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Messages - morganw

#381
Yeah, I think I clicked the stack rather than the top can...
#382
I had similar problems, the 'active' part of the cursor was changing, and the sizes were so different that I was struggling to work the interface.
Spoiler
The overall presentation and style was really good, but just based on the control issues, I voted for Captain Downes and the Pirate Princess. I seem to be the only person not penalising it for not matching the theme, but I'm not seeing any better application of it in the other two games. Honestly, if I had to guess, I'd say that both of these games have had the theme retro-fitted. I also thought that the dialog in Captain Downes and the Pirate Princess was very well written and entertaining.

I struggled to play Captain Carver's Carnival Curios, I thought the game had gone wrong because of the map screen, and then it wouldn't let me pickup a drink, which I just told someone I would get for them. Apologies, but I gave up.
[close]
#383
Recruitment / Re: Converting games to Mac
Sat 27/10/2018 17:00:40
I've built it with an older version of Xcode, and it seems to be working okay. If you send me an image to use for the icon (1024 x 1024, and I'll create the scaled down versions from that, probably best not to feature text) I can probably give you a built game back.
#384
Recruitment / Re: Converting games to Mac
Sat 27/10/2018 00:05:26
It didn't go well so far...
#385
It doesn't look like the libraries build now:
Spoiler
Quote from: make install
~/Build/ags-osx-nick/OSX/buildlibs/build/allegro-4.4.2/build ~/Build/ags-osx-nick/OSX/buildlibs/build/allegro-4.4.2
- The C compiler identification is AppleClang 10.0.0.10001145
- The CXX compiler identification is unknown
- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang - broken
CMake Error at /opt/pkg/share/cmake-3.12/Modules/CMakeTestCCompiler.cmake:52 (message):
  The C compiler

    "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"

  is not able to compile a simple test program.

  It fails with the following output:

    Change Dir: /Users/mwillcock/Build/ags-osx-nick/OSX/buildlibs/build/allegro-4.4.2/build/CMakeFiles/CMakeTmp
   
    Run Build Command:"/usr/bin/xcodebuild" "-project" "CMAKE_TRY_COMPILE.xcodeproj" "build" "-target" "cmTC_c3c50" "-configuration" "Debug"
    Prepare build
    note: Using legacy build system
   
    === BUILD TARGET cmTC_c3c50 OF PROJECT CMAKE_TRY_COMPILE WITH CONFIGURATION Debug ===
   
    Check dependencies
    error: The i386 architecture is deprecated. You should update your ARCHS build setting to remove the i386 architecture.
   
    ** BUILD FAILED **
   
   
    The following build commands failed:
       Check dependencies
    (1 failure)
   

 

  CMake will not be able to correctly generate this project.
[close]
Presumably the cmake config for Allegro needs to be updated, but this branch is downloading libraries from AWS?
#386
Recruitment / Re: Converting games to Mac
Fri 26/10/2018 22:13:00
I've tried it in Wineskin and Wine Bottler, although in both cases I think the mouse cursor will become jerky if you use a 'gaming mouse' which produces a lot of mouse events. Do you know which version of AGS your game was made in? If it is low enough, I could try building the Mac version of the engine.
#387
Recruitment / Re: Converting games to Mac
Fri 26/10/2018 18:17:07
I've got a Mac if you wanted to give it a try. Were you looking at something like this?
#389
Quote from: Crimson Wizard on Sun 21/10/2018 16:07:29
Right, we may use the "Milestone" tag in github issues, I've just created the "3.5.0" milestone that may be assigned to tickets.
Okay, I've added mine. If anyone wants to see the list, it is here.
#390
Quote from: Crimson Wizard on Fri 19/10/2018 21:34:06
IDK about other contributors, but I personally have at least two big features planned before final release

Personally, I only want to look at improving tiled sprite import (just the interface, as someone opened a ticket for it).
If you wanted to make a to-do list for release, it would be useful, to check for any overlap.
#391
Quote from: eri0o on Thu 18/10/2018 02:57:30
Although a different topic, maybe some ideas here are relevant: http://www.adventuregamestudio.co.uk/forums/index.php?topic=55371.0
Thanks. Alan's patch looks quite useful (should probably be in by default useful, although perhaps per room?).

Quote from: Khris on Thu 18/10/2018 10:49:13
I posted this exactly a year ago: http://www.adventuregamestudio.co.uk/forums/index.php?topic=55357.msg636572995#msg636572995
It is for keyboard controls though.
This does seem the easiest option, just add configurable controls to the keyboard module, plus an option to set the orientation needed to match the perspective. Thanks!
#392
If setting Character.DiagonalLoops to true enables the use of the diagonal frames, is there any way to lock the pathfinder to only use diagonal movements, and so only use those frames?
#393
The Rumpus Room / Re: Name the Game
Wed 17/10/2018 01:25:59
H.A.W.X. 2?
#395
Does it get its own dedicated audio channel?
#396
How is it packaged internally for itch.io?
Is it an installer that gets run (with silent install switches?), or is it just the game files?
#397
Quote from: Monsieur OUXX on Mon 15/10/2018 11:42:51
Isn't there an option in the Editor to attach a music to a room?
There is no such option.
#398
"CYBORG SEPPUKU" was an issue with the script that AGS uses to start the game for Linux builds, so this wasn't a problem with the itch.io client.
I guess it should be removed from the table?
#399
It basically got stuck due to a lack of a test game (I was spending the majority of time checking checking I'd not broken something, but still not knowing for sure that I'd not broken something). I've got a couple of other things I'm working on right now, but my long term goal is to go back to it.

It is probably worth having a read of this, which gives the background information:
https://github.com/adventuregamestudio/ags/issues/448
#400
This should be fixed now, as it was not an issue with the itch.io client.
If you want to fix an existing game, you should be able to do so by just updating the launch script.
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