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Messages - Monsieur OUXX

#721
if you're familiar with AGS, you know that under specific conditions (running a 320x200 game with Direct3D) you can have high-resolution characters in a low-resolution game. Some consider it a glitch, some like it, and at the end of the day the causes of that peculiarity is very well known (it has to do with allegro and all that).

But now, WHAT IF I did this :
- creating a 640x480 DynamicSprite (and of course drawing anything i want into its drawing surface)
- putting a dummy character in the bottom-middle of the screen, with the appropriate walkable area (which could be : no WA at all, or with a 50% scaling -- in this thought experiment i'm not sure what would work, i'd need to try)
- setting the view/loop/frame of that character to point to the dynamic sprite i mentionned earlier

...wouldn't i get high-resolution graphics in my low-res game? Now imagine that this would be a window of text or something that's better in high resolution (like a console or anything required in some special debug mode). Wouldn't that work?
#722
Quote from: Crimson Wizard on Fri 29/09/2017 13:28:51
frankly I'd rather suggest redesigning of how channels work, because now it looks like you are trying to find a way to "hack the system".

Well I was just trying to suggest a property that would be easily read straight out of the engine, with "not too much" additional work. I'm totally in favor of getting rid of those hidden priority rules indeed.
Indeed I misunderstood the thread -- apologies for posting.
#723

PropertyTypeCommentStatus
File
f.NameString, readonlyThe name of the file
File.GetFolder(String path)static String, readonly"Renders" a path containing $APPDATADIR$ to its actual value (is there another way?)
AudioClip
ID or Nameint, readonly or String, readonlysome way to identify what AudioClip this is when iterating on AudioClips
AudioChannel
PreferredTypeAudioType, readonlyThe Audiotype it will play in priority, or some way to predict what will play what, in regards to the discussion here
#724
this thread might benefit from being sticky.
#725
Isn't there a module that does precisely this?
If not, then you might want to turn your script into a module, bx83
#726
also if you really want to fool around randomly with sound in a really simultaneous way with the speech, you might be facing the same issue as many people who want to do various things (not only sound) while speech is on: speech is sort-of blocking. So if Khris' solution is not enough for you, you might want to look into Background Speech.
#727
Three important things to make it look good :
1) the area must be VERY BRIGHT around the torch but quickly fade back to black -- almost a visible circle around the torch (it's not the case on the gif below because it's not against a wall)
2) the whole tint must be orange-y yellow-y. You must adjust the Hue of your texture to make it match the color of the torch (as I said : orange-ish tone) -- at the moment the wall is brownish/greenish while the torch halo is yellow and the torch orange.
3) the torch must brightly light any surface facing it. That means more than you think:
   - the wall behind it
   - if the bright around he torch is large enough: the walls on the sides
   - THE SIDES OF THE BRICKS EVERYWHERE AROUND THE TORCH (the underside for the bricks above, the upper side for the bricks below, the left side for the bircks on the right...)


PS: in regards to the video you posted: it makes no sense that some parts of the unlit wall are brighter than the lit part. The lit part must be much brighter, the unlit part must be much darker.

#728
Quote from: Dave Gilbert on Fri 29/09/2017 02:50:47
I've heard of that workaround, but it doesn't seem to work for me.

which OS?
tooltips are usually managed at OS level.
#729
either that or the character has some transparent pixels below its feet making you believe it has walked all the way down when it hasn't.
#730
Workaround: usually when I "reduce" the window to the taskbar, and then bring it back up to fullscreen, the faulty tooltips go away.
It's usually Windows screwing up. But if you say that it happens often and specifically in AGS, then I'm puzzled.
#731
Yes, triple yes.
I know we are all emotionally attached to Roger and EGO, and to the remains of Chris Jones' touch, but AGS needs to be more attractive for people who run the empty/basic template for the first time. I know there's a cool demo game included, but this more down-to-eart and low-res; it has the same purpose as Roger.
(also nowadays we can totally afford to keep both, resources-wise)
#732
It's actually trickier than that :

It's the switch...case that doesn't manage well two variables with the same name:

Code: ags

    switch (...)
    {
        case  0: {
            AudioChannel* ac; return ac.ID;
            break;
        }
        case  1: {
            AudioClip* ac; return ac.xxx //  <-- problem here
            break;
        }
    }
    




I guess everyone can totally live with that. Super low priority.
#733
In 3.4.0.16 (i.e. patch 4) :

Code: ags

AudioClip* ac;
ac.

When you do this and stop at the dot, you receive suggestions for AudioClip members, including "ID" which is not a member of AudioClip (only AudioChannel)
If you try to force it and type "ID", then of course the compiler complains about it.
#734
It is well-known nowadays that this game is legend because of its mood but that the puzzle design was awful.
#735
I'm using 3.4.0 patch 4 (if this is not the latest version, then please ignore)
The Editor throws an exception when I type the following keystroke into a script file : #.u.n.d.e.f.SPACE ( #undef followed by space bar)
#736
Quote from: Crimson Wizard on Wed 13/09/2017 22:48:11
I never used Tween module, but is not there a way to just check if tween has ended?

I was using the old Tweens (1.5 I think?) and I remember it was a pain to check if a tween was finished -- not sayin' that feature was not available, but if it was, it wasn't obvious to find, 'cause I never found it.
I've just started thinking of migrating to the latest Tweens and didn't check if it was there, thinking "of course it will be there, how could it not? the module is mature and ending a tween is as important as starting it". You're scaring me now.
#737
That's awesome. I'm pretty sure it will come handy for many developpers.
#739
Lol, 4 comments to correct me? OK, OK. :-D I watched the "making of" videos and never saw AGS.
Apologies for the misunderstanding. I'll remove my comment and I suggest that you guys do the same to avoid polluting the thread.
#740
Quote from: Dave Gilbert on Mon 11/09/2017 20:00:02
That said, now I'm an unrepentant OpenGLer.

What do you mean by that? It's possible to run AGS engine with OpenGL instead of DirectX ?
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