Quote from: Galen on Sun 18/10/2020 06:06:20Correct!
The Man from U.N.C.L.E!
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Show posts MenuQuote from: Galen on Sun 18/10/2020 06:06:20Correct!
The Man from U.N.C.L.E!
Quote from: Danvzare on Thu 15/10/2020 17:01:34I like Thief and I tried this a few months ago, and to me it all felt a bit wrong (mechanically).
Or maybe The Dark Mod? I think you'd enjoy those a lot more if you wanted a newer Thief experience.
Quote from: CrashPL on Thu 15/10/2020 10:23:03It is indeed.
It's Robocop 3 for DOS, Amiga and Atari ST!
Quote from: Crimson Wizard on Thu 08/10/2020 00:18:48The bulk export did get put in, so I think you should be able to export everything from the root sprite folder and then keep it as a source reference.
Also clipboard pastes do not have source files and cannot be restored.
#define SOUND_SOURCE_COUNT 1
Quote from: Crimson Wizard on Wed 07/10/2020 21:15:08I think most people probably would just commit to the sprite file after checking it was OK to do so with any collaborators (and if the version control system is OK to take the file size). It is an automated restore from the source files that is problematic, I think I still have a branch with it done as a proof of concept, but it can get pretty crashy.
Does not this mean that it can be done, if you dont edit sprites simultaneously?
Quote from: Snarky on Wed 07/10/2020 19:55:48Unfortunately because of the way the import process works it couldn't be done, since the imported sprites are stored in RAM until you hit the save button and potentially you have more sprite data than RAM that is accessible to the Editor.
I think in the latest version of AGS you can regenerate the sprite cache from the original image files, so as long as you keep those in a shared OneDrive directory, you could just exclude the sprite cache from version control and have people regenerate it each time they update the project from the repo.
Quote from: Retro Wolf on Wed 07/10/2020 19:24:14Yes, you are likely to lose data and/or create conflicting files which refuse to sync.
Could cause problems if people are working the same time. Person A loads up project then person B loads up but finishes before person A, person A then finishes overwriting person B's changes.
Quote from: JLM_82 on Wed 07/10/2020 13:58:15This is really a job for version control software, although you still need to arrange how you manage the game assets (potentially these are version controlled too).
Maybe then each of them could test the game easily, and make updates to the codebase, without the need to send game files separately?
Quote from: Shadow1000 on Tue 06/10/2020 01:23:57Seems fine to me. Personally I would only use the OS vendor's anti-virus, or one that isn't desperate for your time or money, although running programs from the Internet without knowing what they do will always have an inherent risk.
My antivirus is killing the download, saying that it's infected. Has anyone experienced this and solved it?
$ clamscan --version
ClamAV 0.102.4/25948/Mon Oct 5 15:02:22 2020
$ clamscan -r "DAGGERHELL MAGS SEPT 2020"
/home/mwillcock/Downloads/DAGGERHELL MAGS SEPT 2020/Windows/winsetup.exe: OK
/home/mwillcock/Downloads/DAGGERHELL MAGS SEPT 2020/Windows/acsetup.cfg: OK
/home/mwillcock/Downloads/DAGGERHELL MAGS SEPT 2020/Windows/DaggerHell.exe: OK
/home/mwillcock/Downloads/DAGGERHELL MAGS SEPT 2020/Data/DaggerHell.ags: OK
/home/mwillcock/Downloads/DAGGERHELL MAGS SEPT 2020/Data/acsetup.cfg: OK
----------- SCAN SUMMARY -----------
Known viruses: 8920319
Engine version: 0.102.4
Scanned directories: 3
Scanned files: 5
Infected files: 0
Data scanned: 5.98 MB
Data read: 4.56 MB (ratio 1.31:1)
Time: 37.434 sec (0 m 37 s)
obsolete property | replace with |
System.ScreenWidth | Screen.Width |
System.ScreenHeight | Screen.Height |
System.ViewportWidth | Screen.Width |
System.ViewportHeight | Screen.Height |
Quote from: Olleh19 on Thu 01/10/2020 13:36:55Did you add a download link for it? At the moment I think the download button just shows an empty area with no links.
https://www.adventuregamestudio.co.uk/site/games/game/2476-max-fury
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