Recent posts

#21
Quote from: lakerz on Sun 27/04/2025 20:42:26Probably a dumb question, but how does one extract these game files ending in .001 and .002?  Is there some kind of .ZIP joiner program to combine the two to then extract?  I use 7ZIP myself and I am at a loss haha
If I recall correctly, I just extracted the .001 file, then it went on automatically to .002 (which was in the same folder). I believe I used 7zip as well.
#22
The Rumpus Room / Re: What grinds my gears!
Last post by Blondbraid - Sun 27/04/2025 22:00:07
Quote from: VampireWombat on Sat 26/04/2025 16:10:26I admit to not understanding all of this. It's not helped at all by having grown up with media showing people with autism as either being savants or being non-verbal, or in the case of Mercury Rising I think the kid was both.
I feel you; I feel 99% of Autism in media is still stuck in "young guy with dorky haircut who is a math/science savant but has panic attacks when being forced to be social" stereotype, and it grinds my gears. Ironically I feel like the only movie that really spoke to my experience growing up as a girl with a diagnosis, and how I felt how adults would treat me as as soon as they learned of my diagnosis, was this scene from Hotel Transylvania 2 (where the female lead is a vampire and her boyfriend's parents try to "accommodate" her;
#23
Completed Game Announcements / Re: The Rings of Power - The P...
Last post by lakerz - Sun 27/04/2025 20:42:26
Probably a dumb question, but how does one extract these game files ending in .001 and .002?  Is there some kind of .ZIP joiner program to combine the two to then extract?  I use 7ZIP myself and I am at a loss haha
#24
Thanks´s. I must be a real noob because I cannot get it to work. The fonts from dafonts come in different formats but AGS only let´s me import pretty specific ones. And the ones I want are not in it... 

Installing a font doesn´t really seem to do anything in AGS.

The ones that are in ttf format can be imported but they are all crooked or the letters are only partly shown.

To make it worse I don´t know how to revert back to the default font.
#25
Howdy!

I apologize if this is covered somewhere standard, but the manual appeared to list some supported formats, but didn't appear to have any information about sample rates etc. (which I think might be the problem?).

So, short version: when I import a .WAV of my original music, the file imports but the preview says 0:00/0:00 and plays a garbled noise for a split-second when I press play.

I have tried with .MP3 versions of different original compositions and they seem to work fine.

I'm thinking the obvious short-term fix is to use .MP3 versions of everything (or maybe .OGG if I'm re-exporting anyway), but I wondered if there was a guide or resource somewhere that could help me work out the .WAV problem.

Thanks!
#26
AGS Engine & Editor Releases / Re: AGS 3.6.2 - Release Candid...
Last post by greg - Sun 27/04/2025 16:18:39
QuoteAs for the immediate solution, I may suggest experimenting with walkable area a little, maybe adjusting it a bit would solve such issue.

Thanks, CW!  Adjusting the walkable area's shape resolved the issue.
#27
Does anyone have The House Without Windows?
#28
Competitions & Activities / Re: Fortnightly Writing Compet...
Last post by Mandle - Sun 27/04/2025 12:13:46
HOW MY THREE-DAY VACATION TURNED INTO MUCH MORE

Spoiler




[close]
#29
Quote from: Baguettator on Sun 27/04/2025 05:37:32I would like to know how AGS 4.0 is "good" to manage games with high resolution (1920*1080), high quality graphics (like photos as rooms' background), BUT no animation ? I'm thinking about another Point'n click game of this kind, so I'm asking here.

3.6.1 is already good enough for that, and there's a 1920*1080 game just released in 3.6.1:
https://www.adventuregamestudio.co.uk/forums/ags-games-in-production/old-skies-time-travel-adventure-by-wadjet-eye!-demo-available!/

Quote from: Baguettator on Sun 27/04/2025 05:37:32ALso, if it's not a secret, what are the next improvement AGS 4.0 will get about that ? (speed in scripts/sprites management/memory...)

It's not a secret, I do not know what it will get. My planning in this project rarely gets beyond 3-4 tasks.
There's one idea about having sprites loaded as a background task, where they are scheduled and loaded ahead while the game keeps playing. Right now AGS can preload sprites and views by a script command, but it's a blocking operation that stops the rest of the game. Loading resources in background (in a free time between game updates) is the basic way of loading resources today, but when I tried to add this to AGS engine I've met with few issues because of how its code is organized. I might look again later, after I'm done with my current work.

Quote from: Baguettator on Sun 27/04/2025 05:37:32The best for me would be to host my game on the web, but I don't know if the game's size allowed to be hosted on web will be increased ? (with 1920*1080 sprites, it can be quickly heavy, and if I remember well, I have read that it was for about 300Mo max for a web port).

I never heard about such limit. It may be the matter of the web server you're hosting or running on.
EDIT: actually, I suspect that web version may require to load everything into the memory before launching? that's why it takes so long to start up games. I'd need to double check that. Better ask here in the dedicated Web Port thread:
https://www.adventuregamestudio.co.uk/forums/engine-development/ags-engine-web-port/

But obviously each platform has its own limitations. Something that works well on desktop (Windows, Linux, Mac) may not work as well on consoles with less CPU/GPU power like Switch, or when you run in a web browser. Normally you should make separate versions of the game if the same game does not work well everywhere. (Not to mention that these may require different controls)
#30
Sorry for double post, I hope it's not too much "out of thread" if I ask here.


I would like to know how AGS 4.0 is "good" to manage games with high resolution (1920*1080), high quality graphics (like photos as rooms' background), BUT no animation ? I'm thinking about another Point'n click game of this kind, so I'm asking here.

ALso, if it's not a secret, what are the next improvement AGS 4.0 will get about that ? (speed in scripts/sprites management/memory...)

The best for me would be to host my game on the web, but I don't know if the game's size allowed to be hosted on web will be increased ? (with 1920*1080 sprites, it can be quickly heavy, and if I remember well, I have read that it was for about 300Mo max for a web port).
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