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Messages - Pumaman

#341
An interesting idea for a workaround, though of course you shouldn't have to do this.

If you're still getting sound jittering problems with AGS 3, I can look into it further.
#342
Did you start from the Verb Coin template or did you import the Verb Coin GUI into an existing game?

You've probably got two sets of code to handle the mouse click, one that opens the Verb Coin and one that moves the character. It's hard to help you without knowing what exactly you've done to get to this point.
#343
Site & Forum Reports / Re: New AGS Website
Sun 28/03/2010 19:20:53
Quote from: Stupot on Wed 10/03/2010 15:34:47
I was thinking the new website should have a section devoted to modules (and plug-ins?).  Currently we have link to the AGSWiki page, whose entries are pretty sparse and lack any information or screenshots.  Or else there are links to the forum posts for each module, but they're all rather technical and you have to read through reams of ancient messages.

There used to be a modules/plugins section on the website, but people never kept it up to date so in the end it was removed. I think the Modules & Plugins Forum is a good place to see what modules are available, and allows the info to easily be updated and commented on by people.


Now, I've finally had a bit of time to update the Game Detail page to match Darth's latest mockup, so here it is:
http://www.adventuregamestudio.co.uk/Newsite/Games.aspx/Detail/860/Nelly_Cootalot_Spoonbeaks_Ahoy

I think it looks a lot better like this, any comments?
#344
I've now made my deposit!

Is it worth starting a new thread now that we've actually booked a place, so that we can more easily keep track of what's going on?
#345
QuoteI just tested the new version but the sideborders for widescreen monitors don't appear for me. The game is 800x600 and my laptop's resolution is 1280x800.
QuoteI have the same problem as Mr.Matti. There are no sideborders showing up for me in fullscreen. I'm on a widescreen laptop at a 1440x900 resolution.

Is this the first time you guys have tried 3.2, or were the borders working for you in previous beta releases?

If you're not getting the borders, could you download DebugView from here:
http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx
run the DbgView.exe from that download, and then run your AGS game. When the game has loaded, just quit again.

Then, have a look in DebugView and you should see a log of the game loading, which should explain why the borders are not there -- could you post the relevant bit of the log here?

QuoteArgh! I'm terribly sorry: there were still some minor bugs (mostly high-res related) in the template you've included.
To be honest I've already fixed them last week, but I haven't expected that the final version is already on its way. Would it be a big issue to update the 9-verb template once more?

Yeah, it's been spotted that the splash screen says "beta release" on it so I'll probably have to do another release anyway. Let me know when the fixed version of the template is available.
#346
Quote from: tolworthy on Wed 24/03/2010 00:58:54
No, they all use low res.
QuoteIn the above example, running a low res game (old style coordinates) from a high res game will cause the graphics to be placed far off to the right

Can you clarify whether you're mixing games with low-res and high-res co-ordinates with RunAGSGame? There might well be a bug with that, I can look into it.
#347
Interesting. I think you're the only person that's actively using RunAGSGame so there could well be problems with it. I'll look into it.
#348
Ok, well I was hoping to get more fixes into the Final release, but I've had so little time to work on it that I thought it was better to just get something released; I don't think there are any bugs now that are regressions from 3.1.2 so it should be safe to go ahead with this release.

So, please download the Final and try it out. Assuming no big problems are found, I'll make it the Official release on the website in a week or so.
#349
Thanks for offering to do that, Snarky.

But before we all start sending 75 EUR, do we actually have 24 people who are certain enough to pay the deposit now? When does the deposit need to be paid by?
#350
What do you mean by "corrupt"? Do you want to check if the player has tried to hack it, or are you just concerned with data integrity? It's very unlikely that their files would be corrupt.
#351
Oh I agree, in an ideal world there would be one for objects too. But realistically prioritising things, this isn't likely to be making an appearance in the next couple of versions.
#352
Correct, it is currently still hardcoded to GetTextHeight + 2px (or 4px in hi-res games).
#353
Ok thanks, it sounds like this could work. I'll look into it for the next version of AGS.
#354
Interesting, thanks. I'll improve the logging of that error for the next version to help track it down.
#355
It's not supposed to re-order automatically, some people like to have the order they added the rooms in preserved.

That's why you can right-click the Rooms node and choose "Sort by number" :P
#356
A visual baseline is provided in the editor for walk-behinds, because you always need to set it.

For objects, 99% of the time you don't set a baseline and just use the object's Y co-ordinate, so providing a visual baseline setting tool hasn't seemed worth it.
#357
Interesting, well spotted. There are probably a couple of cases like this, it does need to be fixed but there are some workarounds as suggested.
#358
Strange, has anyone else seen anything like this happen?

Is MTG a full-screen game? It's possible that for some reason the constant resolution changing is causing a problem in the AGS text editor.
#359
Quote from: JJS on Thu 18/03/2010 07:32:05
I don't think so. The purpose of the D3D driver seems to be having hardware accelerated drawing to ease the load of complex drawing operations (e.g. particle system, transparency). Correct me if I am wrong here.

If the Direct3D way of rendering to a texture is anything like the OpenGl way, there is no real difference between it and drawing to the screen surface. All hardware acceleration is still being used.

The final rendering pass to the screen is also fairly lightweight with two triangles and one small(ish) texture that is already in the graphics cards memory.

The character sprite (at normal size) is already in a texture in Video RAM.
AGS tells D3D to render the texture at the scaled size.

It sounds like what you're suggesting is that AGS does a resize in memory and then renders the scaled sprite to a new texture at the scaled size; and then tells D3D to draw this texture to the screen at normal size.

If it did that, then effectively it's just doing software-based sprite resizing, which defeats the point of using D3D in the first place because the resize is no longer accelerated.

EDIT: ah ok, I see you're suggesting rendering the scaled sprite to a texture and then rendering this texture to the screen. Interesting idea, it might work, I'd need to look into it further.
#360
Sounds good to me.

I presume we won't have to pay the extra EUR300 for heating since it'll be an Italian summer...
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