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Messages - uswin

#21
Hi guys, recently i just ran my game on fullscreen using my HP Compaq 515 with Ati radeon mobile 3200, then here is the problem, whenever I load my save game, the color of the game seems change/return to the default ugly color monitor before using color correction such as one in my Ati catalyst control centre. But this slightly color change only happened when you play the game on fullscreen. when I ran the game on windowed mode, and i load my save game, the color didn't changed a bit.

do you guys have any suggestion /solution about this minor problem ? really appreciate.
#22
Quote from: bbalint85 on Tue 26/10/2010 12:08:46
Hi!
I have the same problem. I use large (800*600*32) rooms and the newest (3.2) version.
Which format do you recommend? I'm not an audio expert, so I don't really know which attribute is responsible most for this kind of problem. Bitrate, frequency? I would like to keep the size small...
thanks

hmm, I believe that .wav format in whatever bitrate is the best for the performance, since it doesn't require decoding while runnning the game, but for 3.2, just use .ogg, eventhough i still found that the game is still stuttering sometime, but not very often.
#23
I use Monkey_05_06 StringPlus Module and here is my implementation :

Code: ags

String JustifyText(String text, int width, FontType font) {
  if ((String.IsNullOrEmpty(text)) || (width <= 0) || (font < 0) || (font >= Game.FontCount)) return null;
  String lines[] = text.SplitByWidth(width, font, " "); // you can supply your own delimiter set here if you want; this defines what characters should be used to determine where a line ends at
  if ((lines == null) || (String.IsNullOrEmpty(lines[0])) || (!lines[0].AsInt)) return null;
  int lineCount = lines[0].AsInt;
  int line = 1;
  while (line < lineCount) { // change this to (line < lineCount) to skip justifying last line
    String words[] = lines[line].SplitByString(" "); // since we're using whitespace to justify the text, use it to find the words in the line
    if ((words != null) && (!String.IsNullOrEmpty(words[0])) && (words[0].AsInt)) {
      // if there's at least two words, we can justify it here
      int wordCount = words[0].AsInt;
      String lineBuffer = lines[line]; // buffer to see how much justification is needed (if any)
      if (lineBuffer == null) lineBuffer = ""; // prevent null pointer errors
      int lineLength = lineBuffer.Length; // store the length before justification
      while (GetTextWidth(lineBuffer.AppendChar(' '), font) <= width) lineBuffer = lineBuffer.AppendChar(' '); // calculate justification needed
      int lineJustification = (lineBuffer.Length - lineLength); // get difference in previous and current length
      int word = wordCount - 1; // justification starts on the right at the second to last word
      while (lineJustification) { // while justification is needed
        words[word] = words[word].AppendChar(' '); // add an extra space to the end of this word
        lineJustification--; // update counter
        word--; // update which word to add justification to
        if (word < 0) word = wordCount - 1; // if we've reached the first word, go back to the second to last
      }
      if (lineBuffer != lines[line]) lines[line] = StringMergeArray(words, " "); // if the line has been justified, update it
    }
    line++;
  }
  return StringMergeArray(lines, "["); // merge it back together using AGS line-breaks to keep our justification in place
}


and for my custom speech GUI

Code: ags

function ccPemainSpeak(String Kalimat)
{
  ggspeech.SetPosition(10, 10);
  int gameloops = ((Kalimat.Length / game.text_speed) + 1) * GetGameSpeed();
	Labelspeech.Text=JustifyText(Kalimat, Labelspeech.Width - GetTextWidth("[", Labelspeech.Font),Labelspeech.Font);
  ggspeech.Visible= true;
  WaitMouseKey(gameloops);
  ggspeech.Visible= false;
}


here is the result :


The first two line seems justified correctly, the remaining are still repeating the last word at end of the line twice.
#24
Hi guys, I have created a custom speech gui using label to display string
here is my screenshot :



any idea how can i justify the text in this gui, just like in microsoft word ?

here is my code so far :

function ccPlayerSpeak(String speech)
{
  ggspeech.SetPosition(10, 10);
  int gameloops = ((speech.Length / game.text_speed) + 1) * GetGameSpeed();
  Labelspeech.Text=speech;
  ggspeech.Visible= true;
  WaitMouseKey(gameloops);
  ggspeech.Visible= false;
}

really appreciate for any of your help. thanks
#25
Hi GarageGothic, I have to agree with your vision, in my country (indonesia), internet connection has always been a problem, so it's really important to considered an optimized file size, which AGS sometimes lack of, but AGS is definitely a great engine for me due to it's intuitive and fast working pace.  I hope that you didn't give up your progress in this plugin.  ;) thanks
#26
Quote from: Calin Leafshade on Sat 16/10/2010 18:04:07
Rooms are always compressed using RLE I believe.

RLE however is practically useless at compressing photographs due to the number of colours and lack of continuous data.

JPEG uses RLE but only after quantizing the image into blocks which the AGS engine cannot do. (or it would completely ruin pixel art)

So i'm afraid you will just have to bear the high file size but this is 2010.. no one cares about file size anymore.

I'm sorry calin, but in my country (indonesia) internet speed has always been a problem for common user. The average internet speed in my country is around 512 kbps (and a lot of downtime/unstable)

Quote from: cat on Sat 16/10/2010 17:42:59
Maybe you can ask a moderator to move this to the technical forums, there are more AGS pros that may help you. Here are more art people that don't know about those performance tweeks.

