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Messages - tzachs

#381
The Rumpus Room / Re: Name the Game
Thu 07/11/2013 22:55:26
Not Murder Club, I'm afraid.
More clues, then? Ok...

It's a freeware detective adventure game.
It's part of a 4-game series.
It plays with the keyboard and has a retro feel, though it was released in 2007.

Another image:
[imgzoom]http://i.imgur.com/u2blPCd.png[/imgzoom]

#382
The Rumpus Room / Re: Name the Game
Sun 03/11/2013 17:31:26
Nope to all...

It's an adventure game for the PC.
Here's another screenshot with the interface.
[imgzoom]http://i.imgur.com/inGLvt7.png[/imgzoom]
#383
The Rumpus Room / Re: Name the Game
Fri 01/11/2013 17:54:43
Nobody?
Ok, here's another screenshot.

[imgzoom]http://i.imgur.com/tPw8AZn.png?1[/imgzoom]
#384
The Rumpus Room / Re: Happy Birthday Thread!
Tue 29/10/2013 18:25:34
Happy Ponch day, birth!
#385
The Rumpus Room / Re: Name the Game
Mon 28/10/2013 14:54:47
This is one of my all time favorites...
Stripped out the interface.

[imgzoom]http://i.imgur.com/9t1q1Id.png[/imgzoom]
#386
The Rumpus Room / Re: Name the Game
Sun 27/10/2013 20:18:02
Operation: Forklift?
#387
Quote from: DoorKnobHandle on Fri 18/10/2013 14:17:44
The free version of Unity3D has no watermark (just a very short and unintrusive logo when the game starts). It does not export to several more exclusive platforms (consoles and mobile) but still does allow Windows, Mac, Linux and in-browser play. Considering that you get an extremely powerful engine for absolute free I think that's very, very hard to complain about.
Not accurate, it does allow exporting to mobile, see here.
#388
I think we should give him some slack.
The understanding of the importance of testing and the sanctity of production code often comes with experience (if I remember correctly monkey is currently a hobbyist programmer, so no professional experience yet).
#389
I'm getting an error when loading games or when trying to create a new game:
"The property 'LegacySpeechAnimationSpeed' could not be read. This game may require a newer version of AGS."

Quote from: monkey_05_06 on Fri 11/10/2013 04:30:45
Please let me know if I've overlooked anything though, as I haven't tested it. Testing stuff is for wimps.
God, I hope that you were kidding...
Anyway, from my experience using classes in the Types namespace like Scripts, things that must be tested are compilation scenarios (including compiling a game which has two or more dialogs) and importing old projects.

Quote from: SpeechCenter on Fri 11/10/2013 13:55:51
The new enumerator still changes the signature.
public IEnumerator GetEnumerator() and IEnumerator IEnumerable.GetEnumerator() are different.

I created a pull request to fix that.
Well, if I understand correctly, you returned the previous enumeration and created a new ScriptAndHeaderEnumerator for the new enumeration of ScriptAndHeader. But didn't monkey use the new enumeration with the previous signature? You didn't change any class except Scripts, so you didn't fix those cases (unless there aren't any? If that's the case then I guess the pull request is fine if monkey has no objections).

Quote from: gargin on Fri 11/10/2013 15:49:34
If necessary, I can post a video of this, but it's easy to duplicate provided you double-click to expand/collapse groups and it may only be a significant issue when multiple script groups exist (more chance of landing on one when you expand/collapse).
Yes, a video would help, since I haven't been able to reproduce this issue, and frankly I don't understand how the cursor can land on another group than the one you were expanding...
#390
Quote from: Crimson Wizard on Wed 09/10/2013 09:40:43
Interesting. It appears that the bug in dialog script view is not related with the dialog order bug. It takes place even without changing any order.

To reproduce:
1. Load game project.
2. Open any existing dialog for editing (or create new one, if there's none).
3. Right-click on pane's header, and choose "Close". Dialog script is closed now.
4. Re-open same dialog. The script will not have any syntax highlighting.

I think this is because Scintilla (script) control becomes deinitialized, or something like that.
Fixed. This was indeed the issue. The same issue used to happen for scripts too, but since for some reason dialogs are implemented seperately, I had to implement the same fix there too...
Maybe some day we can unite the classes (we'll get some more features, like the "*" that is missing from the dialog when it's changed, and the fact that you don't get a choice whether to save it or not).

Quote from: gargin on Tue 08/10/2013 18:23:12
There appears to be a quirk in the new script grouping system. When double clicking to expand the group, a script file often opens in response. At first, I thought this was a feature as the script that opens is often the main script file for that group. I noticed that this happens even if I expand other groups (rooms list) and the mouse lands over a script file.

This is a minor inconvenience, but it does require you to continuously close script files. Just wanted to bring it to your attention.
That was actually a request, see here (in the end of the post).
#391
Here's our game:
Teacher's Pet

The game wasn't running at first, they fixed it, but now the resolution is a bit screwed up... Oh well...

Had a very quick look at Salt, it looks gorgeous.
Will try to play the games during the weekend.
#392
To add to what Ryan said, I developed a small game (not using AGS) for Android, and was experiencing a slowdown due to the garbage collection and the fact that I was allocating memory in the main loop.

