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Topics - Snarky

#161
General Discussion / Terry Pratchett is dead
Thu 12/03/2015 17:18:12
Terry Pratchett has died. It sometimes feels arbitrary to pick out one particular person's passing to memorialize, but I know a lot of AGSers are fans of his.

I discovered Discworld as a teenager, looking for something in the vein of Hitchhiker's Guide to the Galaxy. It delivered that, and more! (Incidentally, like the famous HHGTTG text adventure, Pratchett's universe was adapted into a series of classic adventure games, and Discworld Noir directly influenced the Blackwell series, among others.) It was one of the first online communities I experienced: I read the alt.fan.pratchett newsgroup before I was even online, downloading new posts off a library or friend's computer to read at home. At university I had the opportunity to meet him at a signing - my friends and I ended up being the last people allowed in line, and we didn't reach the front until an hour after the event was supposed to end. He was tired and a little grumpy, as you might imagine, so we only briefly expressed our appreciation.

Terry Pratchett was a smart guy who cared about big issues, and that intelligence and those concerns increasingly made their way into his books. Beyond that, there's a fundamental decency expressed throughout his work, often in the form of righteous anger. However, for as much as fans often like to dwell on the "depth" of the Discworld novels, above anything else they are, at their best, an unbeatable combination of well-developed fantasy and very funny writing. For many years, going into the bookstore to find a new Discworld novel was a certain treat. (He also wrote a few other books, among which I would highlight Nation as well as Good Omens, co-authored with Neil Gaiman.) I was sad to see the quality start to (IMO) flag in recent years, particularly as it seemed hard not to link it with his 2007 Alzheimer diagnosis.

Pratchett argued for the right to assisted suicide in the face of a condition such as his, but although his struggles are now over, this is still a sad day. RIP Terry.

"In the Ramtops village where they dance the real Morris dance, for example, they believe that no-one is finally dead until the ripples they cause in the world die away - until the clock he wound up winds down, until the wine she made has finished its ferment, until the crop they planted is harvested.  The span of someone's life, they say, is only the core of their actual existence." (posted on afp)
#162
Edit: Thanks everyone! We're more or less good on music for now, though if you have something you think would fit you can still send it to me. And there's always next year...

This is sort of an open call for contributions.



I'm hoping to add a bit more music to the AGS Awards ceremony. In particular, I think the winner of each category deserves a fanfare. Apart from that, maybe a music cue for when each nominee is presented, and perhaps background music for the acceptance speeches, the presentation of each category, and general chat? I'm open to suggestions. Edit: Listening to the first few submissions has helped me get a clearer idea of what I'm looking for:

Winner fanfare cue: A short triumphant burst of horns and strings, only a few seconds long (ca. 2-6?). To play as the winner is announced, before people have a chance to applaud (or while they're applauding).
Nominee announcement cue: A softer, "hopeful" music cue (strings, maybe), again only a few seconds long. To play as a nominee is presented, possibly under applause.

Intro screen music: For when the game starts, displaying an intro screen. Could start with an "AGS overture" cue, should then continue as general "main menu" music.
Acceptance speech background music: A looping track, calmly triumphant (not too smug, not too intrusive). For when the winner gives their acceptance speech.
Category presentation background music: A looping track, soft and upbeat, with a similar sound to the acceptance speech music, but maybe more suspenseful (while still staying in the background)? For when a presenter talks about the category they're handing out.
General chat background music: Another looping background track in a similar style, but more playful/silly (again, not so much that it becomes intrusive). For when the presenters are just goofing around between categories. (These bits are short enough that no music is necessarily required, so this is lower priority.)

For all of the background music, keep in mind that the ceremony goes on for a good two hours, so with only two-three different tracks, it needs to be something that people won't be completely sick of by the end. The background music can very well be "computer game-y" (MIDI or chiptune-style), though I think the fanfares should be more orchestral.

You can watch bits of last year's ceremony to see how it could be enhanced with music here: http://youtu.be/pb03pzWyEJU?t=20m14s

This is an unpaid gig, and the "game" will be open-sourced (though you may specify e.g. a Creative Commons Attribution license for your work). But you get to provide "official" AGS music. (If you want to reuse something from an existing game, please let me know.)

