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Messages - subspark

#781
Back in 2005 in this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18492.0
Chris, you said:
QuoteUnfortunately it's not that simple. VS only supports the WinCE for .net projects, not C++ projects, and porting AGS to .net really isn't a practical task right now.

Now that AGS uses the .net platform would this be as simple as it was originally made out to be?
I think the ability of running our own games our PDA's would be a refreshing change. PDAs are more powerfull now than in 2005 too.

I'm totally clueless here CJ. Could you enlighten me as to if this is now possible and worth moving forward with?

EDIT: Damn! I forgot to change the subject of this thread to something more specific. Sorry guys. (done)

Cheers,
Paul.
#782
Yep. Thats entirely a case of time. When your ready to work with 3.0 after it is the official version I'll be more than happy to provide feedback. Apart from testing your module, I haven't loaded up 2.72 in a little while but when it's time for 3.0 to take the pedestal I'll be able to offer more than a pat on the back. All that aside, I think the module is a sweet idea.  :D

Cheers, Dualnames!
Paul.
#783
I agree. I do look forward to your 3.0 version however. Top work mate!

Cheers,
Paul.
#784
QuoteAs I've said, I'm no longer considering requests for new features, otherwise we'll be stuck in beta for the next 75 years

No problem Chris. I commend you on your work in refining such a fantastic new editor. I think AGS 3.0 is a masterpiece as it stands already.

Thanks for your hard work  ;)

Paul.
#785
Did you consider my previous post CJ? About the ability to copy GUI controls?

Cheers,
Paul.  :)
#786
is there a way to make it more like the half-life 1 console? Where you can type commands in and it's will result will occur. It's handy for feedback but can you actually manipulate your compiled game using such a console? Perhaps some of us would like to be able to add developer cheats for easy gameplay testing?

Cheers,
Paul.
#787
Quote from: Jim "Dualnames" Span on Sat 27/10/2007 21:57:30
The code is a bit over complicated. But it helps me read through it. Anyway glad you guys liked it.

Yeah it's fantastic mate. We appreciate the time you put into this. It's rather impressive and very useful.

Cheers,
Paul.
#788
Yep thanks for that. Even though that option was available to me I thought perhaps he had exported the wrong GUI for the wrong version. I can't stress enough how wrapped up in AGS 3.0 Development I've been in order for me to overlook such an obvious reason for the *.GUE file instead of the *.GUF. I'm truly embarrassed.  :-[

Paul.
#789
There wasn't any tone. I wasn't being futile or rude. In fact the complete lack of tone on text messages often causes such misinterpretations.
I was not sure if Jim's console module was for AGS 3.0 or not. I was hoping it would be.

Your right, AGS 2.72 IS the official version however I have adopted the new beta and would love Jim's console module to work with that version.
That said, I completely overlooked the fact that this was intentionally written for 2.72 so that's my fault and I apologise for the misunderstanding on that front.
I am however surrounded by AGS 3.0 development and made the false assumption that everyone has moved onto the new version.

I hope I haven't caused any upset feelings to you Jim, or you Chris. I'll be double sure to post with more clarity and word my responses more carefully next time.

EDIT: I look forward to testing Console Module in AGS 2.72. I did eventually manage to load it up in 3.0 with my own GUI and to all extent it seemed to compile and run. It did crash as soon as I hit the tilde key but I'm sure with a little work this cool module could in fact be made to run with 3.0. I encourage development for the latest version too. It's good to see so many hards dirty with the new editor. It's really becoming a great platform to work in.

Again my sincere apologies for any misgiving I may have caused you fine gentlemen.

Cheers,
Paul.
#790
Is this for AGS 3.0? I hope so because your .gue format is now obsolete.

Please provide the correct .guf if you would be so kind.

Cheers,
Paul.
#791
I think AGS needs the ability to be able to copy GUI controls. Too many times do I have to recreate an array of buttons manually. Its rather frustrating and could easily be solved with a duplicate function.

Cheers,
Paul.
#792
Interesting. I've actually had the "SomeFunction_OnCli" propblem before. I was new to AGS 2.8 at the time so I didn't catch it out as abnormal behavior.
AGS 3.0 is rapidly becoming more user friendly and worthy of its 3.0 version number! It's great!

Cheers,
Paul.
#793
I agree. This sure would be mighty handy!

Paul.
#794
Quoteto make all the editor panes and dialogs adaptable to any system font size would take a lot of work,
Oh I'm begging you CJ. The only way for me to make anything out on my screen is to have my fonts at 120dpi. I'm not asking you to arrange a separate layout for each font size, just an additional one for the 120dpi setting.

I'll check out beta 14 now.

Thanks so much,
Paul.
#795
Hey Chris, these graphical artifacts have been bugging me since 2.8 alpha 1.0.

The symptoms are displayed in red:
http://www.shuugouteki.net/paul/Development/visual_artifacts.gif

I have a native desktop resolution of 2560x1600 running on a 30 inch Apple Cinema Display. I am about to upgrade to quad SLI for work but am currently running a GeForceFX 8800GTX.

Cheers,
Paul.

Edited by mod: Changed large image to a link to avoid messing up the forum. :P
#796
Well as long as CJ keeps moving forward regardless of what plugins can do then I'm content.  :)

Cheers,
Paul.
#797
QuoteThis way, there could be dialog editors, even graphical, much better than the one present in AGS.
Chris already said he would revise the Dialog system a couple versions from now. Besides, I think AGS has come a long way on its own without external editors. If we break that tradition now, then AGS will be less likely to improve in the areas that are taken on by plugins. Wouldn't you rather AGS itself evolve to be the best it can be on its very own?

Thats just my opinion, however.

Cheers,
Paul.
#798
QuoteI noticed in your game you'd set game.dialog_options_y to -8 which means you see one row of pixels of the first option's text at the top of the GUI.
I just set it to zero after actually having it on -1 since I posted the game and the problem still persists. Here is a screenshot. Pay close attention to the 1 'entire' line of black pixels that are above the gui bounds. Also note that in my gui background image, there is a 1 pixel line of black pixels at the very bottom of the bitmap. I did this to make the dialog option bars even and equal. I also expect the command game.dialog_options_y to -8 to only shift the text up or down and not wrap it around.

You can clearly see the black line appearing above the set bounds of the dialog GUI.


Here is the actual background image for the dialogs GUI. I brightened it for a clearer view. Note the black line is correctly at the very bottom along with 1 transparency pixel on the left.


This is really freaking me out man.
Cheers,
Paul.
#799
QuoteAGS now shifts the bottom row of pixels of a Dialog GUI background image 1 line above the top.
This has been happening ever since you enabled support for regular GUIs for dialogs. So the current version (13) introduces this problem.

Thanks for being so patient with all these requests, Chris. I am inclined to agree with a proper AGS installer rather than a zip archive too.

Many cheers,
Paul.
#800
QuoteImporting a game with modules should name the module scripts after the module names, not just Module0, Module1, etc.
I've already asked for this on page 18 of this topic and the response was,
QuoteThe name in the list pane is the filename of the .SCM file that you imported it from. I don't see any reason to change this, it means that the script file name will be as intended by the module author.

I don't think he quite got what I was asking so I'll elaborate:
I meant that the name the Author 'chose' in the name field should also be loaded in the list pane window. It shouldn't derive it's name from the filename!! Module Authors can get lazy so module names should be internal :)

Cheers,
Paul.
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