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Messages - Monsieur OUXX

#181
Very clean execution! Really cool!

Small bug : You can pick up the butter knife twice.

Also I would suggest fast-walk when the player double-clicks -- because right now the character takes forever to go across screens, it's a very strong incentive to stop playing.
#182
Well, what do you know!
I've just retried running the game in Direct3D9 (exact same conditions as before) and there was zero slowdown, even with letterbox.
This baffles me as the symptoms were quite consistent (across rooms and game sessions and all that) about a week or so.

Therefore, two questions for CrashPL:
1. Did you rebuild the game on a newer version of AGS? (Steam might have updated it for me)
2. (just a hunch) In the large rooms in the caves, do you have large objects covering the entirety of the room? (room-sized GUI or room-sized object or room-sized animated background)? I wonder in particular how you implemented the "darkness versus lit-by-torch" system.
#183
Quote from: Crimson Wizard on Tue 24/11/2020 09:03:59
Whether this is a case with scrolling room or not is an open question (as new objects may appear as room scrolls)
I understand what you're saying but in my case it's a constant slowdown the whole time the camera is panning, and it goes back to normal speed the instant the camera stops scrolling.

Quote from: Crimson Wizard on Tue 24/11/2020 09:03:59
- Renderer : Direct3D9, max round multiplier, nearest neighbour
I don't know what the version of AGS this game was made with, but if it's one with OpenGL, could you also try that?
I see in winsetup.exe that it is AGS 3.5.0.26. It does have OpenGL but the slowdowns were appearing when I was using Direct3D9. Let me try with OpenGL
#184
Quote from: Crimson Wizard on Thu 19/11/2020 16:04:30
Quote from: Monsieur OUXX on Thu 19/11/2020 15:50:59
I think maybe you're overlapping two different issues? Let's tackle them one by one. For me it was strictly when a scrolling was happening AND there was some fullscreen letterbox

Can you answer on my previous question about renderer?

I was hoping to hand the issue over to the dev of that game, but here goes :
- Renderer : Direct3D9, max round multiplier, nearest neighbour
- my screen : wide screen (3840x2160)
- only when the room scrolls? Correct
- is this noticable strictly in this game, or in any other game when there's letterboxed mode? > I Don't know, I don't have any other AGS game in 640x480. Let me try a dummy game.
#185
Quote from: CrashPL on Wed 18/11/2020 09:19:45
Yeah, it has a game speed set to 85 - however it's still weird, as v-sync issues would cause constant slowdown (as seen on one user video), rather than during specific parts of the game (room scrolling etc.), hmm...

I think maybe you're overlapping two different issues? Let's tackle them one by one. For me it was strictly when a scrolling was happening AND there was some fullscreen letterbox
#186
AGS Games in Production / Re: Kola Queen
Tue 10/11/2020 15:12:58
Oh wow this is GORGEOUS! Almost missed this!
#187
General Discussion / Re: Good Movies You Hate
Tue 10/11/2020 13:06:27
If anyone writes "Raiders" I'm taking out the flamethrower.
#188
Quote from: Racoon on Mon 09/11/2020 21:22:42
Hey, thanks for your replies! I just found my mistake. The colour depth was set to 16bit

16 bits should be banned. It's 99% of sprite import issues.
#189
Quote from: viktor on Tue 10/11/2020 09:18:43
Is there a way of repositioning the verb that shows up in classic mode.

Let's avoid cluttering this thread. I suggest you ask the question in the Beginners Questions thread : "how to move a GUI?". Hint : Try to locate the exact GUI (and label inside the GUI) that displays that text on the screen. You'll find it in the "GUI" folder of your AGS Editor. It probably contains the word "action" or the word "status" (just a guess)
#190
Hints & Tips / Re: Zniw adventure
Sun 08/11/2020 22:22:30
In the caves, about that large boulder
Spoiler

I don't understand what the game means by "there's another way of making the stalagtite fall than throwing the pebbles like that".

I think I've tried every clickable zone with the pebbles in that screen. I can't use the inventory. The pebbles are the only object that will work on the rock wall. I don't have any object to combine with the pabbles(I tried that pointy stick, the large rock, the flint, the torch)
[close]

EDIT: FOUND IT. Hint:
Spoiler
Similar solution to several previous puzzles in the previous rooms
[close]
#191
Quote from: CrashPL on Sun 08/11/2020 21:14:42
I've actually noticed it too, even described it on the forum once - for whatever reason the framerate dipped a bit in scrolling rooms, when an animated GUI is displayed (I guess due to alpha blended sprites used?), or when a large object is animated and visible on the screen (Lambeosaurus in Wajapulka, or background river animation in Rivenn-na).