All contributions needed within about a week (yikes, it's already that close!), so there's not a whole lot of time. I can't promise it'll be included, so something you already have sitting around is probably most sensible.

Post in this thread or PM me.
#163
AGS questions isn't really what this thread is for, so I'll move your question to the Beginner's Tech Forum soon, but for now:

Usually, you want a room background to be the size of your game resolution, so it fills the screen. Your first decision, then, is what resolution to use. Typically, a "classic" VGA-style adventure will have a 320x200 (widescreen) or 320x240 (3:4) resolution, while a "high-res" (relatively speaking) game might go with 640x400, 640x480 or 800x600. Higher resolutions are possible (and with the next AGS version you'll be able to make up any resolution you like), but can have performance issues.

320x200 is a good place to start.

You should set up your game project to the resolution you decide (under "General Settings") before you start making the game, because changing it later can wipe out or mess up some of your work.

The size of a standard sprite also varies considerably depending on your resolution and your the graphic style: how large you want them to be on screen. Guybrush in Monkey Island and Bernard in Day of the Tentacle are not the same size: Gubyrush is about 50 pixels tall, while Bernard is about 70), and Sierra sprites tend to be a little smaller. In a low-res game, somewhere between 40-100 pixels is pretty typical.

I usually start by making a template of how I want the game to look in Photoshop. I set the canvas to my chosen resolution and put in a sample background, either by borrowing an existing image or just sketching one real quick (don't forget to account for the user-interface, if it takes up any space on screen), and draw in a stick figure (or paste in a borrowed sprite) to figure out the scale. You can stretch it until it looks right, then measure how big it is in pixels.
#164
Ahead of the actual awards ceremony, it would be great if as many people as possible could join me for a beta test of the updated AGS-IRC client. In previous years it's sometimes been a bit crashy, but in my own testing I haven't been able to break it. (You might think that is good news, but it's actually quite worrying, because the crash you can't reproduce is the crash you can't fix.) To give the highest chance of a successful main event, it's essential to really put the client through its paces in a beta test.

This coming Sunday, 8. March, would be good for me. (Gives me time to finish a few bits that are still missing, but also to fix any errors we discover.) I just picked an arbitrary time, 15:00 GMT, as a starting proposal, it can just as well be earlier or later. (I'll probably be working on it all day anyway.) The weekend seems like the most reasonable time in general, particularly for different time zones, but if many people would prefer another day, let me know!

Edit: Yes, Sunday at 15:00 UTC it is!

Even if you're spending the day playing the nominated games so you can vote, you can just have the client running in the background.

So please indicate if you are able to join a beta test on that day/time, and if not, when you might be available instead. Thanks!


[imgzoom]http://i.cubeupload.com/N62Son.png[/imgzoom]

Edit: As seen in the thread title, there will be another beta test next Sunday at the same time (Sunday 15. March 15:00 UTC). Download now no longer available!

Edit 2: And again, there will be a final beta test this Friday night, (Friday 20. March 20:00 UTC).

Edit 3: The betas are now over. Oh God what if it doesn't work on Sunday?!

Edit 4: Phew, it's done! You can now leave feedback, bug reports or suggestions here.

Edit 5: The source and resources for the client are now available for download along with the final build.

Downloads:
* AGS Client final build 1.0
* Source (with some resources stripped out)
* Graphics pack (psd files of the backgrounds and certain other graphics)
#165
Just a general question about using multiple script modules. If you have several scripts that have repeatedly_execute() or repeatedly_execute_always() handlers, is there any guarantee about the order they will be executed in? (E.g. the order of the script files in the editor.) I have some complicated logic around predicting what will happen the next game cycle that I'm trying to debug, and it relies on different repeatedly_execute_always() functions always being in sync in the expected order.
#166
Working on the AGS ceremony, I'm having a weird crash on this bit of code:

Code: ags
      bool on_stage = false;
      int o=0;
      while (o < Game.CharacterCount)
      {
         if ((character[o].y < 270) && (character[o].y > 224))    // CRASH!
         {
            on_stage = true;
         }
         o++;
      }


It crashes on the indicated line, with an "array out of bounds" error (index 77, range 0...76). The game currently has 90 characters (0-89), so I'm confused about why character[] would only go up to 76. Particularly since this bit of code earlier on does NOT crash:

