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Messages - abstauber

#661
The Rumpus Room / Re: Name the Game
Wed 02/04/2014 19:42:54
That's creatures on C64
#662
The Rumpus Room / Re: Name the Game
Wed 02/04/2014 09:20:47
You call an unreleased A1200/CD32 game easy? I would have never guessed that and I wasted lots of hours/days/years in front of commodore's electronics :tongue:
#663
Thanks a lot - this works fine.
#664
Is there a way to determine, whether dialogs options are currently displayed?
I have a custom dialog GUI and few function in rep_exec_always which I only want to check while the GUI is shown.

Thanks for any help :)
#665
Great EGA artwork, could be right from Colonel's Bequest :)
As for the first bg: the trees in the upper part of the image are very present and are dragging the viewers attention away from the main object in the center. So I would avoid the black shape and try a lighter color tone.
The fog itself looks convincing, but it's always behind the tree shapes. You could try to blend the fog into a few trees.
#666
The Rumpus Room / Re: Name the Game
Sat 29/03/2014 19:28:44
Yep, next please
#667
The Rumpus Room / Re: Name the Game
Sat 29/03/2014 19:02:32
[imgzoom]http://i.imgur.com/wkPX3Kd.jpg[/imgzoom]
#668
The Rumpus Room / Re: Name the Game
Fri 28/03/2014 20:31:56
Time Gentlemen, Please!

#669
The Rumpus Room / Re: Happy Birthday Thread!
Fri 28/03/2014 20:22:53
Thanks everyone! :-D
I'm having a great day so far.I also learned that Mêlée Island looks a lot like the classic 50s Peter Pan Neverland Island.
Took me almost 13 years to realize that ;)
#670
The Rumpus Room / Re: Name the Game
Thu 27/03/2014 13:58:36
Ben There, Dan That! Special Edition & Time Gentlemen, Please! bundle for £3 ?
#671
The Rumpus Room / Re: Name the Game
Thu 27/03/2014 07:04:52
Duzz Quest??

On a sidenote - you can even buy Lenny Moore's Outcast Soundtrack on iTunes.
#672
Question 1: IV, III, I, II
Rationale: There aren't that many commercial games and if the apocalyptic forecast of "how AGS is too limited for modern times" comes true, the number of commercial titles will even more decrease.

Question 2-I: d, b,c,a
Rationale: Totally selfish reason - I don't know if I ever have a voiced game ;)

Question 2-II: a,b
Rationale: I can't see how a great story can be transported without having great dialogs

Question 2-III: c, d,b,a
Rationale: as Q2: great sprites usually don't go along too well with blocky animations

Question 2-IV: b,d,c,a
Rationale: With gameplay and puzzles merged, also a non adventure game has a chance to stand in Game-design

Question 2-V: c,b,a
Rationale: I like strong NPCs, so I also like to see an award for them.

Question 3: 0
Rationale: It sure would be nice to see those categories filled, but I can imagine that nominations and voting get pretty complicated.
#674
Unfortunately the stand-alone editor crashes when I try to load anything.
Spoiler

Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AGS.Plugin.FontEditor.FontEditorPane..ctor(String filepath, String filename, String fontname)
   bei WFN_FontEditor.MainWindow.FontListBox_SelectedIndexChanged(Object sender, EventArgs e)
   bei System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   bei System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   bei System.Windows.Forms.ListBox.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3655 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
WFN-FontEditor
    Assembly-Version: 1.2.0.1.
    Win32-Version: 1.2.0.1.
    CodeBase: file:///D:/Eigene%20Dateien/AGS-3.3.0/WFN-FontEditor-V1.2.0.1/standalone/WFN-FontEditor.exe.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3645 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3644 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3644 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
AGS.Plugin.FontEditor
    Assembly-Version: 1.2.0.1.
    Win32-Version: 1.2.0.1.
    CodeBase: file:///D:/Eigene%20Dateien/AGS-3.3.0/WFN-FontEditor-V1.2.0.1/standalone/AGS.Plugin.FontEditor.DLL.
----------------------------------------
AGS.Types
    Assembly-Version: 3.2.1.111.
    Win32-Version: 3.2.1.111.
    CodeBase: file:///D:/Eigene%20Dateien/AGS-3.3.0/WFN-FontEditor-V1.2.0.1/standalone/AGS.Types.DLL.
----------------------------------------
System.Xml
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3654 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3655 (GDR.050727-3600).
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.3053 (netfxsp.050727-3000).
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
[close]
Apart from the reported bugs, it works fine inside the editor.
#675
But what motivates an unpaid dev, if everyone else gets a paycheck?

How about the bounty idea? Some people (or an indie studio *cough*) offer a bounty for a certain feature and freelance-devs can claim it by implementing the feature. In the meantime, the regular development continues as it currently does. Maybe with a bit less energy-drain from CW ;)
#676
If you try to draw on roomsurfaces without having a background pic, you get this nice CGA effect 8-)
Spoiler


[close]
Unfortunately it also drops the framerate to 2-3 fps.
This also happens when you update the game to 32-bit and don't reload a dummy pic as room background.

It's not a major issue, but worth mentioning.
#677
Is 32-bit really the way to go? It seems to be a little overkill as I hardly use more than 32 colors at the moment.
Once upon a time, 32bit was the "evil" setting in AGS, that caused massive slowdowns and gave you merely nothing in return.
#678
The Rumpus Room / Re: Name the Game
Sun 23/03/2014 09:50:44
My guess would be that it's a Delphine or Coktel Game, but I actually don't have a clue.
#679
The Rumpus Room / Re: Happy Birthday Thread!
Sun 23/03/2014 07:04:56
Alles Gute Björn ;-D
#680
I got it working now.
In case anyone wants to do this too:

Code: ags

    ViewFrame *CurrentFrame = Game.GetViewFrame(player.View, player.Loop, player.Frame);
    DynamicSprite *player_tint = DynamicSprite.CreateFromExistingSprite(377);
    player_tint.Crop(0, 0, Game.SpriteWidth[CurrentFrame.Graphic], Game.SpriteHeight[CurrentFrame.Graphic]);
    player_tint.CopyTransparencyMask(CurrentFrame.Graphic);
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