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 - Radiant

#161
Any chance you could play the entire Halls Of The Mountain King instead of just two lines? :grin:
#162
I think the main benefit is from the artist's experience, as an artist has the option to work in a single layer instead of multiple. I'm sure not all artists do that, but having the option would be a good thing.

Furthermore, working with large objects in the editor is rather awkward; it's easier to work with walkbehinds and use small objects where needed. I use objects instead of walkbehinds only where transparency is needed (which is pretty rare) or when they need to animate in a way that multiple room backgrounds don't cover.
#163
On Windows 10 at least, AppData is also a user-specific folder. Also, given that these are official system paths, I question the wisdom of allowing the player to redefine them and point them someplace else. This appears to be a complicating the setup tool with options that the average player doesn't need or understand; the KISS principle applies.
#164
Could someone please advice me on how to add the Steam plugin to an OSX game in xcode?
#165
General Discussion / Re: Free Steam keys!
Wed 21/02/2018 08:00:39
Also I got a key for Minion Masters, any takers?
#166
General Discussion / Re: Free Steam keys!
Tue 20/02/2018 06:46:29
Savage Empire and Martian Dreams are both free. While they both run on an RPG engine, they mostly play like adventure games, and have highly original settings both. I recommend that people check out these classics!

https://www.gog.com/game/worlds_of_ultima_the_savage_empire
https://www.gog.com/game/ultima_worlds_of_adventure_2_martian_dreams
#167
Create a text adventure :)

Alternatively, there are numerous free graphic resources on the internet that you could use.
#168
I was talking about engine reading translations, yes :) I figured adding unicode to translations would be pretty easy IF the main engine already supported unicode. But since it doesn't, never mind. We've already got some Russian and Japanese translations to work without unicode, after all.
#169
Right, thanks. I suppose the issue is not so much that the translation code doesn't do unicode, but that the main code itself doesn't?
#170
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!
#171
Congrats to all the nominees!!
#172
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".
#173
Bonus points if you implement all of the above and start the game by asking the player which environment he wants :)
#174
Quote from: Crimson Wizard on Sun 04/02/2018 23:47:10
Unsticking glued piece of paper using hot steam.
I remember this was in the old "Prisoner of Ice" game, and also in the recent "Thimbleweed Park" too.
Maniac Mansion, too.

Quote from: Mandle on Mon 05/02/2018 01:39:21
Ran out of gas? Don't worry! In adventure games cars and other vehicles run just fine on whiskey, vodka, and gin and often forever on just one bottle!
Except in Maniac Mansion :-D
#175
Great, thanks everyone for your help.

I have a few questions though. If a game has a (filename).001 file with extra rooms and such, can I just add this to the ags/Resources folder within Xcode? What about .TRA translation files? The OSX version doesn't appear to have acsetup so how do I set a translation? Finally, does this support the AGSteam plugin and if so, how? Currently running an AGSteam game aborts with an unresolved import.
#176
Ok, so far so good. Brew install etc etc reported nothing new was required. Xcode reset gave no response, which I take to mean 'no errors' Linux-style. Now running make install.

(edit) Ok, that generated a bunch of warnings but appears to work. Thanks for the tip. Now let's see about Xcode...

(edit) Success! Ok, I had to google some odd stuff like 'how to switch xcode to release mode' and 'where on earth does Xcode place my executable' but it seems to work fine :)
#177
Thanks. Looks like I missed the 'next page' button on the GitHub site :)
#178
Ok, I'm trying this out now. But neither the AGS repo nor Janet's has a branch named osx-nick...
#179
Engine Development / Re: AGS engine Linux port
Thu 25/01/2018 21:31:59
A player reports AGS running excessively slow when using any form of scaling.

"I can run the game without issue if I set it to run windowed at the standard 320x200 size that the art was done in, but I get a tonne of lag from the game when I set it to scale any amount. My CPU is at 15% when running at the unscaled size, and it is at 50% when scaled. I run a current Archlinux distro using the standard repositories. I run it with the Awesome window manager. Steam is the only other thing running when it happens.

CPU: Intel Centrino Duo: 2GHz
Memory: 4GB
Graphics: ATI Radeon HD 3470 with 256 MB onboard memory"

Any suggestions on how to help this player? Thanks!
#180
No response for several weeks now.
SMF spam blocked by CleanTalk