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Messages - subspark

#801
Whatever man. ::)

Listen, I'm close to finishing my SCUMM template for 3.0. Again, if there are any programmers who can afford to help me finish it off for the next release of AGS, please PM me.

Cheers,
Paul.
#802
This issue isn't relevant to 3.0 Gilbot.
QuoteI do keep meaning to overhaul the dialog system so maybe that's something for AGS 3.01

Cheers,
Paul.
#803
Oh I see. I'm on the same page now.
Relevantly, Chris has in fact said he is thinking about giving the Dialog System an overhaul so we'll leave it at that.

Cheers pal,
Paul.
#804
You beauty! Thanks Chris. Would be exceedingly useful!

Cheers,
Paul.
#805
Well I think with all AGS can do to emulate the original SCUMM system, the dialogs definitely DON'T hold up. 'Pun not intended'
I'll see if I can convince Chris to give the dialog system an overhaul for the next release.

Thanks everybody for being so informative and swift in your response.

Cheers,
Paul.
#806
My above post WAS a feature request! I just referenced my original post that I posted before somebody explained what was going on. The functionality I need simply isn't there. So that issue has now become a feature request.  :)

Paul.
#807
I agree. A Photoshop based color wheel is definitely in order.

Also based on my other thread, http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32622.0 the dialog system is really limited in terms of control. It seems to block EVERYTHING including rep_execute functions. Isn't this a little overkill? Can't we run animated objects in the background while a dialog is present?

Cheers all the same,
Paul.
#808
I've tried a few more things and I'm still left wondering why my animations are being paused by the dialog GUI. There must be something I'm missing.  :'(

Paul.
#809
How do I stop my DialogGUI from pausing my object animations? I have a burning fire in the background in a room where you can speak to somebody. Every time the dialog options display, it pauses the fire animation. Argh!  :-\

Cheers,
Paul.
#810
QuoteAdding the possibility to allow additional controls
I don't believe Chris will be adding anything new to 3.0 as of now...

But when the time is right, Chris, would you be so kind as to consider my less elaborate request?

Also, could we please have PauseMusic(); ResumeMusic(); commands please? Handy for when you pause and unpause the game. The same for ambient sounds I guess.

Thanks CJ,
Paul.
#811
QuoteFixed Out of Memory crashes if you used a non-text window dialog options GUI

AGS now shifts the bottom row of pixels of a Dialog GUI background image 1 line above the top.

Also perhaps for those of us who wish to save space on background art, could we perhaps have an option to turn off all elements of a GUI including the background image. That way we don't have to paint in an ugly black square on our background art to emulate the GUI going black. (The background color and border should be the only elements visible).

EDIT: Could the developer choose what color to 'Grey' the inventory out with? I can't find an easy way to 'Brown' the inventory out without having all my inventory items disappear due to using the GUI background as the brown-out result.

Cheers, Paul.
#812
NO! Take me CJ! I'm not a gold digger like GarageGothic!  ;)
#813
I agree there. I'm working on a template CJ. IF I can find a programmer willing to tie some ends on it then I will upload it for everybody.

Cheers fellers,
Paul.
#814
QuoteAnother bug is that moving the cursor along the bottom or right edges of a dialog selection screen reveals the background below.
That bug was present in the Demo i sent you Chris. However I thought it was related to the GUI stuff I mentioned.
Just FYI.

Cheers,
Paul.
#815
QuoteI just tried this out and it was fine. Did you put the file in the Music folder?
Apologies Chris, I've just discovered my sound card has kicked the bucked. It's an onboard, so I'm going out today to buy my self a real one. Again sorry for the fuss.

Quoteuse a lighter color tint like (100, 200, 250) or something
Ahh! I was thrown off when I tried to increase luminace values to 200 to counter the 'then strange' darkeness. It's my own fault for having tunnel vision as the doccumentation clearly states values for Tints can go above 100. Sorry about that one CJ.

Cheers,
Paul.
#816
And on that note, where is it? Can we please have it back for v3.0.

Cheers,
Paul.
#817
Quotethe characters always look quite dark even when the luminance is 100.
Thats the point! I'm not sure why this seems to be normal behavior. In my game I want the cEgo to walk through a series of dark and light places (affected by shadow and bright lights) but he seems to be too dark for the function to be of any use.

When I use regions to set tint properties, unfortunately, the luminance value is separate, so the character is tinted fine. That being normal behavior, when I use region light values instead, the light works how one would expect it to.

I'm not too cluey with this one so can you please clarify for me why the region's light and tint values are 'one or the other'? It's really handy to be able to use it instead of writing code, however, shouldn't it function more like
Code: ags
Character.Tint(int red, int green, int blue,
               int saturation, int luminance)


Sorry Chris, I hate to be a pest but I'm rather confused about this.

QuoteI tried this out but didn't get any problems, can you provide an example?
Sure thing man. You know, in my game, this behavior is REALLY weird!
http://www.shuugouteki.net/paul/Development/testforCJ.zip

I appreciate your time on this CJ. Thanks.

EDIT: Looks like MIDI is broken in AGS 3.0. 'musicX.mid' (X being a number ;)) won't play. Not even on PlayMusic(X); command. I've tried it in room_load and room_load_after_fadein. Nada! Zip! Ziltch!  :-X

Cheers,
Paul.
#818
BIG BUG: Setting the 'Use GUI for dialog options' to anything other than '0' or a TextGUI results in the following error:
Out of memory: Failed to allocate - 120586240 bytes (at PP=77)

Also setting the GUI to go black when the interface is disabled results in visual artifacts.

Cheers,
Paul.
#819
CJ, AGS 2.8 is behaving differently to 2.72 in terms of character tinting. I can't seem to get it to tint at ALL in 2.72 and again in 2.8 it seems to be only allowing half of the value I set in to be displayed.
If you have time, I have uploaded my small game for you to look see.
http://www.shuugouteki.net/paul/Development/AdlantoPrototyp_CJ_BUGTest.zip

BTW, I sent you a PM, Chris. Did you get it? I wasn't sure.

Thanks,
Paul.
#820
Chris, just letting you know that the automatic 'space after comma' is still performed in the dialog editor.
Cheers,
Paul.
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