Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Pumaman

#461
What's the advantage of Bink rather than just using the Theora video support that AGS already has?
#462
Interesting point, I'll look into a solution for this.
#463
Site & Forum Reports / Re: New AGS Website
Tue 05/01/2010 22:20:22
Quote from: Ryan Timothy on Fri 18/12/2009 22:43:16
I'm eager to get that website up and running, so I made 2 images that you were missing and some suggestions of what I felt would be better.

Thanks for doing those and getting the ball rolling again! Hopefully now that it's new year I should have more spare time to try and get this new site finished.

QuoteThis replaces your temp graphics for the AGS tab.  I couldn't think of what to put in here.  I used a magnifying lens, but I fear that people will think it suits "Search" better.  Let me know.

I like it, but yeah maybe some sort of stylised question mark might work better at showing that it's help and not search.

QuoteThis is a feature I love the most, the ability to check which games everyone in the team has worked on, but once you have some names like SSH or Mods on the list (who have worked on dozens of games) the list becomes quite large and clusterfucked. 
I definitely love the feature, so I don't want to see it disappear.  How about having the >> buttons to show what games that person has worked on (like Nikolas in the example above).

Yes, definitely. That's a good idea and something I will add.

QuoteAlso this was one thing I didn't really like.  Perhaps instead of "Recent Comments" have "Recently Added" or "Newly Added" games.  Comments are really useless to me compared to recently added.
QuoteAlso Lucky Dip, perhaps instead of randomizing through EVERY game, have it randomly search through 3 cups or higher games.  Or even "ALL" beside the Lucky Dip.  I don't want to sound rude, but usually when I press that lucky dip, it seems to more than not choose a 1 or 2 cup game.  A game that doesn't look interesting at all and one I wouldn't want to play.  I know it kinda destroys the idea of randomly choosing a game, but the most people I can see using this random feature would be people new to the site.  People who are unsure of what game to play first.  We don't want to scare them away with poorly made games, do we?

Does anyone else have an opinion on these two points?

QuoteI was also thinking about having the ability to search games by user rating.

Good idea, this would probably be useful.

QuoteAnyway to make it just the same as the blue cup rating, how does this idea sound?:

Red cups? Blasphemy!!

Actually something like that is a good idea, it makes it easier to visually compare the panel and player ratings. I'll certainly think about it.
#464
Interesting point. I'll have a think about these things once 3.2 is released.
#465
AGS supports a couple of 16:10 widescreen resolutions (320x200 and 640x400), but a higher res widescreen resolution is probably overdue now. The problem is finding a standard resolution to support.

The problem with 1280x720 is that it is a 16:9 resolution, which would need to be letterboxed even on most widescreen monitors (which tend to be 16:10).
#466
Some problems were found with dynamic sprite management in 2.72, these are resolved in the latest versions of AGS.
#467
Thanks for your feedback.

Quote3. Earlier in this thread it was mentioned that the audio files in the cache are automatically updated on compiling. I'm not sure I like this idea.

It is an interesting point, that this is inconsistent behaviour with the rest of the editor. The sheer number of sprites in a game makes automatically checking all the source files for updates unfeasible, whereas with sound files it is possible. However, perhaps a Preferences option should control this.

Quote4. Others have commented on the inconsistency of having only one tab for audio.

Yes, with hindsight it probably wasn't the best way to implement it. But yes, the GUI can always be updated in a future version to improve this.

Quote5. Not related to anything new in 3.2 but noticed while playing around with tree and audio: Currently, opening an item as a "document" (tab) is on the same level with making its properties available in the property window (need to double-click on item). It would feel more natural if the properties were already displayed when selecting the item in the tree. So you could, e.g., quickly change the volume of a sound without needing to open the tab at all.

Yeah, and that would be more consistent with things like Visual Studio. At the moment the editor doesn't have the concept of the Project Tree having focus rather than a Tab Window, which it would need to do to make this work.

QuoteMusic files are named using capital letters, like: MUSIC1.
When project is updated, audio entries are named properly, in capital letters, like: aMUSIC1.
However, in script commands for music played on room load they are written incorrently with small letters, like: aMusic1.Play();

Well spotted, thanks ... I'll look into it.


Sorry I still haven't managed to get RC3 out, I'm in the middle of moving house amongst other things and I'm just not getting any time to get it done; it's frustrating because it shouldn't actually take that long to fix the outstanding issues. Hopefully I'll be able to get something released before Christmas...
#468
Hmm, I just tried to test this but Vista doesn't seem to have a separate MIDI volume control any more.

If you change the MIDI driver in Winsetup, does this still happen?
#469
You do not need the .NET Framework installed to play AGS games.

What is the exact error message that you get when you try to run the game?
#470
What size are the animation sprites? If they're full screen-sized and you're using the Direct3D driver then it will take a while to load them into video memory initially.

