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Messages - LostTrainDude

#181
I hope I didn't miss anything :)

I've commented the code I've previously posted (both in repeatedly_execute and in on_key_press) and followed your instructions for the slider. So the only code I have that deals with Gamma is the sldGamma_OnChange function.

Still no results (at least, here on Win8) :\

Just for the sake of testing, after that, I even tried putting a System.Gamma = 0 in the game_start function and still nothing seems to happen.
#182
Ah! Great to see that those backgrounds were "real"! This looks great :D
Best of luck for this project!

If I may ask, what are you using to make graphics?
#183
The slider has an extremely simple code (which may be wrong):

Code: ags

function repeatedly_execute()
{
  System.Gamma = sldGamma.Value;
  String g = String.Format("%d", System.Gamma);
  cEgo.SayBackground(g); // To keep easily track of the Gamma value
}


And in its Properties it has a MaxValue of 200, a MinValue of 0 and a Value of 100.

You're actually making me notice that I've only tested it on two Windows 8 systems. I didn't have time to find anybody to test it anywhere else, unfortunately. I'm sending you a link via PM :) Thanks a lot!

Regarding the warning log. I don't think that I see any: not in the Compiled folder, not in the main project folder, not in the Savegames folders.
#184
I apologize for not being able to vote in time (I was struggling too much with the latest MAGS), but still, Congratulations everyone! :)

#185
Yes, it's full screen (to test this I'm building the EXE every time).

I tried your code both in the on_key_press and game_start functions but still doesn't work.
Again, I think that there's nothing wrong with the code itself, since putting the cEgo.Say() to tell me whether the system supports Gamma or not, actually turns out to be functional.

I can confirm this because, if I run the game within the AGS Editor, cEgo says that it doesn't support Gamma Control (like it should) while, if I run the full screen build, it says that it supports that.

Thanks a lot for your help!
#186
Some people have noticed me that they had some difficulties playing my latest MAGS entry because of the brightness.

EDIT: I'm using AGS 3.3.0. Didn't mention it before.

I tried to bind System.Gamma adjustment to two different keys (i.e. eKey4 and eKey5) and also tried to implement a slider within a GUI (where System.Gamma = sldGamma.Value).

The game has a 800x600 resolution with 32-bit colours.

This is my GlobalScript code. While it seems that the code itself is working, the game won't show not even the slightest change in brightness (of course the game is full screen).

Am I missing something? Or did I just mess up something with the sprite\background imports (all PNG files, by the way)?

Code: ags

//GlobalScript.asc

function on_key_press(eKeyCode keycode) {
    if (keycode == eKey4) {
        if (System.SupportsGammaControl) {
            cEgo.Say("It works!"); // Just to test if it works or not
            if (System.Gamma > 0) { // if System.Gamma is less than 0 the game crashes
                System.Gamma -= 5;
            }
        } else {
          cEgo.Say("It doesn't work!"); // Just to test if it works or not
        }
    }

    if (keycode == eKey5) {
        if (System.SupportsGammaControl) {
            cEgo.Say("It works!"); // Just to test if it works or not
            if (System.Gamma < 200) { // if System.Gamma is greater than 200 the game crashes
                System.Gamma += 5;
            }
        } else {
          cEgo.Say("It doesn't work!"); // Just to test if it works or not
        }
    }
}


I think that maybe is related to the Colour depth, since I found that there are some issues with that in some areas of the documentation. For instance:
QuoteAdvanced Room Features > Lighting effects
Light levels only work when the character's graphic is at the same colour depth as the background (ie. a 256-colour character in a hi-colour game won't get lightened).

Thanks a million!
#187
Thanks a lot for the feedback, folks! :)

Quote from: AprilSkies on Fri 02/01/2015 10:34:10
and great graphic in the ending:

Spoiler

Thanks :D It was a bare attempt to create something similar to an aurora borealis... Definitely too green! (laugh)
[close]

Quote from: Cassiebsg on Fri 02/01/2015 16:01:14
adding the possibility to correct the gamma in game would be a great plus. I gave up on first try, cause I couldn't see anything else but the bright blue.

You're right and sorry about that!
I should check that out, because I'm not so sure how it would work. The thing is: I had some issues when importing the sprites that I didn't figure out yet. Basically it seems that AGS doesn't remove the background color off the sprites (mostly when dealing with the black color) completely, but leaves a pixel-thin outline every time. So, I have to test if and how a higher gamma "exposes" these outlines.

