What's the advantage of Bink rather than just using the Theora video support that AGS already has?
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Show posts MenuQuote 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.
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.
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).
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?
QuoteI was also thinking about having the ability to search games by user rating.
QuoteAnyway to make it just the same as the blue cup rating, how does this idea sound?:
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.
Quote4. Others have commented on the inconsistency of having only one tab for audio.
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.
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();
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).
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.
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?
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
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.
QuoteIn room_load, do the following:
SaveGameSlot(1, "QuickSave");
aSomeMusic.Play();
Try to load that game and BAM
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?
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).
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.
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.
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