Code: ags
   int i=70;
   while(i<90)
   {
      character[i].Transparency = 100;
      i++;
   }


The crash started happening right after I added a bunch more characters, and I do think the character count before this was 77. I'm mystified... ???
#167
Adventure game gods willing, there will be a live AGS Awards ceremony over AGS/IRC this year as well. (Here's the one from last year):

[embed=640,360]<iframe width="640" height="360" src="https://www.youtube.com/embed/pb03pzWyEJU" frameborder="0" allowfullscreen></iframe>[/embed]

However, Dualnames is too busy with other projects, so it falls on my far less competent shoulders to update the client for this year's awards. One of the things I would like to add is more avatars from AGS games. (The LucasArts/Sierra sprites are fun, but shouldn't an AGS event primarily feature AGS characters?)

To make this happen depends on you! If you want a character from your AGS game as an avatar for the ceremony, please contact me (over PM). I'll need:
  • The full set of NormalView sprites (character walkcycle + standing frames, normally in 4 directions)
  • The name of the character and what game it comes from
  • Whether or not it's OK to include the character (with attribution) in the open-source release of the app after the ceremony
If you can, it'd be great if you could also include the talk view and a "special move" animation (e.g. a wave, a jump, ...), though I'm not sure I'll have time to implement those features in the app. The characters can be any resolution/dimensions, and the assets in any AGS-readable format (including a .CHA exported character file).

I can't guarantee that I'll be able to include every character you send me, and I probably won't include more than one or two characters from any one game. But please! I'd much rather be overwhelmed by offers than have too few, so Send! Send! Send! (Oh, and one of the avatars will be Oceanspirit Dennis. Any recommendations for which game to take his sprites from?)

Edit: Also, any other suggestions, feature requests or offers to lend a hand are welcome.
#168
AGS does not recognize a number of my keyboard buttons as representing the correct character. Some keys are recognized as other characters, some not as any valid characters at all. As a result, there are a number of characters I can't type, including apostrophe ('), quote ("), backslash (), bar (|), tilde (~), backtick (`), equals (=) and plus (+). (I'm mainly testing it in the built-in save dialog, and I've confirmed that the font has these characters.)

I'm on Windows 7 with a standard US qwerty keyboard, and my Windows language and keyboard layout are set to US. I've tried changing to other keyboard mappings, and it does affect a number of the other characters (correctly, in line with the keyboard mapping), but not these.

The problem occurs in every version of the AGS engine I have tested, from whatever GRR! Bearly Sane used back in 2003 up to 3.2.1 and 3.3.3.0, both full-screen and in a window. It works fine in every other application AFAICT.

I made a test game to see how it detects the keys, outputting this string in on_key_press(eKeyCode keycode): String.Format("Keycode: %d", keycode). Here's what I get:

Apostrophe/quote: 401, no character output
Backtick/tilde: 402, no character output
Backslash/bar: 93 in US keyboard mapping, which renders a ']' (a '}' with Shift). In other mappings (DE-CH, NO, SV) it doesn't display the keycode and renders no character
equals/plus: no keycode, no character output (with a NO keyboard mapping the '=' is produced with Shift+0, which works)
left square/curly bracket: 399, no character output
right square/curly bracket: 91 in US keyboard mapping, which renders a '[' (a '{' with Shift). In NO/SV mappings 229, in DE-CH 252, no character output in either.

AGS doesn't even seem to recognize the equals/plus key at all (it doesn't trigger on_key_press).

Could be related to this issue: http://www.adventuregamestudio.co.uk/forums/index.php?issue=471.0
#174
General Discussion / We are not bemused
Sun 17/08/2014 18:04:00
Quote from: TheBitPriest on Sun 17/08/2014 10:36:45
Personally, I can't really remember ever laughing-out-loud while playing an adventure game.  Perhaps others do.  I was never one who laughed at Warner Brothers cartoons either, and I was always bemused by the laughter of others.  ...and that might be the word that I'd use to describe my feelings toward what I would consider a comedy adventure game: bemused. Or at the very least, a feeling between amused and bemused -- a sort of "wry amusement."

No, it's not the word. "Bemused" means puzzled, confused, not "wryly amused".
#179
These mockups (see link for more) are sweeping the Internet like an ancient demon sucked in by Google Books. Why isn't this guy making AGS games?



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