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Messages - js

#21
Quote from: eri0o on Wed 24/08/2022 03:02:09
Sorry, I don't understand the question exactly. Is the noted down height (last column in the table) incorrect?

The height is correct. I was wondering if there were a trick for having this value, instead of trying font sizes until finding the good one.


Quote
I copied these from each font readme, and tested in the test game to verify it.

Ah. I see, it's the trick  :-D
#22
Hello, at first thank you for the font gathering.

I'm doing a game in (so-called) hi-resolution (640×360 !) and AGS  3.6.0 which supports TTF and UTF-8.

I've tried some TTF fonts, and it's very frustrating to find the optimal size (import / change size / load game / retry…).

Is there a trick to find quickly the optimal size ? And why is there an optimal size btw ? Shouldn't TTF fonts be rendered nicely whatever the size ?

I've just found with your fonts that i can use a multiple of the base size you give. For example, « pixel operator », which you recommand using at 16px , can be used at 32px (but not on an intermediate size like 24px).

EDIT:  Reading more, it seem there are font editors plugins (see the end of the page) which can be used as viewers : https://www.adventuregamestudio.co.uk/wiki/Fonts
(dammit it's for WFN fonts)

EDIT2 : On discord discussion , Laura Hunt has given me this link : https://www.dafont.com/bitmap.php . You have the resolution indicated !
#23
Advanced Technical Forum / Re: Virus Alert
Tue 16/08/2022 10:39:07
Which version of AGS are you using ?

Can you reproduce this with an empty project ?

Are you sure your computer is not infected with a virus ?
#24
Thank you for the reply.

I have made a toy project with BASS and indeed, it is well suited for my project.

I think i'm going to use BASS, then.
#25
Hello,

I'm doing my game in 640×360, using the Sierra template.

After some thoughts, i'd rather like to have a simple click (contextual) interface. And i'd like to redraw the gui, because sprites don't scale from 320×200.
And thinking even more (that hurts!) , i don't need Roger Wilco sprites, neither default room.
But i think i will keep the keyboard part (for player moving).

Should i restart from a « blank » template (just copying keyboard script), or can i just remove elements ?
Will they still be embedded (so, take precious bytes, even if it's probably not so much) in the data exported ?

Thank you
#26
Why don't you try to make a demo with some screens ? You could verify that you are really interested, and the reaction of others to your demo. If you do that, i promise i will play it and make a true report (not just only « i like it / i don't like it »). So you will have at least a return.

True paintings seem interesting to me. I don't know if adventure games have been done already with that. Probably yes but i don't have examples in my mind.
#27
Quote from: Hobo on Mon 25/07/2022 13:11:17
Of the released games Echo in the Clouds (Demo) is using this method for both the light and environment effects:
https://www.adventuregamestudio.co.uk/site/games/game/2259-echo-in-the-clouds-demo-/

Very nice effects, indeed ! And nice game btw (i was disappointed when i sat down, « to be reasonnable » and then… the end, already !)

Thank you for the hints. I mark the thread as solved but don't hesitate to write more !
#28
Ah nice, and it can even be animated with several layers.

Can you give me the name of your game using this, please ?
#29
Hello,

Disclaimer: my experience with AGS is to have completed the tutorial.

I wonder how to light the scene. That is, how to add light effects, and not a « fixed » light drawn on the background.

Of course, that could be done with pixel shaders, but there are no shaders (saw on discord it was planned for AGS 4).

I've browsed the documentation, and i've seen some things that may be interesting:
- changing the tinting of objects, for locals light effects.
- DynamicSprite: copy part or complete background, and displaying it over the background. Then, applying tint changes (blue/yellow tint for outside night/day cycle, or darken the scene when light bulb is off).

Of course, the sprites have to be tinted too (i think it's possible to tint a sprite, but i didn't find any functions for this in help. Should i use dynamic sprites everywhere ?). For a global light, that's easy, but what about when walking in raylights, for example ? I don't think «partial» lighting is possible.

Are the above some ways to explore ? And of course, i'm glad to read other ideas.

Thank you.
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