I get that error when I try to use any custom extender function for the mouse..."void UseNormalCursors(this Mouse*)", for example.

It doesn't matter what is inside that function (even if I comment out the contents I still get that error). Right now the only way I can get the game to run is by commenting out the call to that function //mouse.UseNormalCursors();...the only thing is, I'm using similar functions like that everywhere and the game crashes everytime I used them.

Also, "gamma in windowed mode" no longer seems to work (System.Gamma = sldGamma.Value;). I'm guessing because the Draconian changes haven't been added yet?

**Im using AGSBlend and Custom Properties Helper Plugin(which I can finally remove since we now have no custom property limits in 3.4 :))

#156
Quote from: Crimson Wizard on Tue 30/07/2013 10:11:35
Quote from: GarageGothic on Tue 30/07/2013 10:01:52
Does this build have the experimental resolution options=? Tried the widescreen variant the other day.
No.
I'm currently in the process of transferring my game to this early alpha version (hope its not "too early" to do that) since I really need to use the no-limits feature. Since I have to redo a lot of stuff (replacing old hacks to get around the limits), I figured, why not upgrade my resolution to 1280x720 at the same time (I was going to do that eventually anyways)...

I know you are super busy and all, but theoretically speaking how "hard/long" would it be to integrate the new resolutions (or atleast just one new addition of 1280x720) into this early alpha (3.4)?
#157
Hey Babar! I had to take a whole year off last year working on the game but I am back in business baby! :tongue:

The other thing that bothered me about their pitch is that it wasn't very clear to me if it was a 1st person perspective game...

I want a good point-and-click adventure police game à  la Gabriel Knight 1/Police Quest 3, not à  la Gabriel Knight 3/King's Quest 8...
#158
I think the main reason why there aren't many (or any) fan-made Police Quest games out there right now, is that most people probably don't know about proper police procedure/police science/legal system.

I had to buy a crap-load of books on police tactics, verbal judo, police politics/internal affairs, forensics, etc...I guess it is harder to write a  realistic police story that makes sense than a fantasy story where you can just make everything up.

I dont think they were properly prepared. If you compare Precint's KS to any of the other sierra alumni KS, you can see how little effort they put into it.

When I read the words "Badonk" + "more polish" I got shivers of shame.
#159
I wouldn't mind the compiled one as well, the link seems to be broken. :(
#160
Quote from: David Ostman
I remember when I was listening to the livestream when Walls first spoke about this project, revealing that it was in the making, and I got mighty excited.
Then this Kickstarter comes up, and I watch the pitch video, and my heart just sinks so deep it splits in two at my crotch and each shattered half settles down in the soles of my feet.

Haha same here...I have a feeling they thought they could just show up and people would throw money at them because they used to work for Sierra or something. In one of the interviews Jim Walls even mentions they "need to get a team together". Doesn't look like they put much thought into it at all.
SMF spam blocked by CleanTalk