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Messages - morganw

#641
It has now logged me in. I'm not sure what has changed but no errors at all, this time.
#642
I couldn't login with my GitHub credentials, even though I could initially "authorize" the account.
QuoteOAuth 2.0 Error
The authorization server does not support obtaining an authorization entity using this method

unsupported_response_type: Response type 'null' is unknown or unsupported
#643
Did any of the changes you described here ever make it into the main branch?
#644
Quote from: Crimson Wizard on Sun 28/08/2016 23:22:13
I could probably try to write one myself, but I am very busy with the engine, and fear that I won't be able to think for both programs. Editor is like a separate project with its own problems and needs.
If we had such design plan it would make it much easier, because when you know what to do, regular developers could add a thing or two sometimes, and there will be something to give for a willing contributor as a reference.
I would be happy to propose something, but I'm slightly biased towards seperating out the game build tools and getting the editor data broken out into something that can just be placed on a filesystem and edited with more basic tools. I think this would be the easiest way to get any sort of multi-platform editor, if all that is needed is reading and writing XML plus a basic bitmap editor for room data. Presumably the room data is the largest problem here? Plus the sprite and audio cache building would have to be seperated as well. If it gets down to this point the choice of language for the editor is probably less important, as it would be doing so much less.
#645
How about just getting the game compiler working multiplatform and making the config and resources a little more user-editable? If the script compiler is already in C#, is that the hardest part already done or is there something Windows specific to the game building process?
#646
Quote from: Quintaros on Tue 23/08/2016 19:50:56
Code: ags
sprite[i].Delete();


You need to keep the DynamicSprite pointer and delete it later, when you don't need it anymore. I think you just need to remove this line and then find another place to cleanup everything (probably when you leave the room and make sure any quit functionaility initiates a room change). Also, it's normally best to check it isn't equal to null before calling Delete().
#647
Just to check, your final link to download Allegro 4 source looks like it's pointing at the Allegro 5 GitHub repo. Is that a mistake or is the Allegro 4 source in there somewhere?
#648
Quote from: Questor on Tue 19/07/2016 23:50:40the end options set the value of the global variable res
Would it not be easier to avoid the event queue and just call ChangeRoom from the end options?
#649
If these are wave files this looks like it could be some kind of playback issue in the engine, changing to OGG seemed to resolve the problem here.
#650
If you want to run a game that changes resolution, you may want to disable the Windows 10 notification that tells you the new resolution is not optimal.

  • Right-click on the desktop
  • Graphics options / Balloon Notification / Optimal Resolution Notification --> Disable
.
#651
Thank you for clarifying. I work in education and would like to recommend AGS to learn programming, but unfortunately the lines between engine and community are very blurred...
#652
What's the mechanism?
#653
So you'll be cool with me posting the same content on the forum then?
#654
If you go to http://www.adventuregamestudio.co.uk/site/community/ there is a dead link for "#AGS Quotefile". I'm pretty sure that complaining about the content of this page was on my to-do list (content seemed to be offensive for the sake of being offensive, doesn't seem a great way to promote a game engine or it's community) so I'm not sad it's gone, but I wasn't sure if anyone had realised that the link doesn't go anywhere now.
#655
This sounds more like it's hitting a limit for channel reservations, so I think we need to check that there were definitely two AudioClips playing before Stop was called (what is the Type of these AudioClips, and how have channels been reserved).
#656
Do musicChannel and stopChannel have the same value? Otherwise it looks like you are referencing two different channels.
Also, do aTest and aTest1 have the same Type, and what do you have configured for channel reservations? The default reservation for music is only a single channel.

#657
I think you may have confused AudioClip and AudioChannel. Calling AudioClip.Stop will stop all instances of an AudioClip, playing on any AudioChannel. AudioChannel.Stop will only stop the channel you are referencing. Plus, there is no such method as AudioChannel.PlayFrom.
Quote from: UnusualCadence on Sun 12/06/2016 14:22:03
AudioChannel[].Stop()
As far as I know, this isn't valid and wouldn't compile. Are you using an array of AudioChannel pointers?
#658
The Lemmings-esque flower, on the top?
#659
Quote from: Danvzare on Sun 05/06/2016 14:27:19
Reminds me of poop.
...
Or a subway system.
Fertiliser logistics would definitely have a role to play.
#660




Advanced soil simulation (so advanced that 16 colours just isn't enough and disqualification is a winning state).
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