We're out, sadly
(we panicked from the rising ticket prices, and as there was no response here we figured it's not going to happen so we booked our flight already).

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Show posts MenuQuote from: Crimson Wizard on Mon 25/03/2019 19:58:20
In regards to AGS developers were constantly complaining that they have to distribute it as one big file, because it forces users to redownload gygabytes of data to fix 1 bug.
var view = new FilesView(AGSGame.Device.FileSystem, ...);
_filesView = rightPanel.AddComponent(view);
Quote from: Monsieur OUXX on Wed 20/03/2019 12:37:54Not sure what you mean here. The file system is passed once afaik.
It's done twice: One for the mobile file system, and one for the Desktop file system.
int srcWidth, srcHeight;
engine->GetBitmapDimensions(src_a, &srcWidth, &srcHeight, NULL);
Quote from: cat on Tue 29/01/2019 09:00:38By "working hard" I meant writing all of that code that you wrote in order not to duplicate the sprites. The editor will generate that code for you.Quote from: tzachs on Tue 29/01/2019 02:22:19For me it is not a question of working hard to set up the folder structure, but of "don't repeat yourself". If I have the same sprite in various folders and want to change it, I have to take care to replace every instance of it. Also, with high-res games, this could increase size (granted, not with my three mouse sprites, but you get the idea).
Hopefully when the editor is ready it will allow you to share the sprites without having to work so hard for it.
Quote from: cat on Mon 28/01/2019 20:35:27Great to hear!
Okay, setting the pivot of each sprite to 0.5 did it.
Quote from: cat on Mon 28/01/2019 20:35:27Sure.
I reuse some sprites for various animations and making separate folders for it would be unnecessary overhead. I'll stick to manual sprite creation for now.
Quote from: cat on Sun 27/01/2019 19:09:15It doesn't. The problem is that the FlipHorizontally function, instead of flipping the texture, it flips the scale on the horizontal axis.
And why does flipping the animation also flip the pivot?
Quote from: cat on Sun 27/01/2019 19:09:15The factory methods assume that each animation loop is in its own folder.
How do I load the outfit/animation from the factory?
var baseFolder = "mortimer";
var outfit = await game.Factory.Outfit.LoadOutfitFromFoldersAsync(baseFolder, walkLeftFolder: "walk/left",
idleDownFolder: "idle/down", speakDownFolder: "speak/down");
walkSprite1.Pivot = (0.5f, 0f);
walkSprite2.Pivot = (0.5f, 0f);
QuoteJust a guess here, but I'm guessing (wildly) the reason it works fine with DirectX but not with OpenGL, is that you're using an old version of OpenGL (I remember CW mentioned that you're using immediate mode which was deprecated a long time ago), and so Windows assumes it's need the scaling?
How does it decide on whether application needs it or not?
Quote from: Danvzare on Wed 21/11/2018 11:49:51It does have voices (admittedly not very good ones though, so maybe he skipped because he was irritated).
(I'm assuming the game in the video doesn't have voices, the computer I'm currently using doesn't have speakers).
Quote from: Danvzare on Wed 21/11/2018 11:49:51Same game, different reviewer. He didn't right click at all. He actually sounded about 30 years old, so you would assume he would know about right clicking.
Also, I'd like to reiterate. Are we sure people are simply forgetting that there's a right mouse button?
Does anyone else have any anecdotal evidence?
Quote from: Danvzare on Tue 20/11/2018 13:28:00That will totally happen.
But what if they never attempt a right click, and they quit the game thinking it doesn't work?
Quote from: Danvzare on Tue 20/11/2018 13:28:00Young enough for you?
Speaking of young modern players. Are there any young modern players actively playing adventure games?
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