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Messages - NicolaGs

#81
AGS Games in Production / Re: I Want Out!
Wed 25/10/2017 23:05:55
Quote from: Cassiebsg on Wed 25/10/2017 21:07:08
I miss a shadow for the character.
That's already on our to-do list (with many other things). Maybe we'll put it in a higher position...
But we have so many things in our to-do list that we chose to drop several ideas because we feared the game would never be finished. Instead, we agreed on a deadline... and we'll try to follow it :-D.
#82
AGS Games in Production / Re: I Want Out!
Wed 25/10/2017 17:38:55
Hi!

A quick update on the project (first post updated as well).

The end is near : all we've got to do now is complete the end sequence and add minor character animations.
The game is now fully (and correctly, I hope) translated in english.

I made a preview for the english version:


And here are some new animations (I think my brother is becoming quite good at it):
[imgzoom]https://i.imgur.com/DhQdN1i.gif[/imgzoom]
[imgzoom]https://i.imgur.com/CyEj3an.gif[/imgzoom]
[imgzoom]https://i.imgur.com/kSzaMFz.gif[/imgzoom]

I may ask for english beta testers help very soon (especially to check the english translation), if someone is interested... (I'll post in the apropriate thread, then).

Have a good day!
#83
The ChangeRoom function should be able to handle this :

Code: ags
Character.ChangeRoom(int room_number, optional int x, optional int y, optional CharacterDirection direction)


So it's when you exit the previous room that you need to set the player new position:

Code: ags
Character.ChangeRoom(3, 23, 260)
#84
Quote from: Thanyx on Thu 21/09/2017 15:04:09
I'm currently working on my game on my main PC. I would like to work on it also on my laptop.
I do the same. The solution I use is a free sync program called SyncThing.
You set it up in order to have one (or more) synchronized folder on both machine (e.g the AGS game folder). Each modified file is then updated on the other machine. The only important thing is that you need to have both PC running at the same time to sync files (it doesn't save the file on the cloud), but the process is fast.
The program can even keep archives of the previous updates if you need to "undo" a modification.
I'm very happy with this setup which saves me a lot of time...

I also sync my "save games" folder. That way, I can play AGS games on both machines (including my project) and use the same savegame files...
#85
Guess you had a hit !

Here is the OpenGL part of the log when I use the Intel "low spec" video card or the "Auto setting":
Code: ags
Running OpenGL: 4.0.0 - Build 9.17.10.2932
OpenGL: WGL_EXT_swap_control NOT found in GL_EXTENSIONS
OpenGL: WGL_EXT_swap_control found in WGL_EXTENSIONS
OpenGL: WGL_EXT_swap_control found in WGL_EXTENSIONS (ARB)
OpenGL: wglSwapIntervalEXT imported successfully


Here with the nVidia video card either with video card setting "V-Sync forced" or "Let the 3D application decide":
Code: ags
Running OpenGL: 4.5.0 NVIDIA 355.60
OpenGL: WGL_EXT_swap_control found in GL_EXTENSIONS
OpenGL: WGL_EXT_swap_control found in WGL_EXTENSIONS
OpenGL: WGL_EXT_swap_control found in WGL_EXTENSIONS (ARB)
OpenGL: wglSwapIntervalEXT imported successfully



Enabling V-Sync in Winsetup now works whatever is my setting in the video card control panel. It works with the nVidia AND the Intel card. Great !
#86
Following this, I searched for settings in my nVidia control panel.
I was able to force v-sync for this specific AGS program or by default for all applications. And it works !

The problem here is that I use a laptop which has (as often) an integrated video card and a 3D accelerated chip.
I can choose to either :
- force nVidia "high perf GPU"
- force Intel "low perf GPU" (for lowest power consumption, I assume)
- leave the choice to the system

What I see :
- forcing nVidia let me use V-Sync. The ON/OFF toggle in Winsetup works fine.
- forcing Intel does not allow me to use V-Sync (either it is ON or OFF).
- leaving in auto seems to use the Intel chip.

With nVidia, the log now reports :
Code: ags
Running OpenGL: 4.5.0 NVIDIA 355.60



Conclusion :
V-Sync implementation seems to work, but you've got to be sure to use the correct chip on a laptop, that is the one with the correct OpenGL libraries...

Edit : I'll test on other systems if I can...
#87
Here are two lines from the log :

Code: ags
Running OpenGL: 4.0.0 - Build 9.17.10.2932
WARNING: OpenGL extension 'WGL_EXT_swap_control' not supported, vertical sync will be disabled.


So you guessed right...
My PC is not an oldie... but maybe not up to date either...

Full log if necessary :
Spoiler
Code: ags
Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2017 others
ACI version 3.4.1.7

Installing exception handler
Initializing allegro
Reading configuration
Looking for game data file
Located game data file: d:/Temp/Compiled/Windows/V-SYNC~1.EXE

Opened game data file: game28.dta
Game data version: 49
Compiled with: 3.4.1.7
Setting up window
Initializing TTF renderer
Initializing mouse: number of buttons reported is 5
Checking memory
Data directory: d:/Temp/Compiled/Windows
Initializing keyboard
Install timer
Initialize sound drivers
Sound settings: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 118
Requested script API: v3.4.1 (5), compat level: v3.4.0 (4)
Game title: 'V-Sync test'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 320 x 200 (32 bit)
Device display resolution: 1920 x 1080
Game settings: windowed = no, screen def: explicit, screen size: 1920 x 1080, match device ratio: ignore, game scale: max_round
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit): 
	320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
	1152x864;1280x600;1280x720;1280x768;1280x800;1280x960;1280x1024;1360x768;
	1366x768;1400x1050;1440x900;1600x900;1600x1200;1680x1050;1920x1080;
Attempting to find nearest supported resolution for screen size 1920 x 1080 (32-bit) fullscreen
Attempt to switch gfx mode to 1920 x 1080 (32-bit) fullscreen
Running OpenGL: 4.0.0 - Build 9.17.10.2932
WARNING: OpenGL extension 'WGL_EXT_swap_control' not supported, vertical sync will be disabled.
Succeeded. Using gfx mode 1920 x 1080 (32-bit) fullscreen
Render frame set, render dest (160, 40, 1759, 1039 : 1600 x 1000)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (160, 40, 1759, 1039 : 1600 x 1000)
Using gfx filter: StdScale
Mouse control: on, base: 1.000000, speed: 1.000000
Mouse confined: (160,40)-(1759,1039) (1600x1000)
Check for preload image
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
***** ENGINE HAS SHUTDOWN
[close]

