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Topics - Radiant

#1
AGS Games in Production / Blackbird Pie
Sat 01/06/2024 10:14:39
Blackbird Pie
You control a flock of blackbirds that deliver pie. But first you have to deliver milk and flour to the bakery (to make a crust) and get the crust and topping to the confectionery (to make your choice of various kinds of pie). It's pretty straightforward mouse controls to click on a bird and set its route. This was written for the May MAGS, and is probably a concept that should be expanded further outside MAGS, but I've managed to downscope it enough to be playable within the month. Enjoy!

https://crystalshard.net/zip/BLACKBIRD.ZIP
Art and Music courtesy of opengameart.org




#2
At orders of Prince John the usurper, the Sheriff of Nottingham has staged a surprise raid on the Merry Men's hideout, scattered them, and taken Robin Hood captive.
Only Much, the miller's son, was not at the hideout and remains free. Although a cook rather than a warrior, it's up to him to gather the Merry Men, sneak into the Castle, and rescue Robin.
After all, the Prince's men are many...
...but they're not Much!


If you enjoy this game, please consider voting in the MAGS contest!

A stealth roguelite for the April MAGS contest.
  • Enemies can see, hear, and/or smell you!
  • Stun soldiers with rocks and steal their stuff!
  • Procedurally generated areas!
  • Bribe common enemies with gold and/or raw meat!
  • Invisibility potions!
  • Rescue the gang of Merry Men!
  • Art and music courtesy of OpenGameArt dot org!
  • Sound effects pending!

https://radiant.itch.io/sherwood

Control your character with the cursor arrows; mouse doesn't control anything in this game.
Press Z to switch between stealth and sprint mode.
Press X to use items once you've got them. For instance, you can throw rocks at enemies to stun them, or at trees to make noise (attracting enemies).
Press C to switch between different items once you've got more than one.
Other than that, it's a roguelite; so normal gameplay is to die a bunch of times while you figure out how it works.



#3
I'm curious if AGS optimizes calculations? For instance, if my code contains
Code: ags
  enum { FLAG1 = 1, FLAG2 = 2 };
  enemy[5].flags += (FLAG1 | FLAG2);
then does this effectively combine into
Code: ags
  enemy[5].flags += 3;
? Or does the compiled code still combine the flags separately, or look them up as constants?
#4
For distributing a game with maximum compatibility under Windows systems, which graphics driver would you suggest as the default/initial value in the setup? Is this Direct3D or OpenGL or SDL2?
#5
Trying to run an AGS game from Linux, I find that the mouse cursor freezes (for the entire system). The game still responds to mouse clicks and to keyboard commands, but for the entire Linux system the mouse is frozen in the middle of the screen until I quit AGS.

This is Ubuntu 22.04.2 LTS on a virtual machine. It happens with both AGS 3.3 and with 3.6, leading me to think it's probably a driver issue or a faulty install of Allegro or something. Still, does this look familiar to anyone? Suggestions are welcome, thank you for your time!
#6
By my understanding, AGS has three levels of messaging the end user.
The first (INFO) appears in the debug terminal that pops up if you press `, e.g. if a GUI is turned visible when it's already visible.
The second (WARN) appears in a textual logfile in the game's executable folder, e.g. if a nonexistent sound effect is played.
The third (ERROR) immediately terminates the game, showing a windows popup dialog.

I suggest that the first one isn't useful (at least, not for exceptions) and should be deprecated. I say this because it shows only the last five lines of text, where a game using repeatedly_execute() can easily generate a dozen lines per second. Placing this output in the logfile is much easier to read back.

And I suggest that the third one be used less than it currently is, because it is impractical for players. For instance, if the script tries to animate a character with a nonexistent loop, IMHO generating a warning (and no animation) is preferable to having the game terminate. I'm sure there are some valid reasons for terminating, but older AGS versions terminate too easily.

In other words, what I'd like to see for AGS4 is a clear definition of "critical error", and that anything short of a critical error is printed to the logfile instead of terminating the game.
#7
When compiling Heroine's Quest under AGS 3.6.0.47 and Windows 11, I get a popup from Windows Security, which then proceeds to delete the game executable.

Detected: Behavior:Win32/DefenseEvasion.A!ml
Details: This program is dangerous and executes commands from an attacker.
file: C:\Heroine's Quest\Compiled\Windows\RCX976A.tmp

Asking for more info sends me to this microsoft page, which isn't helpful.

