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Messages - Monsieur OUXX

#1302
Quote from: Snarky on Tue 15/09/2015 16:27:07
If you're not using parallax, is there any benefit to using that module over Tween?
I haven't tried tween 2.0 and its new magic (including tweening the viewport). So the answer is: Tween is probably doing it right, but you'd need to script a little, and watch out for the potential corner cases, whereas Smooth scrolling works out of the box and is flawless.
#1303
Even if we forget about that "scaled sprites" old issue, I'm really confused by the winsetup saying the game is 320x200 and yet it's able to play hi-res videos. What is this wizardry?
#1304
Owwww, I just fell for the mirror trick!!!! Haha I'm so pissed off, I didn't save my game! :D I hope you didn't make that mirror with the "Easy Mirrors" module, otherwise the irony would be hilarious.


I loved this demo. Just 3 months ago I read this book, it was my first Lovecraft book ever, and I thought "this would be the PERFECT plot for a point n click game!" And boom, there you are.
#1305
I've tried the "Chronicles of Inssmouth tech demo" and it's made with 3.4.0.6 (I can tell from the version label in the new winsetup.exe, which is great, by the way). I run Direct3D9 with "max fit". The game is 320x200, and yet the sprites appear as hi-res.
I'm not sure if it's the engine displaying this old, awkward behaviour again like it used to, or if it's the guy who made the game who caused that by faking 320x200 in hi-res. Winsetup says the game is 320x200 but the first image seen in the game (the maker's logo) is hi-res. I'm confused.
#1306
+1 for "Smooth Scrolling & Parallax" module
#1307
FirstLoad is called only at first load. So what you did will cause the player to say either "words" or "other words" the FIRST TIME he enters the room. Not the subsequent times.
#1308
AGS Games in Production / Re: Dagstadt
Tue 15/09/2015 15:06:41
Technically you're not following the forum rules, so hurry up finishing these backgrounds because the game looks very interesting! :)
#1309
Quote from: Problem on Wed 09/09/2015 19:48:15
This has nothing to do with Allegro. The AGS manual says that AGS plays anything supported by Windows Media Player.
You said the vido plays well outside of AGS, but with what player? For example if you use VLC they have their own codecs embedded, they don't care about what's on your system.
#1310
Editor Development / Re: 32-bits templates
Fri 11/09/2015 16:37:01
Quote from: abstauber on Thu 10/09/2015 08:54:54
Upgrading from lower bitrates to higher ones is already supported in AGS, but the other way round it's not possible. That's why I'm not quite convinced yet :-\
Alright but we have a lot of beginners who get confused as per why their game doesn't support transparency despite having switched to 32-bits.
#1311
I think the real question raised by this thread is : should we start considering Views based on videos rather than sprites. Should we implement video  (e.g. Theora, which already aexists in AGS) with transparent color.
#1312
Quote from: Neo_One on Thu 03/09/2015 19:50:51
Quote from: Crimson Wizard on Thu 03/09/2015 19:16:26
Ooooh, you mean IDE version for Linux? Sorry, I thought you were speaking about running games on Linux.
No, we do not have Linux version of the Editor, and plans are rather uncertain right now.

This is bad news. I think to do more popular the ide must be cross-plataform.
It was working in Wine and other emulators if I remember correctly some forums posts were dealing with that.
#1313
Off topic: Man, who would have believed just a few years ago that someone would post: "My problem is that my game is 2GB with 10,000 sprites". I ain't even mad, I'm amazed.


Quote from: Cassiebsg on Sun 06/09/2015 15:27:00
Could it work if you split the game into chapters? And automatically launch the next chapter?
"Insert 2GB floppy disk #2"
#1314
Editor Development / Re: 32-bits templates
Mon 07/09/2015 10:36:23
Quote from: Crimson Wizard on Mon 07/09/2015 10:07:46
I think Monsieur OUXX means that more people are trying to use 32-bit effects with default template and fail.
Yes, this is what I mean.

Quote from: Crimson Wizard on Mon 07/09/2015 10:07:46
Since default template has no author (?) we may probably maintain it ourselves, and change as we see it right.
Well the good news is that the 32-bits versions of both "empty game" and "default game" (which is different from Demo Quest) are already created (see download link at the beginning of this thread)
#1315
Editor Development / Re: AGS Build Server
Mon 07/09/2015 10:33:09
OK! Thanks
#1316
Editor Development / Re: AGS Build Server
Mon 07/09/2015 09:11:05
So let this be clear : this is only for the people who are working on the active branches, right? For example, if one of them works on Windows, then once his code works, he can then just push it to the main branch and get his code compiled for every platform without having to worry about all the dependencies for the other OS's. Am I correct?
#1318
Quote from: Snarky on Thu 03/09/2015 10:33:55
I would argue that even in a low-resolution game, there are very few use-cases for lossless video. Video is much more forgiving of minor compression artifacts, since because each frame is displayed for a very short moment, you don't have time to study it and notice them. A high-quality lossy encoding should be indistinguishable in practice and save a lot of storage. If you do need absolutely lossless video, you can just import the frames as sprites and display them as an animation.

In any case, x264 apparently allows encoding lossless into h.264 format: https://stackoverflow.com/questions/768999/what-is-a-good-lossless-video-codec

yeah but sometimes you want to do sequences that look like actual gameplay, but without going through the hassle of scripting the whole thing. And in a pixel-art game, the transition between "real" gameplay" and video is not seemless if the codec is not lossless. That was a problem in many 90's games, such as Heart of Darkness.

If H.264 allows encapsulating lossless codecs such as x264, then I'm happy.
#1319
I'm sure this module is not optimized in any possible way. And by that I mean that it's probably slower than a disabled turtle who has asthma.
However, it's cool because it exists. I ran my calculations, and I came to the conclusion that a module that exists is always better optimized than a module that doesn't exist. ;)
#1320
Do you think your could open-source your plugin, so that people can see how to make one? (the "save/restore" aspect of it is very interesting)
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