Basically the garbage collection runs repeatedly in a separate thread, which is good, but, if it sees it's low on memory it will do an "emergency" garbage collection on the UI thread which causes slowdowns.
Every garbage collection logs to logcat and you can see which kind of garbage collection is running (the good kind or the bad kind). You can also profile your memory to see if there are things there that shouldn't be.
A really good video on this.

Edit: CW, watch the video, it might give you some answers...
#393
Never happened to me, and I always run in debug.
Does it throw an exception? Maybe you have an exception enabled which you can disable (in the exceptions window). That's all I got...
#394
Great thread!
I got "Don Spillacy's Conspiracy Quest", MAGS winner of September 2006. The theme was conspiracy, weird inventory items and 16 colors. The game sure lived up to its theme, it had all of the above.
Quite amatuerish with a very weird ending, but it kept me amused till the very end.
#395
Adding a "lock" feature is a bit tricky since we're using a third party api (dockpanel suite) and they handle moving the panels. I guess it can be done, will need to check if their API allows for it (and if it doesn't we'll need to contribute to their open source project which complicates things...).

Adding save/load layout feature should be easy enough, and I'll probably add it once 3.3 ships (currently I stopped development of new features until 3.3 is out of beta).

Currently, AGS saves its layout on exit and loads it at startup, so as a workaround you can set your desired layout, close AGS, copy the layout.xml file (it should be located at %userprofile%\AppData\Local\AGS) to a backup and put it back when you want to reload it.
#396
Thanks for the tip, Pinback, we'll only go for the danger dice if we are desperate...
#397
Critics' Lounge / Re: "Poster" help.
Mon 19/08/2013 15:09:23
Looks great!

I think I prefer the bottom version, the frame adds more readability (for me).

One critic I have to offer, is his facial expression.
For a cartoony game called "wtf happened", I'd expect a more confused/enraged look.
For example:

#398
General Discussion / Re: Tropes vs Women
Mon 05/08/2013 20:16:39
Quote from: Calin Leafshade on Mon 05/08/2013 17:30:28
Sarkesian's (and other's) mistake is to assume that tropes are the problem and they represent lazy story telling which I think fundamentally misunderstands what a trope is and its purpose.
I didn't get that from what she said at all. The way I understood it, is that she doesn't think that tropes are the problem, nor that the "damsel in distress" is the problem.
The problem is the overuse of the trope in the context of the society in which we live in.
Since we live in a society in which 99% of the women have been sexually harassed at least once in their lives, where women get lower wages and still considered 'inferior' to men, the trope just enforces this sterotype and takes us a step backwards as a society, instead of going forward.

Quote from: Sunny Penguin on Mon 05/08/2013 18:33:11
Isn't that the whole point of satire? It's supposed to be ironic and funny. It's supposed to laugh at these ridiculous tropes.

Is anyone actually offended by this? Is this actually a bad thing?
I don't think the question should be if somebody gets offended by this. The question should be "does this enforce the sterotype?".
I think that the answer is "it depends". If the goal of the trope is the satire itself, i.e to ridicule the existence of the trope, then it's a good thing. But, if the goal of the trope was to be used as a way to make the male player be more powerful, but then the developer added the joke in order not to appear like a jerk, then yeah, not such a good thing...
I agree that the difference is subtle and we can't always know the exact intent of the developer, so I prefer to give the developer the benefit of the doubt.

I basically agreed with most of the stuff she said, and didn't think the videos were boring.
I don't think the situation is as bad as she described it, though, and I do believe we are moving in the right direction, the situation for women is much better than it was 10 years ago (in my eyes), and I don't see a reason the trend won't continue.
However, I do think we as developers carry some responsibility to think of the context in which our games are played, and design our games accordingly.
#399
Indie speed run is a game jam that happens in September, in which teams of up to four people make a game in 48 hours based on a random theme and an element they are given.
There's an entry fee of 25$ (per team).
The games are then rated by some very highly respected judges (Ron Gilbert, Notch, Yahtzee, and the list goes on), and prizes are given to the winners.
A really nice twist here, is that we get to pick our time which we want to join (as long as it's in September).
The team is currently me & Noa, and we can make ourselves available on any given Friday + Saturday on the month.

We would like to partner with an artist, who can commit one Friday + Saturday of September and work with us.
This is a partnership, meaning we'll get the theme, brainstorm an idea, and decide together what game we want to make (not necessarily in AGS).
We'll split the entry fee 3-ways (or 4-ways if we get a fourth person), and in the unlikely case we'll win something, we'll split the earnings as well.
If you want to join but can't afford the entry fee, that's ok too, just talk to us...
If you're not an artist but think you can contribute and want to join, also talk to us.

If you don't want to join forces with us, still consider joining the jam on your own, it should be fun.
Here's the website of the event:
Indie Speed Run.




#400
Quote from: Crimson Wizard on Sat 27/07/2013 13:45:38
UPD: tzachs, I noticied that from Beta 6 the Project Explorer panel is missing when the editor starts for the first time (Layout.xml was not yet saved).
This didn't reproduce for me.
Did you perhaps delete the file from AGS executable folder? The xml file is not loaded from there anymore. It was an issue for people installing on program files, since then it requires administrator permissions to save the file. So the file moved to the app data folder, according to Windows best practices. I did make a fix though, it was saved to the Roaming folder, instead to Local\AGS folder.

Quote
Found bug related to panels.
...
Fixed.
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