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Messages - Monsieur OUXX

#1281
yessssssss

Harass me every day until I draw this, selmiak.
#1282
EDIT Didn't see that it was solved
#1283
I couldn't test that but I'm throwing my two cents: Are you sure that it's not caused by this phenomenon:
- You character is standing (not walking) facing upleft or upright, becauser that's the direction he was facing when he stopped walking.
- Since you don't have that loop, AGS uses a replacement "idle" frame (that's normally frame 0 of the walkcycle). => Imagine that AGS uses "down left 0" or "down right 0" as a replacement frame. Because of that the character looks like he's facing down loeft or down right when he is really facing up left or up right.
- Then you start walking again in a direction that has an actual loop. => For a split second, AGS skips from a frame facing backwrds to a frame facing the proper direction. => An optical illusion ensues => moonwalk effect.

More generally, I wouldn't expect the walk to look correct if there are two directions walkcycles missing altogether.

But as I said maybe I misunderstood the issue.
#1284
It's obvious that professional products will always be superiori in terms of features, especially professional-oriented features. AGS just delivers what it promises: it's free. Free, free, free. And the learning curve is very low. What you see is what you get. That's why it's so cool.
#1285
What is your method? (if you don't mind explaining)
#1286
I don't think anyone has encountered that before.

- Have you tried moving your game folder to a less suspect location? (it shouldn't be in C:\something, but rather in My Documents or something)
- Have you been runnig AGs as Administrator? If yes, see what happens if you don't do it. If no, then try it. ;)
- Have you tried building AGS for a different platform (Mac, Linux, etc.). Have a look at this : http://www.adventuregamestudio.co.uk/wiki/Prevent_AGS_from_triggering_antiviruses
#1287
A complement, to avoid issues caused by escaping characters, and managing Strings as well as Display properly : http://www.adventuregamestudio.co.uk/wiki/Escaping_characters
#1289
[off topic]
The main character reminds me of this : http://i.ytimg.com/vi/XIRudGiDEvk/maxresdefault.jpg

[on topic]
I like the graphics and overall tone. I hope you'll finish it. :)
#1291
Critics' Lounge / Re: Which Art Style?
Tue 29/09/2015 11:07:24
Quote from: Snapwalk on Sat 26/09/2015 02:31:21
the PixelFor.me color ramp creator was a huge help creating the palettes for this.

OoooooOOOoooooh! That's pretty! *_*
#1292
What I have noticed though is that large backgrounds take a LOT of ram in memory. I have this 5000x5000px PNG background (105kB on disk) and it takes more than 200MB of RAM! And since I need a copy of it, my game takes over 400MB of RAM. :-(
#1293
It has always been a big dilemma when using AGS' dialog editor: To simply type the lines of text, or to explicitly write "player.Say" at every line.

The latter allows you to use a custom "Say" function, while the first doesn't.

But I think I remember there are ways to use a custom Say function without too much hassle, I just don't remmeber exactly how. Search the forums.
- I found this : http://www.adventuregamestudio.co.uk/forums/index.php?topic=51443.0 but I'm not sure if it has been implemented since then.
- There is also the Speech center that dealt with the "custom Say function" paradigm : http://www.adventuregamestudio.co.uk/forums/index.php?topic=45622.0

Read these threads and you will know more.
#1295
Quote from: Crimson Wizard on Wed 23/09/2015 15:04:17
The latest official release is 3.3.4

Yeah sorry I got confused I meant to say that.
#1296
The difference between DirectDraw and D3D is 99% about the equipment of players.
- DirectDraw was using 2D drawing procedures that were implemented in ancient dinosaur times and topped with Allegro drawing routines.
- Direct3D uses hardware acceleration, and because of that it makes it more up-to-date because this is the branch that got maintained by Microsoft throughout the years.

The consequence of that history is that DirectDraw was working much better, let's say, until the dawn of netbook times, because even cheap computers with integrated chipsets could support the simple graphical routines of DirectDraw, while they often failed to support the weird screen resolutions and color depths demanded by Direct3D.

But nowadays, it's the exact opposite: There isn't one device (even integrated chipsets) that doesn't implement recent DirectX (hence, direct3D), at least the bit used by AGS. Reversely, DirectDraw is causing more and more unpredictable issues that are almost impossible to debug. If you don't believe me, then believe experts.

As a conclusion: The pros and cons of Direct3D or DirectDraw are not in your AGS script, they're in the hardware of your targetted audience. I didn't even know there were such tricks as "don't use ignorewalkbehinds", but I'd say that's totally secondary. Just don't use DirectDraw, that's almost completely obsolete.

About 3.3.2.0 : No clue. I don't know idf you plan on using a specific feature of 3.3.2.x but 3.3.0 RC1 (the first one of this family) is pretty stable.

#1297
Quote from: Snarky on Tue 22/09/2015 11:59:22
The game is being developed for Windows, Mac, Linux, mobile, and Xbox One, with the hope of porting to other consoles. AGS? Get real.
I said AGS or other engines. However AGS does all the systems you mentionned except XBox (and there's even a half-finished converter to XBox).
My point was: recreating an entire point n click engine for something as low-demanding as this type of game, is a waste of money and time, from a purely business perspective (which is a central aspect of crowd-funded projects)
#1298
I've watched most of the development videos, and I came to the heartbreaking conclusion that I'm apalled by Gilbert's decision to program his own engine instead of using AGS (or with any engine). He received some money from people: Money that he could spend on adding content.
But instead he seems to have a lot of fun re-programming things that already exist for free.

I think programming is fun. But he didn't receive money to fulfill his programming hobby. Like, his engine has a few lighting effects, but nothing that could not be done with a quick AGS plugin. When you watch development videos, he's all like "yey, look, I created walkable areas!".
He justifies his choice by saying that "this way he can change anything he wants quickly". I think that at the age of Unity or other engines, you can change anything you want just as quickly.

#1299
Editor Development / Re: 32-bits templates
Mon 21/09/2015 14:48:42
Quote from: Crimson Wizard on Fri 11/09/2015 16:58:31
Quote from: Cassiebsg on Thu 10/09/2015 20:02:40
Just a thought, why not add both templates to the source? Would the extra work/size be too much of a bother?
And in case someone doesn't know what I'm referring to: I mean add the templates "default 8bit", "default 32bit", etc...

I like this proposal.
OK but I'm just not re-importing again all the sprites as 24-bits*. So if nobody else does, it, we'll have to go with the current template as it is.

*The current template is a bit broken for upgrade because it's 24-bits (or was it 16-bits?) but some of the sprites are still 8-bits or something. Anyways, it causes issues when you upgrade from that template to 32-bits.
#1300
Quote from: Dave Gilbert on Wed 16/09/2015 13:35:23
Quote from: morganw on Tue 15/09/2015 23:55:48
There is a tool to remove alternate stream data, which should show if this is the problem or not.
https://technet.microsoft.com/en-us/sysinternals/bb897440

THAT DID IT!!

Thank you so much. :)

Dave would you mind writing a small tutorial about that (either directly in the wiki, or just here).
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