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Messages - proximity

#81
There is a serious problem with templates in 3.4.0.6. When you create a template successfully and start a new game with it, there is an error like this :



I realized it when i created backup templates for my game. In the general settings pane, i checked "Compress sprite files". I don't know if this is the cause of error.
#82
Quote from: Crimson Wizard on Mon 31/08/2015 19:10:27
:).

Regarding release, after Nick Sonneveld set up an automatic build server, and also started to introduce automatic tests, we are discussing to move to a faster release rate (a finalized public release after every big change). With this in mind, there is a number of minor problems to fix, after which we may start a more official "beta test".

I pretty well know that people will worry about other stuff I promised to add (I made too many promises I could not keep in past years :/). But we will start working on these right when we have free time, which may be in parallel with beta test process.


Lastly, I was not mentioning this until now, but I made an agreement with the management in the company I work to switch to half-time schedule roughly in the end of September, which will give me extra time to work on AGS.

That's good news Crimson. Also i'm curious about something. Weren't you in the makers of Journey Down games or i just remember wrong ? I'm asking that because you should already have made money from it :smiley: Why do you still have to work ? :smiley:

By the way, i'm proceeding my game with the latest version (3.4.0.6 now) of alpha. Resolution : 1920*1080, 32-bit (big) alpha sprites. I will continue to give feedback as i proceed, especially about visual issues.
#83
Thanks Crimson. I guess i will have to wait till next update before going further with idle views.
#84
Quote from: Crimson Wizard on Thu 13/08/2015 16:16:17
Quote from: proximity on Thu 13/08/2015 04:29:07
Hello again :)

I'm having trouble with idle view. No matter what i do, idle view still plays at 5 animation delay i think. I set every animation delay options in the editor to zero. I get good result in the view editor but in the game, it plays very slow. Is its delay 5 by default and can't be changed ?

Is this problem specific to version 3.4.0? Thing is, this thread purpose is for discussing new features and/or problems arising in new version. Did you try searching/asking at the tech forums?

Yes, i've tried it on 3.4.0.6 builder patch. I've searched tech forums related to that but i've found only complaints about idle view plays during dialogs or unwanted situations etc. If default idle view animation delay is 5 and can't be changed, i have to remove all idle views from the game. Would you try it yourself and share your opinion ?

Edit : I can send you my idle view sprites if you like for better testing.
#85
Hello again :)

I'm having trouble with idle view. No matter what i do, idle view still plays at 5 animation delay i think. I set every animation delay options in the editor to zero. I get good result in the view editor but in the game, it plays very slow. Is its delay 5 by default and can't be changed ?
#86
I think i got it :

Bind to game scaling : if desktop res. is 1920*1080 and scaled game size is 1440*900, the engine set the resolution to 1440*900, as it is already available resolution for the graphic card.
Bind to game scaling (force desktop ratio) : if desktop ratio is 16:9 and the scaled game ratio is 16:10, the engine set the ratio to 16:9.

Do i understand correctly ? :)
#87
Quote from: selmiak on Tue 21/07/2015 00:27:34
QuoteCon:
No visual editor for scripts†ˆ†ˆ

You have to actually write all scripts yourself.

please add
Pro:
No visual editor for scripts†ˆ†ˆ= more control

You have to actually write all scripts yourself.



Actually, there was a visual script editor in the versions of AGS 2.72 and before. You were simply choosing a command (like MoveCharacter) and placing it to a object's pane without involving in any scripting. But when things got complicated, you're eventually ending up with coding in a script window. You have more freedom and control of your game in the new style. Believe me, you don't wanna go back to those days ;)
#88
I downloaded and played your video in the game. It played clear and smooth. My video is conversion from .avi and i think it's a bad conversion.

After comparing two videos, i realized that encoder of them are different. My video is encoded by Lavc56.41.100 libtheora, and yours is encoded by ffmpeg2theora-0.23.
#89
I put OGV and OGG files in the main game folder, just like you. After then, i compiled the game. The video files were copied to the compiled folder. In the game, when i call PlayVideo command it just says "Unable to load theora video". I used version AGS 3.4.0.4. Those OGG and OGV files aren't broken because i can play them in a video player. I'd read the AGS help file 5 times before i tried it :smiley:

So, did you do something extra ? What am i missing ? Wrong version of OGV video may be ?

Edit : I tried it again. This time it worked :smiley: It played the video black & white ??? I tried all 4 flags but the result is the same.
#90
Thanks Crimson, i will try that.

Edit : I give up. There is no way the engine plays .ogv or .ogg videos. I think i will use .avi or .mpg instead.
#91
When i try to play an .ogv video it says "unable to load theora video". It doesn't even compile the OGV video in to the game.exe. It just copies it from compiled and pastes it to Windows/Linux folder. Please help :(
#92
Hi, Crimson. I can't get a screenshot of the game when i press the PrtScr button on my keyboard. I just get black screen. Is this a known issue ?

Game resolution : 1920*1080 full screen
#93
Quote from: monkey_05_06 on Wed 06/05/2015 21:26:55
Not sure when Dave posted this, but I was chatting with him yesterday and the error seemed to be that he had the wrong version of the Steam API DLL (steam_api.dll) from what the plugin was built against. When I have time I will be sure to download the latest Steamworks and do fresh builds.

He also mentioned that once he sorted that out there were some achievement issues, but as CW said, other games have been released on AGS 3.3 with this plugin, so that could also be related to out-of-date builds. Will update ASAP.

Is it going to be suitable for AGS 3.4.0.x ? I mean after you update your Steam builds.
#94
 I found a cheap and wired mouse and tested it again. Result is still the same :( I think this is related to fullscreen rendering of the engine. May be AGS does not handle high resolutions very well.
#95
No, we're not experiencing the same thing. It's not about cursor's movement speeed or sensitivity. When i move the cursor in fullscreen test, cursor does not always go to the location where i pointed to. It's jumping to 20-30, maybe more pixels away from the point. So i feel like i don't have full control of the cursor. When i test it in windowed mode, there is no problem with the movement. I can explain that "jump" effect like this.

Note : After writing this post, i tested it again with very slow moves. Result is the same. There is no difference between slow moves and fast moves. By the way, my mouse is Logitech M235 Wireless Nano device. Should i test it with another mouse ?
#96
Quote from: xil on Sun 17/05/2015 23:36:30
Quote from: proximity on Sun 17/05/2015 17:49:31
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).

So you're saying some of the players will get smooth movement, others will get this jump effect with the cursor. This is bad.
#97
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080
#98
How about Steam Greenlight ? It's a very popular digital platform and i'm sure your game would be greenlit in a day or two. Haven't you considered it ? Congratulations by the way :)
#99
Quote from: Mods on Tue 10/02/2015 20:57:40
Well done nominees! Damn I feel a bit bad that some games didn't get a nomination. Bizarre Earthquake, you win the m0ds guilt award for not appearing in Best Demo.

Anyway glad to see that by selecting the Samaritan Paradox for every select box per category paid off!

OK I didn't actually do that, so I'm thankful to those who of course did nominate it for so many categories, and of course well done Andail. Just The Blackwell Epiphany to beat on every single one of them!! :=

:P

Good luck to everyone! :)


Thanks bro, glad you appreciate it :smiley: It would be nice to fill those empty 3 spaces with 3 demo noms :smiley:
#100
That looks amazing ! Big blue cup invades Unreal community :)
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