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Messages - Ralain

#1
Thanks Monkey_05_06,

I'll look into that soon enough :)

For now, I have to sort an issue with GUI double clicks...(a friend of mine, Fitbo, posted our issue ->   Topic: Double Click on Button)

After that I'll study and use your advice.

Much appreciated!





#2
Here's a little pic of the culprit.







Your Ags magic is mezmerising, your impressively quick answers & help even more ;-D

Cheers!



#3
Thanks a lot, that did the trick.

I suppose i will have to put the code in every room then

edit:

I checked in my previous version (in build 3.2.1) , the code line was also in game start but there was no "out of range" issue > But that was because my game was 320x200
Now I understand why i thought it was related to the custom resolution build. Thanks again




#4
Good evening Maester Crimson :)
Thank you for your reply.

After inserting your line the numbers displayed are x=535 and y=195

So the x should be right? 1280/2=640  210/2=105  > 640-105=  535
But as I mentioned, setting the x position of the Gui above value 319 is what gives the "out of range" message



#5
Hello fellow adventurers,

I started using the custom resolution build and i encountered an issue i can't get around.
My game is now in 1280x720 resolution.
I use Direct3d in 32bit color.
I have this Gui "gPocketPC" that's 210x350

Before I passed to the Custom Resolution Build this line of code was working to center my Gui:

Code: ags

//Center Gui
gPocketPC.SetPosition ((System.ViewportWidth/2-gpocket.Width/2), (System.ViewportHeight/2-gpocket.Height/2));


Now Ags can't start the game showing the message "GUI.X: co-ordinates specified are out of range"

It seems that above x coordinate 319 the problem appears..

I also have some problems understanding the native resolution for sprites, in the appearance properties.
I use the 640x400.. option for or else the Gui is too big.

I'm kind of a newb to Ags & scripting, maybe i missed something totally obvious?

P.S. Big thanks to Crimson & other developpers for their contribution to this excellent community


#6
Thank you for your reply.

I downloaded the Custom Resolution Build and tried it out.
It seems to be working, in only have sidebars left & right, but that is probably because of the 320x200 resolution.



Our game is still at its beginnings, so I can't tell about possible bugs.
What do you mean about D3D Viewport, is that the custom resolution button in general settings?

I'll do some more testings these next few days and give you updates.



#7
Hello fellow adventurers,

I decided to use Direct3d as everybody seems to say that DirectDraw is kind of already "dead".
The game's resolution is 320x200 ( full screen with black bars, and I have to use side bars too to correct the ratio )


As I love scrollings and big backgrounds to explore, I used images larger than the game's resolution.
The thing is that the background image becomes visible in the corners of the "black area - bars".
This doesn't happen in DirectDraw mode.

In this example I use a 644x240 background image for my room:

Here a pic' of the issue (direct3d / 320x200 game / 32bit):


And if I enable the Letterbox Mode, the upper and lower black bars simply dissapear and these regions become accesible to the mouse (in 320x200 rooms, you cannot move the cursor in these black bar regions)
Even the GUI in the upper left corner goes up.
Here a pic of the letterbox mode / direct3d / 320x200 game / 32bit :


I thought I've seen a post once about this, but I couldn't track it back..
Anyone knowing something about this bug or give me some insight?

Or a way to avoid having these kind of issues. How can I create a full screen game with low res graphics like in the above pictures, but without any black bars?
I also have this graphic stretch problem in full screen mode, but as I understand from all the posts I read, it's some hardware/nvidia resize related issue?


(I used AGS 3.2.1 & 3.3.0 )

Thanks in advance !





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