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Messages - scotch

#1261
It doesn't matter now, we know the system requirements are going to be about 700mhz.  Although if people really want to post their results then they can, but I doubt anyone's going to beat Custard somehow..
#1262
Yes, Peepwood, the problem occurs for everyone, it's just not possible with alpha blended sprites at the moment.

The process behind making the graphics is fairly simple, if you're using a vector program like flash you just export the graphics as 32 bit pngs and import them into ags and they will have antialiased edges, if like me you use a raster program like PSP or PS the you will have to crate a new image with a transparent background (shows up as a grey checkerboard usually) and draw on that with antialiased brushes as you usually would, then save it as a 32 bit png and import that into ags.  Make sure you have changed the game colour depth to 32 bit beforehand though.  Currently you can use those sprites on characters and objects.  Some people seem to be having trouble exporting the graphics from PSP7, not sure yet if it's a bug with PSP7 or they just aren't doing it right.

People should remember that this doubles the graphics filesize compared to 16 bit, and that it's slower, so they should only use it if they actually think it's worth that for the graphical improvement they get.
#1263
Inkoddi : I made CJ aware of that, also the character disappears if on a region with light levels or tinting, they will be turned off for alpha sprites in the next version I think.

Oh yes, and I get 82-85 FPS
XP2600+
Geforce FX 5600 256mb
#1264
Edit: Agentloaf got in first >:(

It means that for every pixel of a sprite you can set a transparency level, 256 levels of transparency for each pixel, this means that you can have antialiased edges on characters, and you can have semi transparent objects such as glass windows, there are lots of things you could use it for.
To make the graphics you'll need something like PSP, or photoshop, and draw the graphics on a transparent background, then save in a 32 bit format like png or tga which ags can import.  Then you just use them as you would any other sprite.
#1265
It's been asked for a few times, I'd like it as there are many places in my code it would save large amounts of space, but you can always do it with if statements so CJ seems to want to work on other things instead, which is fine by me.
#1266
General Discussion / Re:Why I'm not using AGS
Fri 14/11/2003 14:35:53
I really must thank you cos777 for intimidating CJ so much with your threats of using another rival engine, he was so scared he coded 32 bit colour for us, and sprites with alpha blending for getting rid of those terrible jaggies, please come back to us!  Thankyou for helping him overcome his bitterness toward 32 bit colour.
Now if only he'd start charging us to sell our games...
#1267
alpha transparency on sprites and seperate x and y walk speeds, these two will improve the quality of my ags games so much.  AGS is now complete for me :) well, until I come up with some new urgent feature.

I'll test out the alpha sprites today, see how fast they run.
#1268
There will be 32 bit MAGS games out before this, like mine hopefully.

I think low res, high colour would be the best res to choose, because it's the one most people can make graphics in, and is faster to draw for.  I'd prefer high res personally, but there aren't as many high res artists around and there's a fairly tight time limit.
#1269
Like that would get anyone else banned..
The real reason is because Vel has become the target of everyone's hate recently, mostly brought upon himself but partly just because people like having someone to bait into silly arguments in #ags.  Not even ops are above it, it would appear.
I don't think he's done anything bad enough for a permaban, but his 'Have you played my game?' questioning has annoyed everyone, hopefully this will be enough to get him to stop.
#1270
If you want to do an adventure style RPG it'd work though, if RPG thinsg like stats and battles and buying things are all you need added to the standard adventure characters walking about individually drawn rooms, but a top down tile based game would be a bit difficult.
#1271
No, but you could make an autorunning installer, like a professional game, if you wanted.  Although it's simpler for everyone not the have one.
#1272
I would have thought he meant that there would be both midi and digital music, the digital replacing the midi if you download it.
Although I think just digital would be fine personally, and I'm on dialup.
#1273
it would be the same size in AGS as outside it, what format music are you using?  a lot of MP3 or OGG music can get big, but people are usually willing to download it.
The mp3/ogg music is put into a file called music.vox in the complied folder, you don't need to put the original music files along with the game when you put it online, in case you were thinking that.  Midi music is put into the game exe.

If you are using WAV files as music, then the game will of course be massive, encode them into mp3 or ogg for smaller files.
#1274
General Discussion / Re:Mirc Problems
Wed 12/11/2003 03:36:10
Identd user id, email etc is in mirc options, have you tried changing them? Perhaps there are some characters it doesn't like or sth, I had this problem once.
#1275
It means your true colour graphics don't get reduced to 16 bit when you import them, which looks better.  You'll just have to set the colour depth of your game to 32 bit when you start, and they'll be imported for that colour depth.
The main advantage is on subtle gradients where the relatively low number of colours in 16 bit is obvious:

16 bit:

32 bit:


(obviously you'll need your screen colour depth to be over 16 bit to see the difference, but most people's are)
#1276
That sounds very similar to the last team competition, just with a shorter time to make the game.  I don't think it'd work.
#1277
General Discussion / Re:I need an easy favour!
Sun 09/11/2003 18:53:16
Stuff like this is still spam even if you aren't a random newbie.
#1278
General Discussion / Re:Why I'm not using AGS
Sat 08/11/2003 17:52:24
I don't think he's disputing 640x480 or 256 colour can look good, he's probably played CMI, just that he thinks people are closed minded about 1024+
I think 800x600 is enough for very high quality full screen graphics on most monitors, after that better antialiasing and other effects make more of a difference to me, I can see a small improvement between 800x600 and 1024x768 though...


Oh wait, it was a just shameless plug for RF, sorry. ;)
#1279
General Discussion / Re:Why I'm not using AGS
Sat 08/11/2003 15:54:26
You've misinterpreted the communities feeling about 32 bit colour and higher resolutions, and CJ's too.. very few members think higher resolutions and colour depths would make worse games and we aren't bitter that the engine would be slow at high resolutions (some people prefer software based graphics for compatability, rather than hardware accelerated ones such as wintermute that don't work on my older PC), the reason we don't have a mssive demand for them is that most members aren't great artists so that they aren't really bothered by the current limits and some are very accomplished low res artists.  You come across as irritated that AGS doesn't do what you want it to do, why expect it to be that way?  If wintermute is the engine that you need to realise your project then use it, but there's no reason to come here ranting about the limitations of AGS.  It was designed to make low res, old style adventures, higher resolutions have been added because people have asked for them, 32 bit colour is an intended feature for version 2.6, perhaps you didn't read that.  1024x768 is a possibility, although if I ever make a game in that res (and I intend to) I'll probably do it in something else.

The reason you've chosen not to use AGS is sensible, it's not what you're looking for.  This thread, however, isn't.

Good luck with wintermute, I looked in to it for a while for my games, unfortunately it isn't what I needed.  I'll AGS until they add real 3d character support.. maybe I should go and post that on their forums? ;)
#1280
As I told you in IRC I'll help colour your pencilled backgrounds, once the game has progressed a bit.  Because although you are an egomaniac and annoying at times you'll probably finish this ;)
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