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Messages - subspark

#361
Thus the point of my suggestion is hilighted. ;)
Cheers,
Sparky
#362
OH THANKYOU for spilling the beans at last ProgZ. Every suggestion you made has been fighting around in the back of my brain for a long while now.

To expand on your first idea - it would be equally important to be able to view the scale/tint/light of characters by dragging them around the confines of the walkable areas we set. I can't imagine why we'd have to guess this sort of stuff forever.

I imagine CJ is already running for the hills := but I have it in me to make one more suggestion:
vSync for DirectX9 mode. I'm getting image tearing all over the place with full screen animations. I certainly agree with ProgZMax's third suggestion although without vertical sync, image tearing would still be a real issue.

Cheers,
Paul.
#363
I was looking for a way to pop a character in at certain coordinates but could not make effective use of player.Move until I realised that wasn't the code I was looking for. The code to do this as suggested in the manual is unessecarily cumbersome and is one of the few remaining things to be formatted to the new scripting style.

Instead of:

Code: ags
cEgo.x(25);
cEgo.y(50);
cEgo.PlaceOnWalkableAreas();


How about:

Code: ags
cEgo.Teleport(x,y,eNoBlock, eWalkableAreas);


Or, if you want it by-the-book:

Code: ags
cEgo.Place(x,y,eNoBlock, eWalkableAreas);


It's much nicer to work with don't you think. :)

Cheers,
Sparky.
#364
Sure have - Unfortunately my system wont run it fullscreen. I'm running a 30" Apple Cinema Display here in which 16:10 games like Monkey Island and many AGS games look absolutely stunning on.
In other words, 320x200 & 640x400 games scale perfectly well under nearest neighbor filters that are a power of 2 but nothing else. Strange.  ???

Cheers,
Sparky.
#365
Bug 1:
This one's been bugging me for a while but the DirectX 9 filter's version of the 4x Nearest Neighbour filter works differently to the DirectDraw one.

For example, character scaling - When using the DirectDraw 4x N.N. filter a single pixel is accurately scaled 4 times. With the DirectX9 equivalent, characters who are scaled <100% don't conform to the 4x pixel grid. There are varying pixel sizes with the characters and the filter no longer lives up to its name. I'm sure this bug applies to text and objects too. Please correct this CJ. Theres nothing worse in our 320x200 game than pixel inconsistency. :'(

Bug 2:
When running the DirectDraw OR DirectX 9 under the 2x Nearest Neighbour filter OR no filter 320x200 (640x400), the screen resolution is set to 640x480. I thought the minimal resolution under Vista and Windows 7 alike was 640x400 but it is infact ridiculously 800x600 4:3 aspect. If 800x600 is truly the minimum possible resolution then why has Microsoft ditched a valid 16:10 format? Clearly there must be a way around this cruddy and foolish limitation. Our beautiful 320x200 graphics is scaled up by a factor of 2 and then squished vertically into the middle of a 640x480 canvas. Yeck!

Cheers,
Sparky.
#366
I aggree with you here progzmax. Theres great oportunity to extend the functionality of AGS without the need for CJ's magic. Having said that, my other suggestions are unfortunately clearly in CJ's department.

Thanks for all the fresh ideas guys! Youve all been a big help.

Cheers,
Sparky
#367
Hmm i get an error when I use the function:

Error:
Quote'.FaceDirection' is not a public member of 'Character'. Are you sure you spelt it correctly (remember, capital letters are important)?

Isn't a function supposed to autocomplete? That was the given second half of the request. I put the enum in my global script header and not every room right? - Thanks very much btw Scavenger!

Cheers,
Sparky.
#368
Genius Gilbet! Your a godsend, mate. 8)

The solution:
Code: ags
int Down = 0, Left = 1, Right = 2, Up = 3, DownRight = 4, UpRight = 5, DownLeft = 6, UpLeft = 7;


Cheers,
Sparky.
#369
Here are seven suggestions for AGS 3.2 that I feel would be rather usefull:

  • Longer view descriptions. (max length=32)


  • Descriptions for Loops.


