Quote from: Peder Johnsen on Wed 23/01/2008 21:11:13
My old and new list:
...
14. A Tale of Two Kingdoms
You are, I hope, aware that we completed and released that game several months ago?
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 MenuQuote from: Peder Johnsen on Wed 23/01/2008 21:11:13
My old and new list:
...
14. A Tale of Two Kingdoms
Quote from: auriond on Sun 27/01/2008 22:38:44
I think it's been mentioned before that some people asked for permission to use existing songs, and succeeded.
Quote from: AGA on Sun 27/01/2008 17:27:28
By the way, scotch messed up the price calculation. It's actually 117 Eur per person. If you already sent money don't worry about the difference, but everyone else it's 2 Eur more
Quote from: Pumaman on Sun 27/01/2008 00:36:05
If someone is able to post a sample that demonstrates the music stuttering, I'd be interested to investigate it.
Quote from: Rui "Trovatore" Pires on Fri 25/01/2008 11:11:23
Food for thought.
QuoteThis really isn't such a big deal, you can center anything as long as it's an even size.
Ok, you say that graphic resolution is not important, ok, but we had a lot of problems to center the images in the rooms in AGS because the resolutions higher than 320x240 are virtuals
QuoteWhy on earth would you ever want to do that?
More things, Wintermute let you to modify the native methods of the engine, AGS no.
QuoteFalse - repeatedly_execute (_always) does exactly that.
Wintermute let you to add scripts in each frame of animation, AGS no.
QuoteWintermute have a native video format and it means that the player don't need to have any codec installed in their system to see the videos, AGS no.You don't want a native video format because other applications won't support that (for the same reason you want to use BMP/PNG/JPG rather than inventing your own graphics format). There's plenty of standard video codexes that are found on all contemporary computers.
QuoteCompletely irrelevant with contemporary hard drive sizes. The "easier to distribute patches" idea would be nice for AGS, but (1) most games don't patch a lot, and (2) it can easily be done with any kind of DIFF tool.
Wintermute let you divide the game files in packages,
Quote from: AGA on Fri 25/01/2008 14:25:21
Radiant, meet Tuomas.
Quote from: Tuomas on Fri 25/01/2008 10:01:53
I was going to give up on this dream due to civil service, but it appears I have some kind of epilepsy which means I won't have to do it in the next 3 years and probably not after. So now I'm taking part in the local porn industry to get some cash, and I'll try to save it,
Quote from: Pumaman on Wed 23/01/2008 17:13:44
These operations are quite slow (particularly the D3D one), so no matter which method you use, my advice is still to try and avoid rawdraw completely in repeatedly_execute.
Quote from: Dualnames on Tue 22/01/2008 13:15:50
Dont i get special thanks or an award for digging this?
Quote from: paolo on Wed 23/01/2008 13:20:19
One other thing is that nothing is set in stone - plot elements, characters and even whole rooms come and go, depending on what works best for the game.
Quote from: Pumaman on Tue 22/01/2008 19:25:11Good point, it may be the bit rate. I can PM you with the AGS executable if you think that helps?
A frame rate of 30-40 fps should be enough to keep the music playing, unless your track is a particularly high bit rate. Can you post a sample of the problem?
Quote from: ProgZmax on Wed 23/01/2008 05:09:05Yes, obviously I'm aware of that. I was hoping that either somebody had already done so (such as OUXX, who was doing performance tests earlier) or that CJ could tell me that one of those is much faster (or not) because of the way the code is written.QuoteThe best way to determine this is, of course, testing it yourself(if I remember right, ags has an fps display).
Which is faster - RawClearScreen(), or RawRestoreScreen() to a screen that happens to be pre-cleared, or RawDrawRectangle()?
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.403 seconds with 16 queries.