Btw, have you played the oracle? According to the games db it is 800x600 with photo bgs but still only 75mb download. And it contains lots of screens.

Yeah, i have played oracle,i will look into this.

Quote from: GarageGothic on Sat 16/10/2010 18:20:33
I was working on a plugin to support the PGF file format, but it won't be suitable for use in an in-development game until I have the specs for the custom resource file format set in stone.

GarageGothic, i really looking forward for your plugin. It seems very promising. Please let us know if you have some progress about your plugin.

Quote from: ProgZmax on Sat 16/10/2010 23:31:15
Moving this to General as it's not an AGS-specific question nor is it an art/feedback question.

Thanks ProgZmax, i have a feeling that i posted in the wrong section before, but had no idea where to start.
#27
Thanks, but i have already put all of the photo inside ags, and it around 300 rooms and the compiled folder is around 306 MB. I know, you can compressed the folder using 7zip, but it only compressed the file down to around 240MB. well thanks anyway for the suggestion.
#28
thanks for your quick reply, i'm afraid that ags handle JPEG and PNG in the same way, so the game file size will be the same no matter what kind of image type you use.
#29
hi guys, i hope i started a new topic in the right place.

I have a 640x400 PNG Background which i used in my game, it is a photo image
and here is the link :


And here is my issue. Is there any way to compress my PNG BG so that it won't blow away my ags game size ? , since using this 1 image only, has already created more than 1 MB crm room file and almost 3MB of compiled folder. Thanks. really appreciate it.
#30
Hi guys, i've faced the same problem before,
but it is solved now after i use .WAV sound files instead of reguler mp3 or ogg.

i don't know why .wav files worked and other format stutter.
#31
Since @OVERHOTSPOT@ at the text label gui didn't work anymore when using this module so i added a few line in globalscript repeatedly_execute

String location = Game.GetLocationName(Panorama.GetBackgroundXForMouseX(mouse.x),
Panorama.GetBackgroundYForMouseXY(mouse.x, mouse.y));
  if(location=="")
  {
    lblggstatus.Text="";  //lblggstatus is the name of my label on statusline gui
  }
  else
  {
    lblggstatus.Text=location;
  }

I will try to stick around your module, and i will inform you if i found something or having trouble with something. thanks steve
#32
just listening the Jackson 5 albums, really great !, RIP my king of pop.
Somebody should create a RON game for MJ  ;D
#33
wow, thanks steve, i'm definitely gonna try this !
;D hopefully you will improve this module even further such as spherical panorama, hehe.
you are in my credit hot list ;D mr.steve
#34
thanks abstauber, i'm gonna take a look at that
#35
Well, yeah, I already know that custom text gui thing,
but the point is, custom text gui doesn't give me the flexibility to create a text gui such as in the above picture, (with a character picture above the text gui and other decoration that doesn't use tile).
And when I see your module which is quite similiar with what i thought so i'm just curious.
Please let me know if you ever come across the solution for something like this

well thanks for the reply ;D
#36
Hi, Steve
Thank you before, this module is very awesome.

I encountered a problem while using your module,

I'm currently making a game using 640X480 res
and I got a cylindrical panorama images from

http://www.jcwilson.net/greenwich_park_flat.jpg


I followed your manual, and resized the image to 2560X480
and when I compiled the game, this is what comes up?





any solution steve ?
is there any instruction that i forgot to follow ?


Thanks
#37
Hi, abstauber, your module is great, well I had a question, is it possible to create custom GUI to use for Speech / text in ags ( not for dialog option) in your module ? , Just like speech / text gui in japanese RPG game ?





thanks.

#38
this is exactly what happened. sorry if i'm not be able to explain things in a good way, cause i'm not a native american.

#1. I ran the app #1 time in the compiled folder and quit the game and successfully go back to desktop
#2. I ran the app #2 time in the compiled folder and quit the game and successfully go back to desktop
#3. I ran the app #3 time in the compiled folder and quit the game and successfully go back to desktop
#4. I ran the app #4 time in the compiled folder and when I pressed the quit button, the app HANG UP without an error message, and if this happened, i pressed ctrl+alt+end to end the app and go back to desktop, and the usual don't send error message from windows xp that my game.exe is error will appeared.

This error sometimes happened too when i created my game in the editor

it seems that this hung app event only happened randomly because after the #4 attempt, this hung app didn't occured.  But if I restarted my laptop, this hung app event will occured again after the #3 attempt just like before, that's quite confusing, because there is no error message just like the usual ags error. hopefully you will understand what i'm trying to say.  ;D
#39
Hi everyone, i'm currently using AGS 3.1.2 SP1, on my Acer 4530 XPSP2 but i'm still having this crash problem from the previous ags version. MY editor or my game crash after I quit from the game several times, usually after 3 times of quiting the game, then the 4th time i tried to quit, my game / editor crash.

Just want to point the bug/crash, hopefully this will be fix on the next ags vers

Thanks for the attention.
#40
guys, thanks u so much, I decided to create a new font with asterisk's only symbol on it, and It worked like a charm, thank u, this idea just didn't pop out of my brain, ehehhe ;D
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