Does this look familiar to anyone? This has not happened with earlier versions of AGS. I can of course overrule windows security on this, but I'm worried that other players of the game will get the same error.
#8

In the legends of King Arthur, meet Sir Launcelot the Brave! Sir Sagramore the Just! And Sir... Bob... who I'm sure has a great personality!

Take the role of the eager but clumsy squire Bob; as nobles, soldiers, and the Lady of the Lake all say you're too wimpy to become a Knight. Can you prove them wrong?



This lighthearted adventure game features well-known and lesser-known characters from the King Arthur legend, taking inspiration from the famous classics and offering fun for all ages. Any similarity to any person actually named Bob, or for that matter Launcelot, is purely coincidental.

A work in progress. Art and animation by Fizzii, story and script by yours truly.


#9


Search the maze for keys and treasure! John 'DRJ' Vanderaart is one of the first published game designers from the Netherlands, best known for "Eindeloos". Herby was his first game on the C64, which I played as a child. This is also my first game, as I did a remake in BASIC back then. Decades later I found out I still had the source code, so I decided to update it to more modern systems, aided by Elissa for the art. And dedicated to one of the people who (although we never met personally) inspired me to take up game design!

Featuring one maze by DRJ, one by myself, and a random maze generator; and the famous Popcorn as background music. Unlike the originals, this one has save points and an automap. Enjoy!

Download here.

#10
The classic LucasArts adventure game LOOM uses music from Tchaikovsky. I would like to know which pieces they are, so that I can find an orchestral version on Youtube. Perhaps some more musically inclined AGS'ers can help me out with this?

The glassblower's guild (Crystalgard) plays the Dance of the Little Swans from Swan Lake, and the climatic scene with Chaos at the Loom plays the Finale from Swan Lake. But I've been unable to find the other songs, and I'm pretty sure it's not all Swan Lake either. In particular, what is the intro music, what's Herschel's leitmotif, and what is the song from the blacksmith guild? Thank you for your help!

Loom soundtrack.
#11
Just to doublecheck: does the AGS translation code (i.e. the code that reads TRS files, turns them into TRA files, and displays those in-game) support Unicode? Assuming I'm using a TTF font that contains the requisite characters, of course. If so, would UTF-8 or plain unicode be preferable, or something else? When I try it it doesn't give error messages but doesn't appear to display the correct characters. Thanks!
#12
On the AGS website, if you tag a game as commercial, then the "download game" button becomes a "download demo" button. However, numerous commercial games do not have a demo. It would be nice if there were more option for this, e.g. "open store" or "purchase from Steam".
#13
Adventure Related Talk & Chat / Zodiac store?
Tue 16/01/2018 07:44:26
I'm curious if any AGS'ers have experience with the Zodiac Store? There's a number of AGS games on there, including ours; but recently we have had trouble reaching them (specifically, the guy I used to talk to doesn't work there any more, and the others don't respond to e-mail). Does anyone have thoughts on how to reach these folks? Thanks!
#14
A user reports the following crash when restoring the game in one specific room; loading normally does work.

An exception 0xC0000094 occurred in ACWIN.EXE at EIP = 0x004981BD ; program pointer is +2051, ACI version 3.3.0.1162, gtags (39,0)

Does anyone know what might cause this please?

(edit) crash.dmp file: http://crystalshard.net/test/CrashInfo.3.3.0.1162.dmp
#15
So, for speedrunning purposes, I'm trying to figure out exactly how the random number generator in Sierra games works. For AGI games, this was actually easy to find, several public AGI engines exist that perfectly copy this functionality.

Now I'm wondering about SCI and how their RNG works. However, the only public SCI engine I could find is FreeSCI (and ScummVM, which actually uses FreeSCI to run SCI games). The thing is, FreeSCI does not implement Sierra's RNG but simply relies on what's in your C libraries, which may vary per operating system. It'd only be three or four lines of code, but the constants in that code are vitally important.

