Bizarre Earthquake is greenlit ! Thanks for support
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Show posts MenuQuote from: Crimson Wizard on Tue 15/12/2015 13:46:05
I keep asking to report the bugs in the issue tracker.
(This for now: http://www.adventuregamestudio.co.uk/forums/index.php?action=projects)
I really cannot keep track of the bugs reported in the 20-pages long forum thread.
Quote from: Snarky on Mon 14/12/2015 15:22:31
Oh, but this is an interesting and rather serious problem, so it's good to have it reported!
Quote from: Snarky on Mon 14/12/2015 09:40:09Quote from: Crimson Wizard on Mon 14/12/2015 08:31:19
I can not see any shadow jittering on video, probably I do not know what to pay attention to.
I can't see any jittering on the shadows either. The only problem I can see with the walk (nice models and animation, BTW!) is the "moonwalking" effect: the steps are faster than the character movement speed, so the feet look like they're sliding backwards over the ground.
Quote from: Crimson Wizard on Sun 13/12/2015 13:49:41Quote from: proximity on Sun 13/12/2015 06:20:50
I'm using direct3d in the settings. About giving more detail, i'm having difficulties when rendering playable characters in the game, while walking up and down directions (character scaling). Each has soft shadows under her/him, and they look like they are jittering. You can look at the character here : http://www.adventuregamestudio.co.uk/forums/index.php?topic=42489.0 Also, you can look at the video on Greenlight page. See what's happening while they are walking.
By details, I was primarily interested in knowing how exactly do you make these shadows. Are they separate object/character? Are they predrawn on character sprites, or drawn dynamically as character walks?
Quote from: proximity on Sat 14/11/2015 02:38:35
I'm having difficulties when rendering sprites with semi-transparent alpha (like a character has shadow under him). Character movement and scaling is slower than non-transparent sprites (characters with no shadow). They are all PNG format so i wonder what causes this. The game engine ? The graphic card or CPU performance ? May be Direct X 9.0 ?
My system is : AMD FX 8120 3.1 GHZ, Geforce 640 GT, 24 GB Ram, Windows 7 64 bit, DirectX 11. AGS 3.4.0.6 Builder Patch and game resolution 960*540.
Quote from: cat on Tue 08/09/2015 15:11:53
I almost don't dare to say that here, but maybe AGS isn't the right engine for your project after all? *duckandrun*
I just released a game with 1280x720 resolution and several people had problems getting the game to run on their PC...
Quote from: slasher on Mon 07/09/2015 16:49:18
You could add passwords at the end of the game that you need for the next chapter.
Quote from: Cassiebsg on Mon 07/09/2015 17:38:04
Why not just write a file with the info needed for the next chapter, that then gets read at run time? file not there = no way to play = auto-quit chapter (or just show a screen that one needs to complete the previous chapter before starting on the next).
Quote from: Snarky on Mon 07/09/2015 18:45:16
Besides, do people who finish your game get to have your house or anything? Otherwise, if people want to cheat, what do you care?
Quote from: Ghost on Tue 08/09/2015 10:48:26
And to think I used to wonder if people wouldn't shy away from a 3MB download...
It's been said before, but I really think the solution is to use a lower resolution and probably assign less frames to animations. I get the idea that these days you want super-smooth walkcycles with 60+ frames, but that's hardly ever needed. There's a point where the eye doesn't even notice the extra frames anymore.
Quote from: Mandle on Tue 08/09/2015 13:13:56Quote from: Snarky on Mon 07/09/2015 18:45:16
Yes, this is easy enough to do.
Besides, do people who finish your game get to have your house or anything? Otherwise, if people want to cheat, what do you care?
Yeah...pretty much this...
If someone wants to cheat with the files it's not that different from just consulting a walkthrough online or any other number of ways to cheat a game like downloading a saved game or whatever...
People either play games to experience the fun of them or to cheat them...It's the former that will have the best time...
Quote from: Cassiebsg on Sun 06/09/2015 15:27:00
Just a suggestion, not sure it it would work since I know nothing about your project.
Could it work if you split the game into chapters? And automatically launch the next chapter? Could maybe write the state of the game on a file with variables and what not. Of course this would be impossible if you have a huge open world where the character can wonder everywhere.
Quote from: Crimson Wizard on Sun 06/09/2015 16:36:16Quote from: Cassiebsg on Sun 06/09/2015 15:27:00Yes, that is another solution.
Just a suggestion, not sure it it would work since I know nothing about your project.
Could it work if you split the game into chapters? And automatically launch the next chapter? Could maybe write the state of the game on a file with variables and what not. Of course this would be impossible if you have a huge open world where the character can wonder everywhere.
I will look into sprite file problem, but with AGS having hidden traps most of times you cannot tell how long it will take.
Quote from: slasher on Sun 06/09/2015 16:53:08QuoteMan, i really wanted to make it work because it was looking great at HD res. Anyway, it was not destined to be.Never give up the dream
Quote from: Monsieur OUXX on Mon 07/09/2015 10:40:14
Off topic: Man, who would have believed just a few years ago that someone would post: "My problem is that my game is 2GB with 10,000 sprites". I ain't even mad, I'm amazed.Quote from: Cassiebsg on Sun 06/09/2015 15:27:00"Insert 2GB floppy disk #2"
Could it work if you split the game into chapters? And automatically launch the next chapter?
Quote from: slasher on Sat 05/09/2015 18:27:48
sometimes its less painful to remake a game from new and be wiser... a patch may take like forever..
i'm wondering how come you need 7689 sprites... is it a really hi res huge game?
Quote from: Crimson Wizard on Sat 05/09/2015 17:19:54Quote from: proximity on Sat 05/09/2015 17:06:21There is no solution but the ones I mentioned, and - fixing AGS.
So, what is the solution ? I can't use dynamic sprites or same sprites for different characters. I have about 20.000 sprites to import
Quote from: Cassiebsg on Sat 05/09/2015 14:07:11
Yes, there's a 2Gb limit.
Not sure if you can "bypass" that with the choosing the option "Split resource files into X MB-Sized chunks"...Guess can't hurt to try it? (backup you game just in case it messes up).
Quote from: Crimson Wizard on Sat 05/09/2015 15:24:36
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52379.0
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