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Messages - deltamatrix

#41
I second that. A widescreen mode for all resolutions would be great. :=
#42
Hi,

I have recently migrated from 2.72 to 3.0.2 and I have found it to act very strange when changing rooms.
The symptom is that the room background does not update when the cEgo.ChangeRoom method is called. The room does change and all the masks and walkables are correct, but the room background is not refreshed. Instead we get the same background as the previous room.

Has this been noticed before? I've found that it only seems to happen during when the main character is in a combat situation where a combat loop is consistently looping until a result occurs. I've yet to isolate the direct cause of this regression so I was wondering if anyone else had seen this?

Thanks

Delta

SOLVED: Ok. It just occurred to me and its caused by some DrawingSurface functions.
#43
Apologies if AGS already support this but an Character.ScalingOffset feature would be useful.

Consider a scenario where a character has drunk a shrinking potion. Basically, if the walkarea is scaled at 80% and the ScalingOffset is set to 3, the character would be scaled at 83%.

This is useful for lazy people like myself who would like to avoid the trouble of manually scaling the sprites especially when they are unsure wot the level of shrinkage ought to be. I understand this is already possible using repeatedly_execute but this feature would still be useful.

Please consider. ;D
#44
Hey Pumaman.

Any chance of Object.Z support just the same as Character.z?

Delta
#45
Good job. But I still think AGS ought to bring native support for this codec. Native support for at least one open source codec is good for the Linux and Mac OS X users who can't play videos in AGS.
#46
I will seem dumb but the DX9 will not work for me. Always get this error msg:

---------------------------
Adventure Game Studio
---------------------------
There was a problem initializing graphics mode 640 x 400 (32-bit).
(Problem: 'Direct3DCreate failed!')
Try to correct the problem, or seek help from the AGS homepage.

Possible causes:
* your graphics card drivers do not support this resolution. Run the game setup program and try the other resolution.
* the graphics filter you have selected does not work. Try another filter.

I have tried all varieties of resolutions available and it still don't work. Have I missed something?
My GFX card is Geforce 6200 and I got directx 9.0b installed.

Please help
#47
I was thinking it could be possible to run shader-like and manipulation filters on any DrawingSurface using both SetPixel() and DrawPixel().

I may see if its possible to gradually blur the background using a convolution kernel. I haven't given it much thought but it might be a slight challenge considering the RGB channels are not separated.
#48
Thats interesting.

Will that return a Pixel* object or something? and will it support alpha channel?

A SetPixel would be cool for manipulation of images.
#49
General Discussion / Re: Cloverfield craze?
Sun 03/02/2008 20:54:49
An enjoyable film. Yes you do see it!
#50
Has anyone suggested native support for OGG Theora? That would be cool as the linux port can start to support video playback.
#51
Quote from: Pumaman on Wed 30/01/2008 22:15:03

Tinting the whole screen is extremely slow in software mode, so I don't think it's worth expanding this feature. You can get good day/night effects by storing a secondary night background, and using SetAmbientTint to tint the characters and objects appropriately.

Thats how the AGDs do it. I was hoping to avoid that due to the extra strain on the art team and the increased game size. That does suck that you don't think its worth it.
#52
That WAS quick! Gonna try it out now.
#53
How about better tint screen support to deprecate the tint screen features of the aging flashlight plugin. In particular, support for tinting in 32-bit would be cool.

The current TintScreen function does not allow for negative tints which makes it impossible to apply night time effects to a screen. It also appears to be buggy as I noticed it prevents screen transitions.

My game currently uses a-v-o's flashlight plugin to simulate night-time effects using the simple tint screen features. It would be cool if AGS had native support for this because the MAD engine (used for Hero6) supported this.

The MAD engine had a function that was something like this:
SetScreenTint(red, green, blue, alpha)

which could deal with tint and darkness at the same time within the 32-bit domain, thus allowing for very fine tints.

Since we can already tint characters and object using regions, I don't see why Tinting the whole screen should be much of a problem. But support for fine 32-bit tinting would be excellent.
#54
Has anyone managed to get the flashlight plug-in to work at 32-bit. It won't work for me here. I'm running at 320x240 32-bit and all the function calls appear to do nothing. Can anyone help? I am using v1.2.1 of this plugin.
#55
Great news Erpy. Congrats on finally getting this far and I'm sure the beta testing will reveal minimal bugs. I won't be applying as I wanna wait for the final polished masterpiece. Can't wait!
#56
Hey CJ. I just wanna say that while the main GUI is pretty good and clearly easier to program, I gotta say that it sucks that the interaction editor is gone as that was useful.

I hope it can come in some shape or form to help us with the event-driven code.
#57
Was 2D arrays ever added? Thats on my wish list.

Would be cool if you could store struct references within structs if you can't yet in AGS 3.0
#58
Advanced Technical Forum / Non-square buttons
Fri 25/05/2007 18:09:21
I've been having trouble setting up GUI's using button sprites that don't conform to the standard rectangular shape of the GUI buttons.
In some cases, the GUI buttons can overlap due to their square shape because of buttons being aligned in a diagonal direction.

If it possible to set up a GUI so that the transparent segments of a button sprite are non-clickable?
#59
(Exception 0x00000000 at EIP=0x00000000, AGSEDIT v2.72.652, SIP=26)

It occured when attempting to import an animated GIF. The GIF displays on a website and on Windows but AGS don't like it.

Surely, it should be possible to recover from such errors so I don't have to lose my work.
#60
Yeah I know you can do it using run-script. I already have done. I just thought it might be useful to have a dialog script command that does it.

Like I said, just a suggestion.
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