Maybe somebody knows more about this - is there any other port for SCI games and/or is the source code to SCI available anywhere and/or is there more technical documentation on this randomness? Any help would be appreciated, thank you!
#16
I bet you haven"t played Space Quest this way before! For the EGA version of Space Quest I, this outlines what commands to use to complete the game! Type them exactly as written and you'll be surprised :)

Part one: Arcada
Code: ags

First, please clock me in, sir.
I guess Scott is flashing me now.
(left, right, left; wait for the scientist to walk in)
Please care for every dude from now on.
Look out to read out, is it out?
Sir Astral, Corpse
Get down into the cart, it is little.
(left, left)
I guess I grab at the lint with you.
Swipe every credit card.
(you can type "kick body" to LOSE one point! Even when not near one.)
(right, down elevator, right, down elevator, right)
Off the press, open me from the inside.
(right)
Fill credit card from the slot machine.
(enter elevator)
Push all of these out of the airlock.
The press is all that is left now.
A little push for me, old sir, right?
Rob is flashing another sarien uniform.
A little swipe now at the translator.
To turn you on a little, dial me now!
(left)
Push for third base now, I guess.
I stand now under the little rocket.
Push me over to the second power.
First from the press, autopilot is in.
Shut up, out of the door with you!
The buckle is flashing on that belt.
Move now to throttle me for a second.
(score is now 34)


Part two: Kerona
Code: ags
Will you pick me for a little survival.
Another open second, out of supplies.
Get down, for the belt will please you.
Get off first, craft a little for you.
I pick up that hunk from the mirror.
(right, right, right, up, right)
Toss at that little sir, for you can!
Pick another, for you part at first.
(for an easter egg, go left, up, right; then wait in the middle of the screen)
(left, down, take the path up, left)
I guess sir is a push over, it rocks.
(left, up, right, right, walk through the arch)
Get up please, rock me now!
(left, stick to the top wall to walk past the grate)
Fill the old boulder to steam it off.
(up, left)
A second set of glass is light for me.
(on the upper path go right, right, right)
You put these on to please that hunk.
(up)
Now flashing: a plug for the cart!
Take off in cart for flashing slots
Stand up, the bike is a little off now.
Turn off every switch, it is out now.
(play the arcade sequence)
(score is now 110)


Part three: Ulence Flats
Code: ags
Get out into sand, skimmer is with you.
That is for you now, sir I.A.N.
Rob me now? This key is a little old.
(up, walk behind the building)
Climb in these to fuck off now
Grab another buck from the inside
(down)
Little is up with you, I guess, yes?
(enter bar, walk up to the barkeeper)
At present, little is under the coupon.
Inside the drink is some swill for me.
All the beer is out of me now.
Inside the drink is some swill for me.
That old ale is over in a second.
Inside the drink is some swill for me.
(play the slot machine)
Holy shit.
(left, up, right, up)
I give up, this old coupon is over now.
Buy all robots, all those for me now!
(down, left, down, left, up)
I buy you out. Craft another for me.
The old scale is through inside ladder.
Some of that is the third load now.
I guess that into HH it is, sir.
(score is now 153)


Part four: Deltaur
Code: ags
First in!put: on the jet, pack it all.
Get out of all this in the escape pod.
Turn off now, I will handle it for you.
(enter; wait for the robot to appear, then dodge around him and go up)
Open  up from inside the chest.
Enter up from inside the chest.
Open  up from inside the chest.
Shut  up from inside the chest.
Jump  up from inside the chest.
Get down from this to vent to you sir
Get in   from this to vent to you sir
(leave the vent immediately)
Jump supercalifragilistic.
Open  second cartridge retrieval unit.
Enter second cartridge retrieval unit.
Open  second cartridge retrieval unit.
Look for the space suit inside of me.
(right)
I will kiss up to this old scientist.
You speak little of the second people.
(repeat the above until he asks if you own King`s Quest II)
Another first for me, yes is up to you.
(take the left elevator, left, enter elevator, right, right, right)
Redeem it in I: id is in it, is in I.
Grab the first, second, third bombs.
(left, stand above the Sarien)
Is the cast off? The grenade is inside.
(right)
A present for you: another id card.
Take a smoke, bomb is over for now.
(left, left, enter elevator; from now on, press F6 whenever you enter a room; right, right)
Explore with me for a second, dude.
The press is off; switch it on now.
This is view control, panel is inside.
(press the buttons 6, 8, 5, 8, ENTER)
(left, enter elevator, enter the other elevator)
You stand out from every vessel.
Another sir will launch with you.
(score is now 205)


THE END
#17
When running a 320x200 game fullscreen with the hq2x filter, the game appears with black borderas at the top and bottom. That is fine. However on the first screen some graphics are painted on these borders anyway (I assume by the filter) and remain visible throughout the rest of the game. It would help to paint over the borders as black whenever the screen is updated.
#18
One player reports that a game video does not play. This is a MPEG-1/2 Video (mpgv) at 320:200 (which matches the game resolution), framerate 30 and planar format 4:2:0 YUV. Running under Windows 8 with DX11, this results in a blank screen. Perhaps somebody can advice on how to fix this? Thank you!

