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Topics - Radiant

#61
I would like to modify the option "fonts designed for 640x480" ("don't scale up fonts" in earlier versions) at runtime. From earlier conversation, I believe that SetGameOption() should be able to do that, although the parameter required for that is not defined nor listed in the manual; so instead of SetGameOption(GO_UPSCALE,1) I'd have to use SetGameOption(9999,1) where 9999 is some number. Can someone tell me how to do this please?
#62
Somebody playing on a Mac reports that the audio doesn't work, and he gets the warning: "DIGMID patch set not found". Does anyone know what that means?

This is AGS 3.3 by the way.
#63


Created for the second AGS Brewery Bake Sale, Beer! is a collection of frantic minigames where you have to grab the beer in each level under a very short time limit. Easy to pick up and difficult to master, this game rewards quick and out-of-the-box thinking. It comes with a cheerful cafe-style soundtrack, and assorted cast of bears and deer. It can be bought as part of the second Bake Sale bundle, the proceeds of which go to maintenance of our adventure game creation community.

Featuring 33 levels including a secret one, record keeping, and several cameos. Suitable for all ages; alcohol not included. Thanks to Fizzii for the art, Handsfree for the music.

Download here!

#64


If Shakespeare wrote adventure games, this is what they would look like. Watch Oceanspirit Dennis and his companions Ray and Mr. Cheeses as they stumble through the plot of Hamlet, order too much room service, and make a general mess out of Denmark. As befits the Oceanspirit Dennis series, there are lots of combat scenes with a special rune engine, and as befits a Shakespearean tragedy, most of the cast dies like mayflies. With dialogue written by The Bard himself, how can you resist a game like this?

Featuring high resolution graphics; innovative combat system; lots of Shakepeare quotes and a cute mouse. Written for the MAGS contest of April 2014, thanks to Baron and Handsfree for art and music respectively.

Download here.


#65
One user reports that with Heroine's Quest he gets a 'Problem: Failed to init MIDI music driver' on loading the game, regardless of the sound settings. This turns off sound in the game entirely (or at least in the beginning), and there's really only one other option for the MIDI device anyway, the Win32 Music Mapper, which doesn't help. Dxdiag comes up with no problems, everything's running as it should.

This despite the fact that the game uses MP3/OGG music, not MIDI. Does anyone know what this is about and how to fix it please?
#66
Attempting to attach a file in the issue tracker gives me an error msg that the attachments directory is not writeable.
#67
Some of our players have reported the following,

The mouse becomes extremely unresponsive while near the middle of the screen, then overly sensitive when you reach the outer edges. Turning off enhanced pointer pricision reduced but did not remove the problem
It seems to be a smoothing issue to me. If you move the mouse slowly, it does not respond. You have to move the mouse very fast in order for it to move, which means minor mouse movements are very hard to do.

Does this sound familiar to anyone? Do we know how to fix it?
#68
Some players report the following crash for 3.3.0, but only when running in windowed mode:


An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00469B98 ; program pointer is -1893, ACI version 3.3.0.1156, gtags (8485,21)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)

I have the .dmp file too, if that helps. The screen is 320x200 using max NN scaling, perhaps something is going on with detecting the proper multiplier?
#69
Since the primary purpose of the issue tracker is to see which issues are ongoing (newly reported or still being worked on), it would be more convenient if the default view of the issue tracker (e.g. http://www.adventuregamestudio.co.uk/forums/index.php?project=3;area=issues ) would either hide closed and solved issues, or be sorted so that these issues appear at the bottom.
#70
Advanced Technical Forum / Editor startup text
Sun 09/03/2014 16:14:35
One of the possible lines that appears on AGS's splash screen is "QuN haces ser6". I'm curious what that means; is it Klingon or something?
#71
I've seen some talk in this forum about adding C's break and continue statements to AGS, and possibly for-loops as well. I'm curious if there are any concrete plans to do so (e.g. for AGS3.3.1) and how difficult this would be?
#72
Advanced Technical Forum / Null pointer?
Tue 11/02/2014 12:11:40
I'm getting this error:

An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.3.0.1156)

Error: Error running function 'repeatedly_execute':
Error: ScriptSprintf: argument 0 is expected to be a string, but it is null pointer

Oddly enough this doesn't show a line number, and it appears to be happening in AGS's internal code. Anyone know what's up?
#73
Currently in the games database, if you first see the people who made a game, then pick somebody and click to see what other games he's worked on, the layout may glitch. There are two columns, the left for games, and the right for that person's role within that game. If the person has worked on some games with long titles (such as this one, open any of the other-games list within the credits), then this will take up two lines in the left column, so it will no longer match with the right.

Aside from that, I believe the layout would be nicer if the text "<NAME> has worked on 54748 other games" was displayed to the right of the credits instead of in the middle. Surely with contemporary screen resolutions that will fit.
#74
Someone reports getting the following error when starting Heroine's Quest. Can someone tell me what this means please?

An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004697C8 ; program pointer is -1893, ACI version 3.3.0.1148, gtags (8485,21)


Moved to : http://www.adventuregamestudio.co.uk/forums/index.php?issue=548.0
#75
Our website at http://crystalshard.net should have a Tweet and Google+ button in the lower left corner. Could someone who frequently uses these sites please inform me if they work properly? They seem to work for me but I am not all that much familiar with tweets or G+. Thank you!
#76
A player of HQ reports getting the following error when trying to start the game,

"An internal error has occured. Please note down the following information. If the problem persists, post the details on the AGS Technical Forum. (ACI version 3.3.0.1148)
Error: GetFrontBufferData failed"

What does that mean though?
#77
Advanced Technical Forum / Game explorer
Thu 26/12/2013 12:53:14
So AGS allows us to insert games into the windows game explorer. That's nice. I was wondering if it's possible to customize this somehow, e.g. I would like to add a link to the game manual or webpage there. I'm also curious how to set up the explorer's Update Game feature. Does anyone have more experience with this please?
#78
Site & Forum Reports / Images in game database
Thu 26/12/2013 00:01:54
Ok, so the form for editing a game in the AGS database has only one field for an image. How do I put up the other two or three images that appear on the games page?
#79
Is it possible to detect the game's actual framerate at runtime? I'm referring to the value shown on-screen with a Debug(4,1) call, except that I want to store it in a variable; I'm not referring to the target framerate found by GetGameSpeed().

My goal here is to automatically suspend a CPU-heavy routine if and when the game detects itself slowing down.
#80
Suppose a character is animating when I leave the room. Then I set that character's room to my current room, and he'll appear and will be still animating. Now I'm curious how to make him stop doing that. StopMoving() doesn't stop a character from animating, and neither does setting his loop and frame to zero (he'll simply keep on animating in loop zero). There is no StopAnimating() command, so how do I stop the char from animating?
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