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Messages - subspark

#201
Totally agreed. Little advantages like that add up to speed workflow! :)

Cheers,
Sparky.
#202
Quoteif suggested before, I'm seconding:

what I wish is a clickable property for objects in the proberty grid. when I use objects for walkbehinds and parallax scrolling I have to set this by script for every object.

Well I think your sixth'ing but I agree and I'm seventh'ing

Sparky :)
#203
QuoteI've just had a thought. (that happens to me sometimes)
That happens to you ALOT Cal, don't be modest! ;)

Sparkz

EDIT: I had an idea too! Make a Calin Leafshade plugin so that everybody can have their own personal wonderbrain. ^^
#204
Call me alternatively old fashioned but I grew up with a Mac LC and always loved the old Quicktime/System 7 MIDI libraries played by Monkey Island 1-2/FOA/etc.

Sparky ^^
#205
Yeah for some reason Calin, the latest VSync Plugin still requires MSVCR100.dll
If you say thats unusual for two lines on code then hmmmmm. ???

Sparky.
#206
Yeah I considered the SDK, but I'll wait for your fix. Im patient enough...I think ;D
Thanks for sorting it out.

Sparky.
#207
Just to clarify, AGS is asking for d3dx10_43.dll however I have a Direct X 11 Machine (Win 7) with the latest GeForce GFX 200 drivers installed.

Am I missing something? I'd love to test it for you Calin and I have the perfect GIP (Game In Progress) but I can't seem to launch AGS with the plugin. Am I meant to put your dll in the AGS directory and compile the game, then make a local copy of the dll to the game path?

Cheers,
Sparky.
#208
SCHAWEEET!!!  ;D
#209
Some good examples there too, Garage. :)
Sparky.
#210
Sure I'll have a look Calin. Thanks.

Edit: Gotcha! http://www.nathanm.com/photoshop-blending-math/
#211
Impeccable timing Calin. AGS is now asking for d3dx10_43.dll
Otherwise this plug-in will be very useful for our full-screen effects!

Cheers,
Sparky.
#212
Actually, before you do lock this thread, I just want to say that it would be nice if AGS could make use of blend modes like this.
It has been mentioned several times in the wish list and you've provided a good visual example of what to expect.

Cheers,
Sparky.
#213
Nice work peoples!! Wow we're really starting to branch AGS out now aren't we!

QuoteXAGE is silverlight compatible.
Thats right I forgot.

Coolies.
#214
Hey that looks pretty cool Denzil!

On a semi-related note, I wonder if anyone's working with porting to Silverlight?

Sparky.
#215
Engine Development / Re: AGS Wii Port?
Fri 20/08/2010 00:57:35
Yeah what ever did Scotch get up to on that? Did he ever organize the 3x source with CJ?

Cheers,
Sparky.
#216
I must agree with Calin. Flash is sliding down the www gurgler.

Cheers,
Sparky.
#217
Fair enough of course however I was under the belief that CJ would implement this particular plugin into AGS as 'out of the box'. Don't ask me why :P.

Nice work though. I hope with this plugin in combination with better resolution support, we wont actually need to change the 'monitor' resolution when playing a game anymore. We just stretch the graphics across two tris.

When we're talking about the resolution of the texture (the game resolution) I was excited because this may mean that low res games under DirectX 9 can be scaled up directly/filtered/not filtered and still maintain the exact relative pixel grid.

So I still salute your efforts! ;D

Sparky.
#218
QuoteYup the code is already done, just need the access to that texture and I can release full (post process) shader support for AGS :D:D
HOLY Shinoouwza!!! :o This could mean the end of our game resolution woes AND the potential for working new arbitrary aspect ratios in!

Nice going Calin! We salute you. 8)

Sparky.
#219
RickJ On HTML5:
QuoteI don't know the full extent of it's capabilities or how they would compare with what Allegro offers.

Hey Rick, I'v done some research into HTML5 (I've been developing in it lately) and tracked this down:
http://code.google.com/p/quake2-gwt-port/

HTML5 is VERY powerful indeed. I have very little doubt it could be used as a SCUMM interpreter or a platform for our AGS games.

Cheers,
Sparky.
#220
Yeah its unfortunate that the only widescreen support is LOW-res. 320x200 / 640x400 (16:10) I would also like to see widescreen support for higher resolutions.
Especially now that Monkey 2:SE was recently released. 8)

Cheers,
Sparky.
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