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Messages - subspark

#521
You obviously haven't played Crysis nor do you know what I am really talking about. I'll try to explain it better, sorry.
Any 3D game is vector based, but at what resolution you choose to draw those vectors is a completely separate issue. I'm not talking about resolution of content, but the resolution itself.
Perhaps you would like to visit the link I posted, scotch, and see what this is all about.

Cheers,
Paul.
#522
You forgot Xbox Live Arcade  :)
I think its time that AGS moves off of it's mother system and onto a wider variety of platforms. We all want to make games, but not just for Windows. It doesn't make sense anymore.

Cheers,
Paul.
#523
QuoteFor ports to other systems we need trustable volunteers who are familiar in this systems
Yes... We do. Which is why this idea keeps being suggested. We all hope somebody will take this on. It is quite clear already that Chris has his hands full with the Windows versions. Is there anyone you know Chris that might be willing to take this on as a project? I guess it really comes down to trust rather than willingness.

QuoteAnd no, I'm not interested in any of the handheld ports and I'm not getting an iPhone for sure.
Thats fine. Your one of about 4 billion people with an opinion on computer systems. ;)
I agree somewhat that iPhone does have its problems. The worst one being its current 3G network plans, but the system itself is notably incredible. I can't go past that.

Cheers,
Paul.
#524
Well even today's modern 3d games these days scale their graphics to match the native desktop resolution rather than switch the actual monitor resolution. I suggest, given AGS' non-resource hungry engine, that the graphics be smooth-scaled up to match whatever resolution the user was using on the desktop. This is not only a convenient way of supporting all resolutions but it is more convenient for the end user too. Games that switch the monitor's resolution always end up bugging up the desktop layout and sometimes forgetting to switch back to the desktop resolution. This can be a near disaster in a 640x400 situation. You wouldn't even be able to access the display properties without having to guess your way around using the keyboard. It has happened to me before but then again, AGS was always pretty good at switching back my original res.

Screen scaling (incorrect term?) is suitable for all games and makes things easier all round.

Modern games like Crysis and Unreal 3 titles use screen scaling to maximize compatibility with an unlimited range of monitors.

Edit: This should help:
http://msdn.microsoft.com/en-us/library/aa970067.aspx

Cheers and good luck with this,
Paul.
#525
QuoteSo why should there be one for that thing?
A simple question deserves a simple response.
Why shouldn't AGS work on more than one system? :o

Edit: I think the question answers itself really. The iPhone is the single most infallible way of exposing a large pop culture to the wonders of AGS and it's wide range of games. That is my open, honest and educated opinion.

Paul.
#526
I wonder, now with the astounding popularity of the iPhone following the long awaited release of the Apple iPhone SDK, if we will see some kind of port to the device. I've got my hands on the SDK myself and it all seems very powerful yet surprisingly simple to work with. Do you think it is likely that somebody would actively take on an iPhone port of the famous AGS Engine? What are your thoughts on this Ladies & Gentlemen/Chris?

Cheers,
Paul.
#527
Chris already said he would revamp the resolution system to support this and more I beleive. About 6 months ago to be precise. I initiated the topic requesting that AGS support 16:10 aspects along with the ability to tailor for 4:3 in the same game project. (There were complaints about GUI layout on various screen aspects). It is possible that this is something that CJ has already started planning but you'd best ask him about this.

Cheers,
Paul.
#528
Thanks mate but it would be nice to have the build number displayed on the splash screen under the version number.
Does this make sense to anyone else?

Cheers,
Paul.
#529
I think your best bet is to design your game in 640x480 or 800x600 and then build your sprites for a 320x240 resolution and export the sprites double-sized from photoshop. Your effectivley faking this effect using your graphics program rather than fiddling around with AGS scaling.

Cheers,
Paul.
#530
Don't know about the start page, perhaps a link to the most recent royalty free AGS downloadable content: aka sprites/audio/scripts/interfaces including links to official AGS logos/press-kits/product stamps/etc.

As for the AGS splash screen, can we please at last have a build number displayed in the top right corner or something!!! I'm sick of trying to upgrade or hold off upgrading to an unknown version of AGS on multiple computers.

Many cheers,
Paul. :)
#531
Oh hehe. I know what you mean.
If only we could reverse the hours of the day but keep the work we do.
Beers and happy composing Nik!

Paul.
#532
QuoteSo I'm commenting that I'll be... late... Undecided (but I'll be there...)
Be where exactly? No offense but are you in the right thread? I think your referring to Mittens but I can't be sure. Please clarify.

Cheers,
Paul.
#533
Any updates gentlemen? We're just dying for a new screenshot or two! :P

Cheers,
Paul.
#534
Those are good suggestions mate and have been suggested a few times before including by me. Hopefully these will make it to the near top of the new features list. Hopefully...
Cheers,
Paul.
#535
I agree. my fonts are whacked too.
great work on the UFO edition. that was a super fast release.

Cheers,
Paul.
#536
YIPEEEE! FINALLY HI-RES COORDS!! YOU DA MAN CJ!
I'd buy you a CrispyCream dougnut if I had the money to ship it to you!
Rock on dude! :=

Sparx.
#537
Wow! So many new ideas! I hope CJ has the time to implement some of them in the near future. I must say people, your ideas and suggestions coupled with Chris's incredible programming skills make AGS even stronger. Keep up the great suggestions because you might see them in AGS before you expected.
Theres a huge backlist for Chris to look through so I won't clutter this thread with anything else but I just wanted to say great work to Chris, and thank you guys for being such a devoted community.
            \|/
Beers! [=]
Sparx.
#538
Quote* Added option to continue running game loops while dialog options are displayed

Nice work Chris! I believe I was the first one to complain about this limitation. Nice to see it fixed at last!
As for the other features...Bravo, Bravo! :D

Cheers,
Paul.
#539
I will be taking full advantage of it. No doubt in my mind there.

Cheers,
Paul.
#540
QuoteI cant wait for the BJ climax
Now that just doesn't sound right. Know what I mean. :-X
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