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Messages - Monsieur OUXX

#1701
Quote from: adventuress on Sat 27/12/2014 17:00:51
:-\ Do anybody know a save online place, where I could make a backup of my own AGS project?
As long as there is the chance to save something. I really don't wanna lose the rest of it, too.
Create a Dropbox account. Problem solved! ;-D
#1702
Quote from: monkey_05_06 on Sat 27/12/2014 14:12:39
I have a couple of things to do to get it working with the latest editor and then I'll gladly upload the source to GitHub. And if you'd like it would probably be pretty easy to tweak it to use hard links instead of copying the files
That would be cool. Not only for me but for everyone. For now, the solutions I've provided above work like a charm and are not risky for the end-user.

#1703
Quote from: Gabarts on Sat 27/12/2014 13:16:09
I would really love to develop MY adventure in full hi-res backgrounds and original characters someday...

I wasn't talking about the graphics, but about all the other things -- the ones I've been extensively whining about in other threads :) These are what makes good games! ;)
#1704
For some reason this game is far from having a sufficient level of polish EDIT: most bugs fixed in version 2.5, but since it's Indy, it works, and it's enjoyable! :D
Kudos for the original locations.

#1705
Thanks for the clarifications. I thought I was doing hard links all the time.
#1706
OK I've finished the game but I really think there are a lot of interactions missing. The mere fact that the order in which you use the objects onto one another is a big problem (use A onto B does not give the same result as use B onto A).
#1707
I'm still stuck with the seagull.
Spoiler

I've mixed bits of worm with pink and red bread balls. Then I've given them to the seagull.
BUT: The seaugull eats it. Good. But I have stricly no clue of how the colors matter. And how I get the seagull to follow me. It's happy to eat the bread, full stop. There is no hint of what should be done next.
A general critics: There is no hint either of why the bird does not eat the bread as long as it has no worm in it, or why Indy won't mix the worm with the "uncolored" bread.
[close]
#1708
Quote from: Nfsfan83 on Fri 26/12/2014 12:46:21
I copy the file "music1" to my "AudioCache" folder
That's not how you do it.
Go in the Editor, right-click on Audio, and select "Add audio file".
#1709
UPDATE FOR WINDOWS XP

    The tips I gave in the first post work for Windows 7. Of course, as soon as it started working, fate made my computer melt down and I had to revert to my "emergency" Windows XP computer. Windows XP does not fully support symbolic links but it's not too hard to fix.

1. How to delete symbolic links formerly created with Windows 7 in Windows XP

This is only if you're the same situation as me, after you've created links in Windows 7 and want to switch to Windows XP. Those links won't work.
The command remains the same. Officially, Windows XP does not know the "L" attribute, but it still works, and it does NOT delete regular files by mistake. So it's all good.

Code: ags

del /AL *.*


2. How to create Windows XP symbolic links

Code: ags

fsutil hardlink create <link> <real file>

e.g. : 
fsutil hardlink create module.ash "..\_COMMON\module.ash"


3. How to list existing Windows XP hard links

That's if you want to check in your project folders which files are really there and which files are actually symbolic links. KEep in mind that you don't really need that. Simply delete the symbolic links as explained before, and you'll have a clear vision of your folder.
There is no built-in function in Windows XP. You need to use a third-party tool : Hlscan.exe here : http://www.microsoft.com/en-us/download/confirmation.aspx?id=19815
i. Install it
ii. Run it :
Code: ags

REM This command lists all symbolic liks formerly created with 'fsutil hardlink create'
"C:\Program Files\Resource Kit\Hlscan.exe" /file *.*