DxDiag info is as follows,
Spoiler
------------------
System Information
------------------
Time of this report: 10/29/2017, 15:02:53
       Machine name: FABIEN
   Operating System: Windows 8 64-bit (6.2, Build 9200) (9200.win8_gdr.151230-0600)
           Language: French (Regional Setting: French)
System Manufacturer: Micro-Star International Co., Ltd.
       System Model: GE60 0NC\0ND
               BIOS: E16GAIMS.511
          Processor: Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (8 CPUs), ~2.4GHz
             Memory: 8192MB RAM
Available OS Memory: 8080MB RAM
          Page File: 2539MB used, 13732MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
System DPI Setting: 120 DPI (125 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.02.9200.16384 64bit Unicode

---------------
Display Devices
---------------
          Card name: Intel(R) HD Graphics 4000
       Manufacturer: Intel Corporation
          Chip type: Intel(R) HD Graphics Family
           DAC type: Internal
        Device Type: Full Device
         Device Key: Enum\PCI\VEN_8086&DEV_0166&SUBSYS_10D71462&REV_09
     Display Memory: 1792 MB
   Dedicated Memory: 32 MB
      Shared Memory: 1760 MB
       Current Mode: 1920 x 1080 (32 bit) (59Hz)
       Monitor Name: Generic PnP Monitor
      Monitor Model: unknown
         Monitor Id: LGD0259
        Native Mode: 1920 x 1080(p) (59.934Hz)
        Output Type: Internal
        Driver Name: igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32
Driver File Version: 10.18.0010.4276 (English)
     Driver Version: 10.18.10.4276
        DDI Version: 11
     Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
       Driver Model: WDDM 1.2
Graphics Preemption: DMA
Compute Preemption: Thread group
  Driver Attributes: Final Retail
   Driver Date/Size: 8/27/2015 13:20:32, 11053048 bytes
        WHQL Logo'd: Yes
    WHQL Date Stamp:
  Device Identifier: {D7B78E66-4226-11CF-7B69-DA30B3C2D835}
          Vendor ID: 0x8086
          Device ID: 0x0166
          SubSys ID: 0x10D71462
        Revision ID: 0x0009
Driver Strong Name: oem23.inf:5f63e5341859ec8c:iIVBM_w8:10.18.10.4276:pci\ven_8086&dev_0166
     Rank Of Driver: 00E02001
        Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C
        DXVA2 Modes: DXVA2_ModeMPEG2_VLD  DXVA2_ModeMPEG2_IDCT  DXVA2_ModeWMV9_IDCT  DXVA2_ModeVC1_IDCT  DXVA2_ModeH264_VLD_NoFGT 
   Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
                     {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
                     {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
                     {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
       D3D9 Overlay: Supported
            DXVA-HD: Supported
       DDraw Status: Enabled
         D3D Status: Enabled
         AGP Status: Enabled
[close]
#19
One of our players reports the following: "After about 10 minutes of play the game goes silent (no music, fx, voice). If I quit and restart the sound comes back, but again cuts out after a few minutes. Windows 10 Pro. Nothing running in the background except antivirus software."

This is running Heroine's Quest, so AGS 3.3. This sounds like an issue with the user's system, but perhaps it sounds familiar to somebody here? Any suggestions, other than the obvious one of updating your audio drivers?
#20
What bothers me about the AGS editor is that, each time I draw a single pixel of walkbehind layer, I get this popup saying "HEY! did you know can set baselines for walkbehinds?" Or if it's color zero, it goes "Wow, you're using the ERASER now; did you know that it ERASES stuff?" What's worse, sometimes this popup appears right in the place where I'm trying to draw.

...can we turn this off somehow? It feels like that annoying paperclip from MS Office...
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