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 - SSH

#3161
While we're at it, has anyone got the old FOREGO and ERGO results? Darth's site for the former is no more, although last yearsresults are in a thread here, the year I did it is lost and I dont have them on my comp any more...

I just thought it would be good to have the old results in the Wiki...


Funnily enough, the usual fanboy problem may not occur this year anyway as AGDI, Yahtzee and the Schlapfers haven't released anything new (give or take upgrades or space trading sims)
#3162
Well last year it took an age to get the awards done. Just to try and be a bit more organised this year can I ask the question:

Who is running the AGS Awards this year?

and... AGA... can you confirm that you are indeed going to run the FOREGOs and that it wasnt a moment of inebriated rashness on #ags when you said you would.
#3163
Mr Bean and Alan Partridge are basically just remakes of Frank Spencer from "Some mothers do 'ave 'em"

#3164
Here we go, no longer are you restricted to printing text in one boring colour at a time. No longer are you restricted to less than 100 printable characters. No longer does text need to be printed horizontally! SSH presents.... the Sprite Font module. Includes 4 free example fonts..

Now updated for AGS 3.0 (and 2.72), but v1.02 still available for the 2.71 release.

Download v1.20 here (Requires AGS v2.72beta4a or later (includes AGS 3.0))
Documentation


Download v1.02 here (Requires AGS v2.71 only)

#3165
Thanks, Gil, that seems to work!

There's definately something funny in the PNG import, though...
#3166
Actually, we should probably stick these on the wiki...
#3167
But I never had the game as 32-bit...

Well, Irfanview converted the BG to a 16-bit PNG and now I get instead:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x004053D0 ; program pointer is +6, ACI version 2.71.892, gtags (108,20)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in SpriteFont (line 103)
from Room 2 script (line 21)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------

line 103 is:

    RawDrawImageTransparent(x, y, spr, transparent);

which seems to occur when i call the function with transparent != 0

Also, now the sprites are displays as kack again...  ::)

Is there a way to find out what bit depth a background is imported as (as you can with sprite properties)? It used to be the game resolution it was imported at, but now seems to dpeend more on the file you import: GIFs always import as 8-bit, 32bit PNGs import as 32 bit. In fact, I no longer trust those sprites that say they are 16-bit. SOmething has changed in the file import.

btw, the mouse co-ords display on sprite import is wrong, as it says 40,40 when at 20,20 at zoom level 2 (default)...
#3168
But then, since there aren't really any 16-bit graphics file formats, how do you import a 16-bit BG? I thought AGS used to convert 32-bit BGs to 16-bit in a hicolour game, not at runtime but in the editor... has this changed?

btw, my guess with Rain/Snow is due to which version og the Allegro DLL people have installed...
#3169
General Discussion / Re: MySpace
Wed 07/12/2005 14:02:42
That's why they have a privacy policy, I presume...
#3171
Well, this time everything's 16bit, but I get a corruption when I grab the BG as a dynamic sprite. Test game is in the same place here

The background draws OK, but the Dynamic Sprite that I grab from it has all these vertical black stripes in it which looks like a resolution confusion again...

I hope its not my own screwup again...

Furtehr info: I tried replacing where I use DynamicSprite.CreateFromBackground with   DynamicSprite.CreateFromScreenshot and then cropping. This works, however, I am trying to draw and then capture in zero time so that it is invisible to the user and the screenshot one needs a Wait(1) to update the screen and also no overlying GUIs... Looks like a DS.CFB bug to me...
#3172
I'm sure it still did it with a 16-bitter. If so, I'll repload tomorrow.

No it doesnt. I'm sure that BG was not 8 bit - oh well. Humble pie for dinner!
#3173
General Discussion / Re: Good morning
Mon 05/12/2005 13:42:19
My eldest daughter, Alba, woke up at midnight coughing and took an hour to get back to sleep. She woke up at 2am, too. Sara, my youngest, woke up at 6am. Alba got up at 7.15 and I got up too. She then proceeded to be in a bad mood about breakfast so it took ages to persuade her to eat anything. Then I went to work.

#3174
I tried searchign the forums to find out about this sprite corruption thing, but couldn't track it down. Howver, I have my own sprite corruption issue. In this test game. I try to "print" ABCDE with sprites using RawDrawImage. However, the sprites come up as crap. Also, the same sprites look OK in the GUI or as objects. Yes, the colour depth is OK and this is copied into a new blank game, so I dont know what is wrong!

The game is compiled with Final, but it was doing it in RC4 too. However, I'm pretty sure I've had Rawdraw working in RC4 earlier...
#3175
General Discussion / Re: Vince = Daddy
Mon 05/12/2005 09:28:38
Congratulations. I hope you've been sleeping lots for the past 3 years, as it will be at least that long before you sleep well again. Bwuhahahazzzzzzzzzz
#3176
It is quite easy to use the code:

if (Hotspot.GetAtScreenXY == null) ...

which can NEVER be true, becasue it alwasy returns a valid ptr, even if for Hotspot 0. AGS should warn if someone uses the above code, as the code would work for Chars or Objects...
#3177
You missed a "{" after the "if"...
#3178
Competitions & Activities / Re: December MAGS
Fri 02/12/2005 17:44:46
Quote from: DanClarke on Fri 02/12/2005 15:59:58
Do you mean Elves as in Elves Presley?
You've been watching too many Yellow Pages ads  :P
#3179
This module is for translating digraphs (i.e. pairs of characters) into single characters. This may be useful if you have accented characters in your font, replacing some unused chars like '$' or '!'.

Download here (Requires AGS v2.71)
Documentation
Mirror
Mirror 2

Just two functions:

//   function Digraph.Set(String digraph, char to);
//     Set up a digraph. One would normally set up a bunch of these in
//     game_start so that they apply for the whole game. The two characters
//     specified in the string will be converted to the char value "to" when
//     the digraph-translation function is used.
//    
//   String function Digraph.T(String from)
//     Translates the String passed and returns a modified string. If no
//     digraphs to translate, will return an identical string. A #define is
//     also setup to allow abbreviation of this function name to DG

Example code:

Code: ags

// global script

function game_start() {
  Digraph.Set("a'", '$'); // a acute
  Digraph.Set("e'", '!'); // e acute
  Digraph.Set("n~", '@'); // enye
}


Code: ags

// room script

function room_a() {
  // Script for room: Player enters room (after fadein)

  Display(DG("Ole', mi espan~ola, que ta'l?"));
}
#3180
While reading over the help file again I noticed this inconsistency:

Characters can have alignments or offsets specified with LockViewOffset and LockViewAlign, but Objects cannot. Any chance of this coming in in 2.72?  ;)

EDIT: oops, already trackered... twice!
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=132 http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=176
SMF spam blocked by CleanTalk