Just a quick question: now that the Wait(1) is there, no_loop_check is not really necessary anymore, is it?
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Show posts MenuQuote from: Pumaman on Fri 27/06/2008 23:30:02
Make sure that the Letterbox Mode checkbox is ticked in the setup program. The D3D driver hasn't changed in 3.0.2 so there shouldn't be any differences in how it behaves to the previous version.
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There was a problem initializing graphics mode 640x400 (32-bit)
(Problem: 'Failed to create Direct3D Device: 0x8876086C')
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.
Quote from: Pumaman on Sun 01/06/2008 17:00:02
Would it be useful if you could specify that lucasarts-style speech was drawn in a text window GUI, which would allow you to use an alpha-transparent background image?
Quote from: ProgZmax on Fri 13/06/2008 23:10:17
Say/SayAt/FadeOut calls still go through as well. Would it be possible to modify or at least add another type to guis to freeze EVERYTHING except themselves and mouse control? Everything would include processing Waits,changerooms,animations, anything except gui scripts, mouse movement and control and keypresses.
Quote from: monkey_05_06 on Mon 19/05/2008 07:33:45
I'm sorry to hear that I may have stolen your thunder here. I actually had an idea for a game that involved the module, so I started working scripting it.
Quote from: monkey_05_06 on Mon 19/05/2008 07:33:45
I've actually just gotten the cursor placement code working in my own module.
Quote from: monkey_05_06 on Mon 19/05/2008 07:33:45
The scroll code is going to be one of the simplest ... I'm taking advantage of a ListBox.
Quote from: monkey_05_06 on Mon 19/05/2008 07:33:45
There's nothing like a little friendly competition!
Quote from: Pumaman on Sun 18/05/2008 19:53:54
I was just experimenting with another method, doing an additive alpha channel where the opacity of the sprites is added to that of the background:
I think this actually looks reasonable (I still need to fix the non-alpha one) -- but the question is, is this sort of approach suitable for all you guys who use alpha channel GUIs, or would this be fixing one problem only to cause another?
Quote from: Aljoho on Sun 18/05/2008 16:10:12
You can alpha blend to the extent of having an alpha channel but can you have a character with the background showing through him (i.e translucsent characters like ghosts etc) if so how?
Quote from: Snarky on Sat 17/05/2008 15:40:45Quote from: naltimari on Fri 16/05/2008 21:17:33
1. The leftmost 'check-mark' inside the GUI has artifacts around it
So can't you just not use that import method, then?
Quote from: Snarky on Sat 17/05/2008 15:40:45
Since the sprites have alpha channels, when you copy the second sprite you overwrite the alpha channel of the first sprite, so all the areas that are transparent in the second sprite become transparent and "disappear".
Quote from: naltimari on Fri 16/05/2008 07:02:32
You can download it from here: http://www.i9acao.com.br/ags/AlphaMaskGUIs.zip
Quote from: JpSoft on Fri 16/05/2008 15:12:53
I also thinked on that, but I'm pretty sure there must be another way to solve it.
Quote from: Pumaman on Wed 14/05/2008 19:35:52
Therefrore, ideally the RGB-transparent area and the 100%-alpha area on the sprite should be the same.
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But what this means is that when the GUI controls are being drawn, they are being drawn onto a temporary bitmap and not onto the screen itself.
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I appreciate that this is rather confusing, because intuitively you'd expect the background to be drawn to the screen with its alpha channel, followed by the controls afterwards with their individual alpha values. The reason AGS works this way is for performance reasons, but I might do some experimentation to see whether on modern PC's this is still an issue.
Quote from: GarageGothic on Wed 14/05/2008 23:12:04
Ah yes, if the script was generated on-the-fly with AGS file commands, then the alternate language Strings could be retrieved directly from the translation file itself.
Quote from: Rui 'Trovatore' Pires on Wed 14/05/2008 22:51:17
Just wish I could AGS-code subtitles for while movies display... ah well, maybe this Xmas Santa will surprise me!
Quote from: Rui 'Trovatore' Pires on Wed 14/05/2008 22:16:26
This in particular interests me A LOT. And if regular AGS processing could go on in the meantime (even if non-interactible - a cutscene would do) it would be even perfect...
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