If you're using D3D, try switching to the DX5 driver and see if you get the same thing.
#471
The Hq2x and Hq3x filters are broken in 3.1.2 and will crash the game, this is a known issue. It will be fixed in the next version of AGS.
#472
Quote from: abstauber on Wed 02/12/2009 21:05:39
Im using Custom Dialog1.5, 1024x768 and 32 bits. My customdialog GUI is a png with the pink color as transparent. Everything works great in window mode, but when I go full screen and have the borders on left or right for widescreen (in the release candidate), the customdialog GUI is off-center (part of it gets eaten from the borders, and its way way right off-center).

This is happening because the CustomDIalog module uses the System.ScreenWidth and System.ScreenHeight properties to calculate positioning. ScreenWidth/Height provide the actual screen size which will include the side borders.

You need to use System.ViewportWidth/ViewportHeight when working with co-ordinates. This used to be more obvious before native hi-res co-ordinates were supported, because the ScreenWidth/Height was double the size of the viewport. I'll amend the manual to make this distinction clearer.

QuoteThis probably isn't related, but in Apprentice II I cant see the bottom of the screen in the dock room when I set it on fullscreen.

You probably just need to do a bit of manual adjustment on the monitor to bring the screen into view, it might be that the monitor has never run at that resolution before and needs to be calibrated.
#473
Yeah, the GUI editor should ideally allow multiple selection, moving controls with arrow keys, aligning controls with each other and to a grid, and all that other goodness. One day!
#474
Quote from: orient on Thu 03/12/2009 10:44:22
Why doesn't AGS just look at your game settings and insert the new room at your chosen resolution?

When you create a new room, usually the first thing you'll do is import a background. When you do this, the room will get resized to match the background.

So I do agree that it's a bit silly having new rooms always created at 320x200, but since you will always go and import a background straight away that will fix it, it shouldn't be a problem.
#475
Thanks for uploading, it seems to happen if you save while the music is crossfading. I'll get it fixed.
#476
Quote from: Shekerev on Wed 02/12/2009 20:35:58
Implementing my own pathfinder is not really an option - I need efficiency and my sorted queue will suck lots of time :)

Welcome to the forums, by the way!

If you're familiar with other programming languages you could write a plugin in C++ to do your pathfinding -- although the AGS script is compiled to bytecode so it's reasonably efficient.

dkh, impressive stuff!
#477
Just to summarize the situation:

800x600 games will not give you side borders in widescreen. This is a bug and I will fix it.

There are no other bugs with the side borders that I am able to reproduce. If anybody is still having problems please post more details.
#478
AGS does not currently allow you to modify the pathfinder algorithm.

Depending on what you are trying to do, you might be better off implementing some sort of simple pathfinding algorithm in the script.
#479
QuoteNot sure if it's a bug, but I guess it may cause some irritation.
It is about using ALT-drag selection in script editor. Apparently, selection box is being limited by the shortest string in the selected lines range.

I didn't even know the script editor had an ALT-drag feature! I think that is by design though, it's how the feature is supposed to work.

QuoteIn room_load, do the following:

SaveGameSlot(1, "QuickSave");
aSomeMusic.Play();

Try to load that game and BAM 

I tried that but it worked fine. What type of music are you using? (MP3/OGG/?)
Does it happen for you every time? If so could you upload a game that demonstrates the problem?

QuoteI have this question: when I create a new room for 320x200 or 640x400 resolution game, default black background matches the resolution. However, if resolution is set to 320x240 or 640x480, default background does not match the correct height, it is either 200 or 400. Why is it so?

When you create a new room, it is created from a template room (which is a 320x200 room). You can fix this by making your own black room at the correct resolution, then creating a room template from that which you use in future when making new rooms.

QuoteI just found that it is possible to assign dynamic array of invalid type to a pointer, without getting any compiler error or warning, causing problems in future usage (as well as hard time debugging).

Well spotted thanks, yes that could cause a buffer overrun if you did that. I'll look into it.

Quoteproblem is that if I have an object of type T2, let's say

T2 ObjectT2;

when I type "ObjectT2." and a list of members appear for quick selection, there are no functions that were declared for type T1. There are only variables of that type.

Thanks; as monkey says, this is something that has already been reported and I will look into it.

Quoteyeah, I figure its probably a pretty impossible question to answer.  I wouldnt have even asked, but I'm 95% certain I wasnt imagining seeing a post from him talking about how he wanted to release it soon. 

I do want to release it soon. That means I won't be adding any more new features to 3.2 and the only thing I'll be doing now is bug fixes. It also depends on when I have an opportunity to do those fixes and how many other issues get reported.
#480
Blimey, has it really been that long? Thanks for the reminder, yes this is still something that would be useful to add.
SMF spam blocked by CleanTalk