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Messages - subspark

#681
QuoteI think subspark's problem is that he doesn't want 5 to happen.
No no thats not what I'm about at all. I did however figure out what it was. :P
QuoteI still can't replicate this. I tried this:
It was most likely a sticky key that was stuck down while i clicked the right button.  :D

Cheers,
Paul.
#682
Quoteduh.. it keeps opening the right click menu..
Yeah, on the desktop, it's kind of a brute force method but in most of the software I use its quite a handy feature.

QuoteHmm, I couldn't replicate this.
You have to drag the sprite inside of it's own folder on the right-hand 'sprite selector' window and then right click for the bug to occur.

QuoteWhich version of Windows are you using?
Just XP. I'm using XP Proffesional here.  :)

Cheers guys,
Paul.
#683
Whoops ;D Perhaps I should do some reading! :-[

Cheers,
Paul.
#684
Try a folder on the desktop. It is the native way windows has always worked and in my opinion is most accepted as 'standard'.
Why not settle this by implementing right click cancel in addition to the existing escape. To put it this way, I don't think having to use both hands to cancel a simple action is the only way.

Cheers,
Paul.
#685
Errr. No offense but, when was escape ever used to cancel a drag in windows? A little tedious don't you think?
I believe Right click is a much more fitting and generally convenient option.
#686
I wish for the ability to tell AGS to ignore unhelpful warnings like "Character (Narrator): normal view 4 has no left/right frames and could crash the game."
In my case the narrator is invisible and need not carry any frames.

Cheers,
Paul.
#687
BUG: If dragging a sprite in the sprite window and then right click to cancel, instead of canceling the action (suggestion), AGS creates a copy of the sprite with the same sprite number.
BUG: Setting an object's baseline to zero does not have any effect on the draw ID. If set to 1 however, the object is correctly drawn behind the character.

Cheers,
Paul.
#688
Brilliant SupSuper! Your plugin is very important to me. Keep this thing alive!
Brilliant work mate!

Cheers,
Paul.
#689
QuoteSo the final version of AGS 3.0 won't get classic SCUMM template (MI and FOA style)?

No but AGS 3.01 will hopefully feature our MI2 style SCUMM template officially that Ashen and I have been working hard on over the past two months. It will be released as a separate download before that time and will include two versions, one with the framework (GUI, minimal graphics, main character, example puzzle) and a demo with full speech, complete dialog and a range of interesting and intriguing puzzles.

Keep your eyes peeled as we are we are actively working towards a release and soon.

Cheers,
Paul.
#690
Yeah I too have a number of side projects and like to experiment on a regular basis. I would also like a Preferences option to set the "default project directory".
Besides, it's an issue every AGS developer is going to have every single time a new project is started. And counting by the number of developers out there that could amount to quite a few inconveniences.  ;)

Cheers,
Paul.
#691
Precisley. I'm leaning more towards letting the user specify a set of directories rather than having a predefined search path.  :)

Cheers,
Paul.
#692
QuoteYes, it should. In fact, that's exactly how mine is arranged, and everyone can arrange it howsoever they like.

Thats not quite what I was getting at. Let me rephrase:
I think AGS should read plugins, templates and modules from directories rather than the root folder exlusively. If one is using several templates, several plugins and several modules things can become rather confusing and untidy. I think it is time to reinforce tidyness or at the least, support those of us who keep tidy.

Paul.
#693
When I double click my .agf file it loads AGS but it doesnt load any of the plugins in the AGS root directory.

Cheers,
Paul.
#694
This has been discussed once before, but I think the AGS directory should now be cleaner with sub directories for plugins, templates and modules.

Cheers,
Paul.
#695
QuoteI'm now taking a couple of weeks off, so have a great Christmas and New Year, folks!
The same to you Chris. Merry Xmas to all and an awesome new year!
2008 is certainly going to be a BIG one!

I'm running DX10 and AGS runs flawlessly. The only slight 'querk' is when it switches resolutions from desktop to the game, instead of switching once, it flashes on and off about 6 times before the game starts. Apart from this I am very impressed with it's stability.

Best Wishes and Cheers to all,
Paul.
#696
Good to know theres a resonable solution.

Paul.
#697
As far as Chris explained it to me, Dialogs in AGS are a blocking function. So animation and any audio besides music will pause.

Cheers,
Paul.
#698
QuoteFor something like this I think a better feature would simply be the "re-import from source file" option that we've discussed before.
Or what about my suggestion Chris? I get the feeling that it was inadvertently overlooked. :)

It's basically what the programmer has done with Zbrush which was explained on Zbrush Central as being a reasonably wieldy task.
Is it worth your time to explore for AGS 3.01? If so, i'll post it in the suggestions thread.

Cheers,
Paul.
#699
QuoteI would like to have different default paths for different things
This is something I have put forward to Chris before. I agree. It would unclutter the main directory and keep things organised within a team environment.

Quotedon't request features for the sake of requesting features
Your right Khris. Sorry; old habits in combination with overexcitement for this new editor.

I truly wish for a revised dialog editor with support for non-blocking functionality.
This is something I've requested for before in another thread but this thread sure seems appropriate.

Thanks,  ;)
Paul.
#700
Khris and Radiant are correct. These misalignments can be solved with careful consideration of spacing and placement in your painting package. I don't mean to defer you from your topic here but if you read the following thread you can see how Khris's method worked for my sprite production. I understate. It worked marvelously.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33099.0

Cheers,
Paul.
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