I myself have observed it in the caves, where I don't think there's really any big animated object? It's really the scrolling combined with the letterbox. No letterbox, no slowdown.

Also (when the letterbox is disabled) I DON'T observe the issue in a room with a complex set of walkable areas (which would make complicated pathfinder computations) and the room is 4 to 6 times the surface of the viewport -- what I'm trying to say is : it really seems to come down to the letterbox black rectangles.
#192
Only when the lights are off
The player enters a room where the lights are on. He must turn the lights off to make appear an object that was hidden in plain sight.
Seen in : Zniw adventure, when the glowing pebble looks like every other pebble as long as the light is on.
See also : Alternate reality

The object to click is not one of the many objects to click
You're in a room with seemingly a lot of objects to interact with or pick up. But the one object to interact with is none of them. The object to click is much closer to you than you think.
Seen in : MI3 : You've been eaten by a snake and you stand inside the snake, while all around the snake there are objects laying on the ground, that you can't reach (because you're in the snake). You're also tempted to use one of your many inventory objects on the snake. The solution is actually to locate a special area on the snake, that corresponds to its stomach. you can't click directly on the objects that are in there but you can see their description when you hover.
Seen in : Monkey Island 1 : You're at the bottom of the sea, about to drown. Your foot is attached by a chain to a heavy object that prevents you from swimming up. All around you there are sharp objects laying at the bottom of the sea. It's temting to try and reach one of those many swords to cut the chain. The solution is actually to simply pick up the heavy weight (the one object of the room that you thought immutable) and walk away.
Seen in : Monkey island 2: Guybrush is facing a huge door covered in padlocks, and clearly says "I'll NEVER be able to open those padlocks". All the player has to do is click "open door" and Guybrush opens a smaller door inside the huge door.
#193
I've been playing Zniw adventure and I noticed something peculiar.
The game is in 640x480x32 with "max round multiplier" and nearest neighbour. That makes it 2560x1920. It's in Direct3D9.
I'm running it on a wide screen (laptop) (i'm guessing 16:9 ratio maybe?) on a powerful laptop.

I've noticed a thing :
- when I run the game in windowed mode, the game does not slow down
- when I run it in exactly the same resolution, but I press Alt+Enter (which makes it fullscreen letter box, with no resolution change), then the game visibly slows down whenever the room scrolls (i.e. when the camera is following the character around). By "visibly" I mean it's not catastrophic but I can see that the framerate of the game drops a little bit and everything starts moving in slow motion.

I can't think of an explanation since, then again, the number of pixels rendered is exactly the same.
The only reasons I can imagine (and both sound equally crazy) are : a) the letterbox is rendered "manually" which means that every black pixel actually has to be rendered, or b) it's the camera system that contains a non-optimized portion so bad that it can slow down the entire game.
#194
Hints & Tips / Re: Zniw adventure
Sat 07/11/2020 12:57:25
never mind I had not noticed that there was an extra screen to the left (River bank)... The plague of every point n click ever: Not noticing the obvious extra room
#195
Hints & Tips / Zniw adventure
Sat 07/11/2020 12:50:37
in the dark forrest at the beginning...
Spoiler

How do I get the pine cone?
I have the red fruit, the sticky branch, the poisonous cone, the vine.

I have no idea what the big boulder could be for.

I think I've tried every object on the big boulder, on the bird's branch, on the pine cone (the sticky branch is too short), on the scary eyes in the bushes. And I've tried every object on every object.

Unrelated : I've already given the white flower to the turtle and I've talked to the bird, I'm aware I must make a backpack.
[close]

About the backpack...
Spoiler

I suppose that the backpack will be made with the vine and with the leaves that the turtle will give me after I bring her the pine cone. So I'm 99% sure that the vine won't help me getting the pine cone.
[close]
#196
General Discussion / Re: Trumpmageddon
Fri 06/11/2020 16:17:43
Ding
Dong


The witch is dead




HA HA HA







HO HO HO

#197
Oh wow ! This won't speak at all to the English speakers around here, but I know that all of Spain, South America and France will be all over it, lol.

So... What's your angle here? I supposed Saint Seiya would immediately imply "fights", but there's also room for a lot of narrative, and I see several scenes in your trailer that seem to hint at that.
#198
OK! Good enough for me. I didn't mean to be pedantic. Thanks for answering!
#199
In regards to all of the above, either this function is meant to have a life of its own and be changed to returning a bool, or it's exactly redundant to IndexOf and it should be deleted entirely.
#200
Try this in 3.5.0.24

Quotevoid game_start()
{
    String s = "a";
    if (s.Contains(" ")) {
         AbortGame("Wut?");
    }
}


Strings are not even supposed to have a function "Contains".

I've tried to overload the function with my own extender, but the compiler says :
QuoteString.Contains already exists
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