Thanks for the info, SSH. I'm stumped as to why a reasonable response like yours wasn't posted in the first place.
Paul.
Paul.
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Show posts MenuQuoteThen again, ever since I got this flat screen... every thing's gotten screwy...Well I've been running AGS on a 1280x1024 for a few months now, my 30" is being used for other projects right now but I have had these graphical artifacts since version 2.8. While particular forum members are just itching to ostentatiously twist my words because they view my equipment and setup as rare, the reality is that it doesn't matter what resolution I run AGS in as it still presents visual problems.
QuoteUsing the editor with a desktop resolution absurbly high is just an overkillI'm sorry but thats a ridiculous statement and one that is unacceptable.
Quote from: Lt. Smash on Tue 18/03/2008 11:55:33
suggestion:
A nice feature would be to change the game language in-game. Maybe Game.Translation=String TranslationName;.
We would not need to use to the WinSetup.exe and it would look more professional to change the language from english to spain in the options menu of a game.
In the editor: Right click on a translation: Edit in default text editor. Or possibility to edit it in the editor itself.
What would also be nice: Game.Windowed=true/false; Game.GraphicsFilter=2xNN,3xNN,Hq2x,Hq3x; Game.ForceLetterboxRes=true/false;
These are things that are implemented in ScummVM and would be nice to have in AGS.
QuoteThe compiler should barf if someone declares a variable or function in a script header as this is almost never what someone actually wants.'Almost' isn't a very reliable statistic if functionality of the compiler is to be altered now is it.
QuoteI don't think that the amount of time it would take to fix them all would be worth the hassle, though I will take a look at it.Thanks mate. I very much appreciate it. Although Vista supports any dpi font, 96 and 120 dpi are standards set in XP and support for both would be ideal. People with larger screens and greater resolution tend to use 120 dpi as fonts are remarkably clearer and easier to read.
QuoteQuoteBy allowing us to customize those to either resolution, we could make the best of both aspect ratios.GarageGothic is right and as I have suggested a few times already I think we need to be able to control 'screen layout' in the editor along with the other features found in the default game setup exe.
Paul.
QuoteChinese, but I wouldn't care about these minor glitches unless they prevent me to use some of the features.
QuoteHmm, I'd forgotten that limit was there. Seems like you're the first person to need that many scripts Wink
I'll take a look at it.
QuoteAlso, I find that sliders would be a bit of an overkillWhy? Sliders are simply another way of displaying the measure of a value. It is notably a more user friendly method as well. Sliders don't have to be adjustable by the pixel. It can be adjusted in chunks of 5% and a label displaying the value below or above the slider would be present. Who in the world needs 42.7% compression for example?
Quotebut if you want to use it as a 'target' file size for the whole projectNot the whole 'project', but rather the entire sprite image index.
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