Thanks again for your feedback and I hope to figure out a solution soon :D
#188
Ah! My eyes bleed joy and old school frustration for this title! :-D

...But, don't get me wrong, it's that kind of frustration that makes you want to be good at this, not the one that makes you ragequit! (laugh)
Needless to say: excellent use of AGS!

Amazing graphics and mood, I also love the use of parallax. Can't wait to see where this is going :D
#189
Thanks a lot, Mandle! :D

I made all the graphics with Hexels Pro that recently started to make it possible to apply this gradient on selected layers of the scene (if I'm not wrong, it was not possible before). I thought it would be fun to see how the result would be :) Next time I'll try to blend it better, for sure!

Spoiler
Hahaha! (laugh) Probably it's because the organism is actually A SPACESHIP 8-0
[close]
#190
Quote from: Mandle on Fri 02/01/2015 03:11:09
But I think I hit a game-breaking bug (EDITED to be more accurate)

You're right! In the last development sprint I think I messed up some room functions. :-\
I've uploaded a fix right now :) Hope that it works!

Thanks a lot for your feedback! I didn't have the chance to playtest it thoroughly because I had very few time to work on it.

Glad you liked it so far! :)

#191
Great stuff :D

Most of all I really enjoyed the atmosphere and the kind of "editing" that the dialogues (both in writing and in voice acting) have.
#192
A NIGHT THAT WOULDN'T END
by LostTrainDude (& Dr. Wh)


Far in the North, where the night may last for months, a researcher is left alone with his boredom and with an important research to complete.


v1.1
----
- Added gamma correction slider (press the [G] key anytime in game)



HOW TO PLAY
Interact - Left Mouse Button
Examine - Right Mouse Button

FEATURES
- A month of actual development crunched down in 72 hours
- Needlessly big chunky pixels
- Debatable science
- Randomly generated soundtrack*
- Some John Conway's Game of Life inspired graphics
- Videogames and Jazz Standard Quotes!

INTRODUCING
- First story conceived along with my brother Dr. Wh 8-)

*Very "prototypish": some audio files randomly selected and played at random times. Needs to be fixed.
#193
I'm there! I swear :D Uploading in 10 minutes! :D (I'll edit this post, of course)

Here it is!

A NIGHT THAT WOULDN'T END


Far in the North, where the night may last for months, a researcher is left alone with his boredom and with an important research to complete.


(Is it possible to apply some little fixes after the deadline? For instance: the width and placement of a text overlay?)
#194
Amazing news! :)

Thanks Atelier and, while we're at it, Happy New Year everybody!
#195
I'm really late on everything, I'm crunching as much as I can :(
Hope my Game Jam skills don't fail me just now :P

Can't wait to see the other entries, though.
@Calin: That really looks great!
#196
Quote from: Dualnames on Fri 19/12/2014 21:51:58
But this potentially a bigger project, one I'm willing to spend time working with the light system as well, showcased at AdventureX

Needless to say: I can't wait to see the finished product :D ...E grande AprilSkies!

@Yakatakatulla
Thanks a lot :D I really hope to make something nice out of those chunky pixels!
#197
AGS Games in Production / Re: Troll Song
Sat 20/12/2014 23:41:00
Great trailer indeed!
I especially love the millisecond that made me see the available "verbs" and I have to admit that I didn't see the top-down section (about 0:50) coming at all!

Great stuff, looking forward to it :D
#198
Wow! Amazing stuff all along, folks, really! :D
#199

Still far for completion, but still, today should be Screenshot Saturday, no? :D
#200
I wouldn't be surprised if it was something that nobody discovered until now (at least, publicly). I recall of this Final Fantasy 9 quest that stayed apparently unnoticed (I'm no hardcore fan of the series, though, so I don't really know) until last year.

Also, I would be geekly excited if it was something "hidden" and left un-implemented :D
I think that since both David Fox and Noah Falstein have their own Twitter account, we could even dare to ask them! :D

Few years ago I've attended a Falstein's talk about his Lucas' years and I recall he talked a lot about The Last Crusade. I do remember him explaining the different endings, but I don't remember if he also talked about this specifically.
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