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Messages - subspark

#601
Thanks Lemmy. I've taken down the links to the protected software.

Cheers,
Paul.
#602
Loosen up guys. I was actually just sighing in a light hearted manner at your comment about being forced to upgrade. I thought it was rather funny. Not that any of us are really forced to do anything around here.  :)
Why would I mock sombody for not choosing to upgrade to the minite release of AGS?

Cheers,
Paul.
#603
BUG: When a hotspot is drawn (ID1) and a new background image is imported over an old one, the hotspot changes proportions.

BUG: When dragging edges, the new position is not updated on screen until the mouse has been released and moved by 4 pixels vertically. Moving the mouse horizontally doesnt update the new position whatsoever.

BUG: When I position a label on a gui, the game draws it about 5 pixels below where it was placed in the GUI editor.

I'm using windows Vista Ultimate SP1 and have DirectX 10.1 installed.

Cheers,
Paul.
#604
SUGGESTION: When using the eraser tool for hotspots the tooltip balloon keeps popping up over my workspace. Due to this slight hindrance, I made a few mistakes but could not undo them all. Along with a less intruding balloon tip, I think AGS needs an edit menu with Undo and Redo commands that can be applied a finite number of times. The amount of Undo and Redos should also be modifiable under the preferences menu.

SUGGESTION: Now that the walk behinds, hotspots and regions can be made semi-transparent, I think the eraser ID should be replaced with a more intuitive eraser button on the top menu in the room editor and for the colors of the actual ID's to remain rather than go grey each time the eraser is used.

SUGGESTION:
Add a 'Close All' tabs option.

Cheers,
Paul.
#605
It may have been a bit obscure but I was responding to this comment:
QuoteThe problem with doing this the fact it doesn't display the true resolution or representation of the game

It always makes me excited to know you are planning to upgrade the resolution system.

Cheers,
Paul.
#606
I think this is another good reason to note that Chris said a while back that he plans to upgrade the resolution system for a future release. Hopefully 3.02. Surely we don't want our games run in a resolution other than the indended one. 640x480 with 2x filter in my case. Ew! Look at those screwy pixels. ;)
Time will see this through I beleive. Just thought I'd cheer you up.

Cheers,
Paul.
#608
Indeed godspeed guys, brilliant work. Well deserved credit for your magnificent leaps and strides! Congrats team!

Cheers,
Paul.
#609
Congrats on the new release Electroshokker!!

Cheers,
Paul.
#610
Keep up the good work TFE-Team!!

Cheers,
Paul.

Edit: LINKS TO DP REMOVED
#611
Yeah! Coincidentally this is something thats bothering me as of right now. I couldn't figure out why one machine would play the vid and the other wouldn't. It turned out to be a mismatch in codec versions. If we could write a handler for missing codecs with the PlayVideo() command then we could even recommend which codec the user should download.

Ultimately its more than reasonable to include the codec with the game's installer to save drama like this from being an issue in the first place. :P

Cheers,
Paul.
#612
QuoteThis game looks great and all, but where are her shoes?
And her raincoat? She must be freezing out there. Have you guys set up scene dependent costumes or do you have another governing system?

Cheers,
Paul.
#613
Good Point! :D
I second that.

Cheers,
Paul.
#614
Mouse placeable Hotspot/Object Walk-To-Points would go well with the re-introduced draggable baseline function. Fantastic!

I also think 'project size' in terms of mega bytes would be a convenient appearance in the game statistics window somewhere.

Cheers,
Paul.
#615
Quote320 x 200/240 is quickly becoming an unsupported screen resolution
I doubt whether support for 320x200/240 will discontinue but I do believe that your issue with the mixed resolutions is a common one.

I noticed such an issue with The Infinity String actually. Notice the helicopter scene is in true 640x480 but the rest of the game is 320x240 scaled up. The characters, like you noted, were also displaying the same resolution mismatch symptoms.

Would it be time to overhaul the resolution system at this stage of AGS development yet, CJ?

Regards,
Paul.
#617
It gets the best of us my friend ;).

Paul.
#618
You certainly have a great attitude towards game development and the AGS community. I commend you for that. I wish I could donate some cash or something to help move you guys along this busy path. Got an official website for TFE?

A million cheers,
Paul. :)
#619
Looks outstanding. Great work you guys.
What exactly is AGX, btw? Is it an AGS Plugin you guys have developed for your productions?

Edit: Is it possible, with your particle tool, to have slower rain dripping off the parts of the building to simulate running water? I think that, along with subtle splash particles for the ground, will beef up this scene even more!

Cheers,
Paul.
#620
Quote from: cat on Fri 21/03/2008 20:26:11
Another suggestion (see also http://www.adventuregamestudio.co.uk/yabb/index.php?topic=19062.0).
I use custom shaped buttons, but when the gui is disabled, they have an ugly grey square.

So I would either suggest to allow a DisabledGraphic for buttons or do not grey out transparent areas.

I actually asked this before. Back in 2.8 I believe. It's one thing to hide the controls on a gui (including inventory) but its another thing to turn the gui completely off!
Paul.
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