  • Access to the Room Script through the Room Editor toolbar.


  • The ability to drag folders into other folders and rearrange them.


  • Place and drag hotspot WalkTo coords with mouseclick functionality.


  • Implement FaceDirection command for more precision over character views.


    Example:
    Code: ags
    cEgo.FaceDirection(eDownRight);



  • Freezing views, loops or frames until walk or other mousemode action.


    Example:
    Code: ags
    cEgo.FreezeView(VIEW, LOOP, FRAME);


    Cheers,
    Sparky.
#370
For some reason, when my character is already walking, the footstep sounds play, but when the view is changed i get the following error:
GetGameParameter: invalid frame specified

That being said, my frames and linked sound files are right on the money. I don't understand how a valid frame can be inconsistently invalid.
Also there isn't any real example of how to set the ViewFrame sound in the manual.

Heres my hideous code:
Code: ags
function room_RepExec()
{
  //===== FOOTSTEP SOUNDS - ANTE CHAMBER =====//
  
  ViewFrame *vf;
  int Down, Left, Right, Up, DownRight, UpRight, DownLeft, UpLeft;
    
    // Down
    vf = Game.GetViewFrame(WALK, Down, 0);
    vf.LinkedAudio = aFootstep_solid_2_fx; // idle footstep
    vf = Game.GetViewFrame(WALK, Down, 4);
    vf.LinkedAudio = aFootstep_solid_1_fx; // regular footstep A
    vf = Game.GetViewFrame(WALK, Down, 8);
    vf.LinkedAudio = aFootstep_solid_1_fx; // regular footstep B
    
    // Left
    vf = Game.GetViewFrame(WALK, Left, 0);
    vf.LinkedAudio = aFootstep_solid_2_fx; // idle footstep
    vf = Game.GetViewFrame(WALK, Left, 5);
    vf.LinkedAudio = aFootstep_solid_1_fx; // regular footstep A
    vf = Game.GetViewFrame(WALK, Left, 9);
    vf.LinkedAudio = aFootstep_solid_1_fx; // regular footstep B
    
    // Right Etc.


Any ideas?

Cheers,
Sparky.
#371
Whoops.
Sparky.
#372
Hey ProgZmax - your avatar looks like Mr Button from The Curious Case of Benjamin Button!
Thats cool shit man! :D

Sparky.
#373
That sounds user-friendlier :)

Supporting both methods would keep both sides of the community happy. Now why didn't I think of that.

Cheers,
Sparky.
#374
Good work Steve! I knew someone would tackle my idea. Although I'm sure it was hardly a tackle.

Many cheers,
Sparky.
#375
To be honest I don't know one single soal working with Direct X 5 today. I agree with ProgZMax's suggestion that perhaps its time that the old meets the new.
Effects are an important part of many games and just like in film, a day for night filter MUST live up to its name. The DX5 method does not.

Cheers,
Sparky.
#376
Darn! I've never used that command before.
Thanks a million!

Sparky.
#378
I've implemented shadows into our characters and when putting them at coordinates in our rooms, the pivot is locked to the center bottom, 9 pixels below the character's feet.

For example:


This is not a technical problem but more of a convenience issue. A hotspot control, not disimilar from the cursor viewer could really help here. Especially when relying on the XY coordinates in the room editor to match the character's feet.

Cheers,
Sparky.
#379
Can importing masks please act the same way as importing game backgrounds?

AGS always warns me that a mask is too small compared to the background, but this is because AGS doesnt know how to place it over the top half of the screen like it does with a background image.
Can we please automate this?

Cheers,
Sparky.
#380
1) you double posted.
2) you revived an old thread.
3) A mod will get grumpy. ;)

The best info in creating a LucasArts gui is right in this thread! Take a look.

Cheers,
Spary.
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