#1710
Quote from: Calin Leafshade on Sun 07/12/2014 13:53:08
a NuGet like system for AGS would negate the need for symbolic links and such.
I'm not an expert of NuGet. How would it replace symbolic links? The point here is not only to share existing modules, but also that if you modify a module in one of your AGS projects, then it gets updated in all the projects. Does NuGet enable that?
#1711
<annoying message>I strongly advise not to create any custom GUI controls, especially "standard" ones like scrollbars. 99% of the time they are much, much more complex to implement than they seem, and it does nothing else than introducing bugs.</annoying message>
#1712
This is so weird, but intriguing.
#1713
Engine Development / Re: 64-bits engine
Tue 23/12/2014 08:38:22
Quote from: Gurok on Tue 23/12/2014 03:40:06
16-bit software wasn't decommissioned by Windows 95.
Ok, that was a bad example, but 32-bits apps might be totally broken at some point, that I have read for sure (I also knew that Windows 9 wasn't going to be called Windows 9 but I didn't see the point of memorizing its name). I'm not the alarmist type. When I wrote that there are still 5 or more years before it happens, I am fully aware that this is a distant future, but also a very short time in terms of community-maintained code.
#1714
Engine Development / Re: 64-bits engine
Tue 23/12/2014 08:37:22
Quote from: Crimson Wizard on Mon 22/12/2014 23:24:21
AGS engine was made 64-bit compatible back in 2013.

Lol. That was a problem quickly solved! :=
#1715
Engine Development / 64-bits engine
Mon 22/12/2014 23:11:39
We've been talking a lot about porting AGS to some fancy systems, portable consoles, even ScummVM was mentioned. We've been talking about how to enhance plenty of stuff in the code.

But thtere is something that we overlooked and that might be far more important: porting the engine to 64-bits.

Why is that? Because the clock is ticking and it's only a matter of time now until 32 bits goes unsupported, the same way 16-bits Windows 3.11 got decomissionned by Windows 95 (remember?).
Microsoft announced it wouldn't happen yet with Windows 9, but there are high chances that it happens with Windows 10. Maybe 5 years from now at most?

#1716
Advanced Technical Forum / Re: Unicode support
Mon 22/12/2014 23:05:07
@.rhavin  : your latest post doesn't change anything to the problem and how to solve it: it's still as easy.  8-)
- In the article to which I gave you a link, it tells you where to get font that manage accentuated characters (all European accentuated characters you could dream of, including German, Spanish, etc.).
- And since the Editor stores fonts as ANSI, it means they are stored as 256-character tables.

That means you should have no issue in the Editor, and no issue in-game. AGS doesn't support Unicode, but it doesn't need it to manage accentuated fonts that use the standard Western-European latin table, as you plan on doing. It only means that your game cannot be Latin and Cyrillic and Chinese at the same time.  ;-D

If your goal by posting here is to get concrete solutions on how to make a "European" game, then by now you have all the solutions. If your goal is to help enhancing AGS on the long term, then I will stop stepping in and let you guys having clever conversations together ;)



#1717
Quote from: Armageddon on Sun 21/12/2014 03:18:23
Monsieur: Why are your images always scaled so they're blurry?

They shouldn't be blurry. That's the point of me scaling them up x3 (nearest neighbout). I do it myself so that there is no room for some random in-browser scaling up.
Someone has his navigator pages zoomed in! Bad, bad Armageddon! Are you sure you page zooming is set to 100%?

Quote from: Stupot+ on Sun 21/12/2014 09:14:39
OUXX, is that BG going to be in your Indy game?
I don't know what you are talking about. I'll have to send someone over at your place to drown you in your toilet bowl "by accident". Could you kindly send me your address in PM?
#1718
If all those backgroudns are your own art, then I'm very very impressed!

I hope you will spend the required time into beta-testing and typos-fixing, and most of all, that you're good at puzzle-designing!!! I would feel so gutted (for you as a designer and for myself as a selfish player) if that game was pretty but with nothing in it.
#1720
About the apple
Spoiler

I've bitten into it and Indy says it's not very good (I can't understand exactly what he says because I don't speak Italian) BUT then I've tried to see if there was a worm inside (my Point-n-click instinct tells me to ALWAYS look for the worm in the apple) but didn't find how to do. I've looked at the apple, "used" it, etc. How do I get the worm?

[close]
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