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Messages - Pumaman

#8001
Quote from: ernesti on Sun 18/05/2003 14:58:32
 :o I'm not preaching about anything, i'm just suggesting.

Hehe it's just a turn of phrase.

Quote
I think there's many experts who'd want to help you, it takes time to do everything alone. But then again, you'd have to reveal the source code..

Managing an open-source project, or one with a large number of developers, is a nightmare. The situation at the moment makes things easy to manage, and I don't have to sit there for hours on end reviewing other people's changes and so forth.

Quote
To prevent people from hacking other people's games? Yup but who'd want to hack any ags game, they're not that good. ::)

Actually, you'd be surprised. There are a number of people who have wanted to 'borrow' sprites and backgrounds out of AGS games, and a couple who have wanted to get other people's music.

While you may think it's not that big a deal, I have conducted surveys about this, and people developing games do see it as very important that others shouldn't be able to easily steal their work.

Quote
Thank you, great job so far..

No problem. :)
#8002
You were playing what game?
#8003
Quote from: ernesti on Sun 18/05/2003 11:18:05
The problem is the plugins, you can't use Windows dlls in Linux, so they also have to be ported to Linux.

True, however most games do not use plugins, so it's not a huge problem.

QuoteI suggest that the current well known plugins should be integrated to the linux version..  so there'd be no problems running on Linux.  

That's a possibility to consider, but would require the plugin authors to release their source code of course.

QuoteThe windows version should also have an ability to compile the game to Linux, now that it only has ability to DOS and Windows compilations. Linux users wouldn't have to download the linux engine separately and make sure that some filenames are correct..

This is more a logistics problem - I compile the DOS and Windows engines, and I then release AGS.

Remember that both myself and Shawn (the linux port maintainer) are doing this in our spare time, and I would have to delay the release of the new version while Shawn compiled the linux version, so that I could include it in the zip.

I'm not prepared to put that sort of pressure on him, or to unnecessarily delay a new release, especially considering that the editor is not officially supported under linux anyway.

QuoteSo there should be a way to make AGS cross-platform..

I don't know what more you want, really. AGS has a linux port of the engine - this is a more than you can say about most software.

You can run all AGS games (except those that use plugins) natively under Linux, so I'd say that sounds pretty cross-platform to me.

QuoteBut we should all change our view, programs shouldn't be created only for Windows, they should be cross-platform.

You're preaching to the converted here. However, remember that Windows is used on something like 95% of desktop PCs, so if you only have the time and resources to develop for one platform, it's a surefire winner to choose.
#8004
Advanced Technical Forum / Re:Win XP Bug
Sun 18/05/2003 14:25:19
This is an odd one, I believe netmonkey reported it a while back as the same thing happens to him.

I'm not sure if there's anything I can do though really, since it doesn't happen to me, and all the editor does to run the game is to launch the EXE file, so I don't know what more I can do with it.

If those of you with this problem can find anything in common (eg. graphics card, or sound card or something) then that might be useful.
#8005
Quote from: MrColossal on Sun 18/05/2003 10:29:32
i have a 256 colour game 320x200, i turned on AA scaled characters and dinked around, looks good so far until i switch scenes with fade in/out for my transistion

my character is completely black until it's done fading in and then it refreshes to normal aliased scaled sprite

Hmm, strange... I think I might know why it's happening though. I'll look into it, in the meantime the workaround is to disable antialiasing in 256-colour games.

Quote
here's hoping i'm not repeating someone, i don't want the comfy chair again!

Hehe, I'll spare you this time  ;)
#8006
DS, could you try a re-compile with 2.55 RC 1 and see if that helps the crashing situation at all? cheers.

Looks great by the way, as the others have said the atmosphere and music fit really well.
#8007
The Rumpus Room / Re:Haiku maybe help?
Sun 18/05/2003 01:17:45
Interesting point
I hadn't considered that
I'll let you off then
#8008
The last couple of weeks I haven't really had the time or motivation to work on AGS, so I think it's best if I finish up this version and get it released.

With that in mind, RC1 is now released with a few minor changes from the last version. Hopefully if no bugs are found it can become the final version.
#8009
The Rumpus Room / Re:Haiku maybe help?
Sun 18/05/2003 01:01:57
A valiant try
Flippy you've almost got it
One short on line two
#8010
Actually, thinking about it I don't know if this is necessary. You can workaround it like this:

int old_value = SetGameOption (OPT_ANTIGLIDE, 1);
SetGameOption (OPT_ANTIGLIDE, old_value);


obviously it's a bit messy, so yeah a GetGameOption function would be handy, but it is possible to do this way.
#8011
If you're going to use a beta version, please always upgrade to the latest one, as betas tend to have bugs that then get fixed in a later update.
#8012
Good, glad everyone's happy then :)
#8013
The Rumpus Room / Re:Haiku maybe help?
Sat 17/05/2003 11:54:18
Dissing the Matrix
Seems to be fad of the month
But it's not that bad

At least, I hope not
Or I will be wasting cash
If I go and watch
#8014
Well, I promised a 1 month trial of this forum, and then we'd decide whether to keep it or not.

So, any opinions? Does it work well having all the activities here, or should they go back to being in their respective forums (Critics Lounge / Gen Discussion)?

Some people were skeptical about this idea, do you think it's worked out in the end?
#8015
I understand your request, but since AGS allows you to turn GUIs off at any time, there has to be something behind the GUI for it to show if you do so. This is the reason why the background has to be full-screen size - and as you've realised, the background image is compressed inside the room file anyway, so it's no big deal.
#8016
Keep a copy of the original translation source file you create for the first version.

Then later, when you generate the new one, compare the two. That way you can find out which lines are new and changed, and copy & paste them into the translated file.

This is actually a good point about translations, it is difficult to update them - currently the best way is just to wait until the game is finished, and then translate it.
#8017
You're not supposed to, but it is possible to manage it by fiddling around with the colour depth settings and so on. Anyway, it's worth checking.
#8018
Adventure Related Talk & Chat / Re:Team Needed
Fri 16/05/2003 15:19:25
Bear in mind that some people who drew backgrounds for the Blitz will want to use them in their own games, and won't appreciate other people 'stealing' them.

Also, there is such a variety of styles that the graphics couldn't really be put together into one game. This is Instagame's advantage - all the images are drawn in the same style and fit together nicely.
#8019
The Rumpus Room / Re:Haiku maybe help?
Fri 16/05/2003 15:13:54
You can't keep good threads
in the gutter - they bounce back
and stay forever
#8020
Quote from: tgentry on Wed 14/05/2003 05:18:27
It's the cursor that goes really slowly, and the character too.

You mentioned that your game is 256-colour - are you sure that your imported background image is also 256-colour?

If you import a hi-colour image as the room background into a 256-colour game, it will run incredibly slowly.
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