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Messages - Sslaxx

#101
AGS Games in Production / Re: Technobabylon
Sun 01/06/2014 17:58:00
Quote from: Grundislav on Sun 01/06/2014 17:51:49
Looking great!
Looking forward to hearing how it'll sound, too! Gemini Rue had a great soundtrack.
#102
Quote from: Grok on Wed 28/05/2014 16:47:45
Quote from: AprilSkies on Sun 25/05/2014 15:40:12
Very peculiar art-style, especially the way you made the characters.
Looking forwardto play it.

I take it that by peculiar you mean "distinctive and characteristic" rather than " bizarre and weird" ???
It'd work either way.
#103
The Rumpus Room / Re: Happy Birthday Thread!
Tue 27/05/2014 14:01:15
Quote from: Adeel S. Ahmed on Tue 27/05/2014 13:48:56
Happy Belated to Wyz and Sslaxx! :)
Thank you.
#104
Nice style there! Looks like this is going to be an interesting one to play through.
#105
The Rumpus Room / Re: Happy Birthday Thread!
Tue 27/05/2014 10:16:26
Quote from: Ponch on Tue 27/05/2014 04:44:00
Quote from: Arj0n on Mon 26/05/2014 11:16:18
Happy BD to Sslaxx & Wyz
Hope you guys had a good b-day! :smiley:
Thanks, Ponch, I did!
#106
The Rumpus Room / Re: Happy Birthday Thread!
Tue 27/05/2014 00:20:46
Quote from: abstauber on Mon 26/05/2014 22:09:14
Happy one to Slaxx as well ;D
Indeed it was, thanks!
#107
The Rumpus Room / Re: Happy Birthday Thread!
Mon 26/05/2014 11:30:24
Quote from: Arj0n on Mon 26/05/2014 11:16:18
Happy BD to Sslaxx & Wyz
Thanks! Having a good day here.
#108
Dunno if it'd be what you want, but http://enigma-dev.org/ is an alternative for GM:S.
#109
Gotta be careful doing that, because I noticed you substituted one problem - being quiet - for another - clipping.
#110

This is what I'm talking about (notice the gap at about 0.43 seconds in). This also occurs in (usually) the first few seconds of most of the other tracks too.
#111
Is it just me, or are there problems with some of the soundtrack files on the GOG release (gaps in some of the songs)?
#112
Quote from: Grundislav on Sun 13/04/2014 19:15:47
Do one of what? GDC wrap-ups? Listen to Episode 40 :)
Do a podcast with BT.
#113
Quote from: Blackthorne on Mon 24/03/2014 02:53:54
Hey! Awesome Podcast! I had a blast meeting you, and yeah - heh - it was a fun way to meet.  And playing "Backdoor Man" with you and Edmundo was seriously a highlight of the whole shindig.  I am really stoked for A Golden Wake, and I can't wait to throw thousands of bitcoins your way for it! Heh.

You did a really great wrap up for GDC, and listening to it, I got filled in on the stuff I missed.  Anyway, I'm still recovering from my week, but I can definitely say it was great to meet and share AGS war-stories with you.


Bt
You need to do one of these, if you haven't already.
#114
Completed Game Announcements / Re: Mudlarks
Fri 11/04/2014 10:29:42
Let's see if this runs under Linux...
#115
AGS must look forward, not back. If 320x2x0 can be implemented without holding back AGS, then keep it. Otherwise, it should stay with the existing versions and be dropped going forwards. While yes, a "do it all" tool from VGA resolution up to (and beyond) 1080p would be nice, it shouldn't be at the cost of functionality.

Whatever, whoever, decides the future path of AGS isn't going to please everyone - and they definitely shouldn't try to.
#116
For most people it just isn't a realistic concern. $6,000 (for Pro licenses for Unity+Windows 8 Store/Android/Blackberry/iOS) isn't exactly chump change, sure, but if you're one of the lucky ones to exceed $100k in earnings, it's not a particularly massive price to pay. And vanishingly few people ever get to that point.

To be clear, I'm talking about one-man band efforts here, not companies like Phoenix Online or Wadjet Eye. That, I am sure, is a whole different kettle of fish.
#117
Dunno if it's exactly what you want, but maybe Dagon - http://www.senscape.net/dagon/ - could do some of it?
#118
Quote from: tzachs on Mon 27/01/2014 17:16:22
I've had big headaches in the past while working with scintilla (including some very ugly hacks while integrating the docking suite with it), so I'm all for it. Especially since the control you linked to looks very nice and feature complete.

Some points of concern:
- Do you know of any big project that uses this control successfully?
- Is the license good for us?
- Know that you will be entering a world of pain if you actually attempt this. It looks like a lot of work configuring and integrating it. You will also need to make a list of all the text editing features AGS currently has, and making sure they all still work.
License is Lesser GPL v3. This is GPL compatible, and should be Artistic License compatible too.
#119
Dunno if anyone else has tried it, but the game doesn't seem to be working with the (as of typing) latest Git revision of the Linux runtime:

QuoteAGS: Adventure Game Studio v3.3 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2013 others
ACI version 3.3.0.1144

AGS: ***** ENGINE STARTUP
AGS: Reading config file
AGS: Initializing allegro
AGS: Setting up window
AGS: Initializing game data
AGS: Initializing TTF renderer
AGS: Initializing mouse
AGS: Checking memory
AGS: Initializing speech vox
Speech sample file found and initialized.
AGS: Initializing audio vox
Audio vox found and initialized.
AGS: Initializing keyboard
AGS: Install timer
Checking sound inits.
AGS: Initialize sound drivers
ALSA lib rawmidi_hw.c:233:(snd_rawmidi_hw_open) open /dev/snd/midiC0D0 failed: No such file or directory
AGS: Install exit handler
AGS: Initialize path finder library
AGS: Load game data
Script link failed: Runtime error: unresolved import 'Character::ChangeRoom^4'
#120
AGS Games in Production / Re: King's quest 4
Sun 08/12/2013 19:36:47
That is damned sad news.
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