Edit : v-sync works in OpenGL mode in other games (e.g Doom with GZDoom) on the same PC. Maybe is there another way to "call" a v-sync function ?
#88
Quote from: Crimson Wizard on Sun 17/09/2017 13:03:48
Do you run it windowed or fullscreen?
I tested both.

I tested beta 6 for reference (with v-sync ON and v-sync OFF) both fullscreen (at screen resolution : 1920x1080) and windowed
I tested beta 7 v-sync test version (with v-sync ON and v-sync OFF) both fullscreen and windowed

I got the same result in both cases (beta 6 / beta + vsync test version).

The behaviour/appearance is slightly different between windowed mode and fullscreen:
- in windowed mode : the scrolling is a bit stuttering
- in fullscreen : there's a strong tearing effect

With D3D, both fullscreen and windowed mode, the scrollings are perfectly smooth.


Edit : If you want to test it, I made a simple room with a vertical scrolling (it's a part of the intro of my current project) : compiled.zip
It's 60 fps (and maybe it increases the effect). I included both Windows compiled and the "raw" data. (compiled in beta 7 + acwin with v-sync test)
#89
Quote from: Crimson Wizard on Sat 16/09/2017 19:45:16
Someone (I forgot who) told me that VSync does not work with OpenGL, so I implemented that.
Here is a test build: http://www.mediafire.com/file/md36vkorpigl4g2/acwin-opengl-vsync.zip

Is there anyone who has an opportunity to test this out? I do not have any prepared test game for such issue.
Yep, that would be me. I test that asap.

Edit : test... And sorry, but it doesn't change anything.
#90
Quote from: Kumpel on Fri 08/09/2017 23:23:17
Since then I only use the mouse for scripting in AGS
You mean you only see this with a trackpad/mousepad ?
I see this always, with a mouse or with a touchpad... So I'd tend to say it has nothing to do with the input device, but with the mouse cursor display (static image is the "edit" cursor, moving image is the arrow / whereas the image should always be an "edit" cursor inside a text window).

Daniel, does the lag happens with another input device ?
#91
I did the same observation a while ago. I'm using Windows 7 and AGS 3.4.0.
It's not very "clean" but it does not cause any lag or speed issue by my side...
#92
I encountered sound stuttering in many AGS games and on several PC, not being old. And I've seen several threads talking about this issue. (but it seems indeed normal not to add another modification to this current version)
#93
I really liked the concept, and it was fun to play !
#94
AGS Games in Production / Re: I Want Out!
Wed 30/08/2017 15:17:47
Thanks! :)
#95
AGS Games in Production / Re: The Witch House
Wed 23/08/2017 11:35:23
Quote from: rongel on Wed 23/08/2017 09:46:52
This page needs some animation
Totally agree with that !
#96
It's a good thing to have several solutions to one problem. In my case : I had no choice, because I didn't have any more hotspot available...
#97
Your idea of creating a nearly transparent border around the object works quite well too (I used it several times).
The thing is to create a 32 bits bitmap, i.e. with alpha.
You must start with an empty image, i.e, not on a blank white or whatever colour background... an empty one (or you'll have to remove all the blank area around your sprite later).
You draw your key with 100% opacity. Then you paint with any colour (I prefer black) around the key, but with a 1% opacity and save your file in PNG32 bits format.
When you import your sprite :
- first dialog : you validate the use of alpha channel,
- second dialog : you set Transparent colour to No transparency.

The nearly transparent colour shouldn't be seen, but the clickable area of the object will be expanded.

Of course, you need a paint software that deals with alpha channel.
#98
Thanks Crimson for this release.

I'd like to report an issue with OpenGL (don't know if it's a bug) : VSync seems to be ineffective.

While using VSync with Direct3D/Internal renderer allows to get rid of tearing effect quite perfectly, but this tearing effect is always present with OpenGL (best seen on scrollings), VSync ON or OFF...
I tried it on 3 different PC (Win 7 each time), and always got "not smooth" scrollings.
#99
AGS Games in Production / Re: I Want Out!
Sun 20/08/2017 18:17:22
Thanks !
Developement is slow, but we're still on it...
I'm currently working on animations... doing the first draft... And waiting my bro to improve them...
Using something high up...
Pushing something...
Throwing something...
#100
Some audio card have, in addition to the driver, some software allowing different settings like equalizer  - but these additional software are not always installed with the driver. I don't know for nVidia, but mine has one - I just had a rough time finding it and installing it.
You should search on the manufacturer support page if there's such a thing for your model.

Also, some video card have a built-in audio card. And the motherboard has another one... then maybe you can switch to the one that has such an equalizer...

If it does not exist for your card : I think there should be also some "generic" equalizer software (iirc I tested one a looong time ago) working with every sound card, but it may add delay/lagging/artifact as they don't work at the driver level (it's less efficient).
Maybe this (not tested) : https://sourceforge.net/projects/equalizerapo/
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