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Messages - subspark

#81
QuoteAs to when it will happen, you're guess is as good as mine, but my guess is that it could take some time.
Not as long as you thought. The engine source was made available yesterday at 11:55 AM GMT+1:00)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43383.0

Enjoy the wondrous freedom of a completely open source engine! ;)
Sparky.
#82
Hey great work, Chris! A million thanks for doing this.  :-*
Well this should be an interesting decade! :=

Cheers!
#83
First Post updated!
Happy Easter AGSers!
Paul.
#84
Quoteoh blah blah blah.

Yup! I'm definitely back on the AGS forums! :D
Did everybody have a lovely Easter? Or did someone miss out completely on a love producing substance called 'Chocholate'? ;D

Here, I bring you a small Easter Fortune, Mr Leafshade!

Love and shnuggles,
Sparky.  ;)
#85
Wow. I haven't posted in a while.  :P

I too am in firm agreement with the compelling desire to improve on many of AGS's rendering capabilities. Several commercial opportunities have arisen for us with AGS prominently in mind but after just one initial test, we faced no alternative but to move on.
I think AGS really needs that facelift we began discussing two years ago, now more than ever.
#86
Calin: Thank you for asking, miss.  :=

Awe... Such a polite young man! ^_~
#87
Okay folks. It's been a while. What does everybody think of our new AGS engine/editor eycandy?  :)

Cheers,
Sparky.
#88
Advanced Technical Forum / Re: 1280 x 800
Thu 10/02/2011 10:58:44
I'm in firm agreement with Wyz on the ability to develop AGS games that are native to aspect ratios other than 4:3 There really only a few standard ones to consider. Namely, the most polular with broad gaming at 16:10 & 16:9 / less popular is 3:4 & 5:4.

This would be the winning decider for me if I were to adopt AGS for the first time with a commercial agenda.

Sparky.
#89
All your screenshots are bust dude! Can you get em back online - I wanna see what I'm about to download.  ;)

Sparky.
#90
Haha. Awe go easy on the new kid monkey! It's probably his first time in the shark pool that is the tech forum.

Sparky.
#91
Brilliantly resolved guys! Big cheers,
Sparky!  :D
#92
Hmm this means my issue may also be related to performance. I'll have a fiddle with the performance settings in my control panel and let you know how I go.  :)

Sparky.
#93
Dave, your problem isn't exclusive to your machine. I also have very recently been affected by this odd behavior.

I suspect that it may have something to do with a recent windows update for Win7 based machines. To help CJ issue
a fix, we'll need to narrow down the source of the problem. Can you give me your system specs including:

(Model of PC or Mac, OS, CPU, RAM, Monitor, GPU, Native/Current Resolution, anything else that might be relevant or helpful).

My specs are:
  • Intel Mac Pro - Jan 08 Model
  • Win7 x64 Ultimate (Bootcamp) & Snow Leopard
  • Intel Xeon X5472 - 3.00 GHz x2
  • 8GB DDR3
  • 30" Apple Cinema Display
  • Nvidia GeForce GTX285
  • 2560x1600
  • Logitech MX518 USB Mouse
  • Standard Apple USB Keyboard

    Hope that helps narrow this sucker down. It's a business breaking issue I recognize that.

    Cheers,
    Sparky.
#94
Yep. I was putting it out there more-so to stir encouragement for those who wish to add a little "SCUMM" (Not SCUMMVM) to their soon-to-be complete Open Source AGS.
Perhaps I posted too soon?  :P

The possibilities for this kind of stuff would be practically endless.  8)

Cheers,
Sparky.
#95
No, no! I like your idea. The design is not badly executed - certainly cool enough to inspire the message! I'm going to implement your idea, Ryan. Well done!  :)

Sparky.
#96
Sorry folks, but it is clearly not a resolution or frame-rate problem. Why? Well, because:
  • My monitor's native resolution is 2560x1600 (8x 320x200 at 16:10) and the problem still persists.
  • The acceleration is not horizontally exclusive, but occurs when starting / stopping mouse movement moving in any direction.
  • If the frame-rate actually did affect the mouse (which it doesn't for obvious reasons) it would cause a uniformly faster mouse but not any faster if moved in a way that triggers acceleration like it does now.

    This is a strange behavior for only one program to be doing on our computers. I have ZERO idea what could trigger this.

    Sparky.
#97
Yes, this will obviously be taken up over the course of this year. When the engine code is released, an OSX port is likely to be among the very first to be developed.

Cheers,
Sparky.
#98
Some votes for the blue folks? White and black were obviously far too extreme opposites and I felt that I was making it difficult for those who didn't choose the small majority vote (white). Those that preferred the black would be losing out considerably. So I've gone with something even better that I hope satisfies the pallet of both parties.  :P

It's not black however, I've gone with a semi-dark blue in the hopes that those who also liked both the white and/or black could appreciate this too.

Hopefully a high majority vote is reached soon.  :=

First post for updates.

Cheers folks,
Sparky.
#99
Hey, I'm going out on a bit of a limb here, but if anyone would like the latest revision of the SCUMMC and GLUMOL repositories to see if they could cross-pollinate SCUMM/AGS, I have them available and have posted a thread about it here.
Obviously the title must have confused the mod as it ended up being thrown into the non-AGS related chat. If the good mod is reading, my thread was directly intended for the AGS open-source movement. So.. Shove shove !  :)

Anyway the thread is over here, for now:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42631.0

Sparky.
#100
Yea this has been a problem for a long time now. You explain it well dkh. It really does feel more hardwired than a bad conversation with a mouse driver.
I'd be very interested to see what was actually causing this all along.

Sparky.
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