Recent posts

#41
Quote from: Crimson Wizard on Yesterday at 02:23:44We moved to full 32-bit ARGB colors. All colors in script must be made a 0xAARRGGBB number, or a Game.CreateColorFromRGB used.

Another potential issue is drawing with a transparent color. Since alpha component is now in play, the result is that with fully transparent color no pixels are changed. This may be worked around by setting DrawingSurface.BlendMode = eBlendCopy.

That fixed it, thank you! I just replaced

Code: ags
surface.DrawingColor = 14458110;

with

Code: ags
surface.DrawingColor = 0xFFEA99FB;

and everything works properly. Cheers!
#42
Quote from: Gilbert on Yesterday at 02:04:34I guess it's just someone who are used to "modern high-res HD graphics" and cannot stand blocky pixels, so they prefer playing the game in a tiny window.

It's still hard for me to imagine someone using a small window instead of a fullscreen.

But if "pixely" graphics is the issue, then maybe using "Linear" graphics filter may improve things.
#43
Quote from: ThreeOhFour on Yesterday at 02:19:58Finally back to building an AGS project after getting it written and when I tried to update my project from Alpha 14 of AGS 4.0 to Alpha 22 I noticed that my functions that use the DrawLine() command no longer work. Has the way dynamic sprites work changed between these versions? It doesn't crash, it's just that nothing shows up. Restoring my backup up project and opening it in the Alpha 14 build had the lines showing up as expected.

We moved to full 32-bit ARGB colors. All colors in script must be made a 0xAARRGGBB number, or a Game.CreateColorFromRGB used.

Another potential issue is drawing with a transparent color. Since alpha component is now in play, the result is that with fully transparent color no pixels are changed. This may be worked around by setting DrawingSurface.BlendMode = eBlendCopy.
#44
Finally back to building an AGS project after getting it written and when I tried to update my project from Alpha 14 of AGS 4.0 to Alpha 22 I noticed that my functions that use the DrawLine() command no longer work. Has the way dynamic sprites work changed between these versions? It doesn't crash, it's just that nothing shows up. Restoring my backup up project and opening it in the Alpha 14 build had the lines showing up as expected.
#45
Quote from: Crimson Wizard on Thu 17/07/2025 18:09:46"Awful" how?

I guess it's just someone who are used to "modern high-res HD graphics" and cannot stand blocky pixels, so they prefer playing the game in a tiny window.

OR They're playing the game in full screen mode (which changes the displayed resolution instead of keeping the original desktop resolution and adding black borders), then the whole thing would be a blurry mess, since modern flat panel monitors are all inferior to good old CRTs have a fixed native resolution, displaying anything other than the native resolution would look awful (could have incorrect aspect ratio too in playing a 4:3 game on a wide screen monitor if not set-up correctly).
#46
Quote from: Monsieur OUXX on Yesterday at 00:28:38EDIT 3: My laptop is known for having a very high resolution combined with a very wide screen (3840 x 2160). Could it be that the coordinates of the popup window are so crazy that the system decides to close it? It's just a shot in the dark, because like I said I do see it flash briefly.

Earlier you mentioned that you have updated your project from 3.4.0 to 3.6.2.
Do you get same issue with 3.6.2?



Output panel being cleared is a known issue and existed for many years. It's being cleared up whenever there's a new process that can theoretically produce messages.

Quote4) I press F5 -> It does not regenerate the warnings
F5 does not rebuild all rooms, only recently modified ones.
Did it not display warnings about the currently opened room which you edited?

QuoteIn the end I had to take a screenshot of the warnings, to have both the room and the warnings side by side.
You can do right-click - Copy the output messages.

In 3.x saving the room also compiled it, which displayed the warnings. But I dont remember if that's still a thing in AGS 4, where rooms are no longer stored in compiled format. OTOH, there's likely no need to close current room anymore when compiling a game, for the same reasons.
#47
Editor Development / Re: My personal list of proble...
Last post by eri0o - Yesterday at 01:55:40
Quote from: Monsieur OUXX on Yesterday at 00:28:38EDIT 2 : I've reset all the settings to default (I changed the font, like I said before) but the issue is still there. I've recorded a video : https://www.mediafire.com/file/r4o3f4jitnx68cx/ags_troubleshooting.mp4/file
(WARNING: It will remain online only 3 days)


I noticed if I use AbortGame(""); then no window shows up while AbortGame("a message"); makes the window show up. I guess a window should show up even on empty messages. Edit: it looks like this is the cause of the error message not showing when AbortGame script call is with an empty string; I don't know why the null check there but one possibility could be to cause the script call to always be non null by using some default message if no message is passed like "The game has been aborted from script" or similar.

But I watched the video and the error message that disappears says there is a null-pointer error in line 379 that is being triggered at game_start, on your DebugGui.asc. But I don't know why it is disappearing fast in your case. I tried some null pointer errors here and they still appeared.

About debugging things, a new addition to AGS 4 that may be useful to you is there is a Watch Variables pane which can show your variables when you advance them step by step in the debugger.

The mentioned multi-monitor issue is this one, but it looks like something different from the video.
#48
Thank you for all this info. I'll make the changes and get back to the tester for more details.
#49
Editor Development / Re: My personal list of proble...
Last post by Monsieur OUXX - Yesterday at 01:06:12
ISSUE #5: "warnings not generated again when saving room"
1) Do "rebuild all files"
2) I get all sorts of warnings about one of the rooms. OK why not.
3) I open the room to try and fix the problems -> As soon as I open the room, the contents of the "output" panel get cleared (all the warnings disappear).
4) I press F5 -> It does not regenerate the warnings
5) I run "rebuild all files" -> It does regenerate the warnings, but... closes the room.

In the end I had to take a screenshot of the warnings, to have both the room and the warnings side by side.
#50
Editor Development / Re: My personal list of proble...
Last post by Monsieur OUXX - Yesterday at 00:28:38
Quote from: Crimson Wizard on Yesterday at 00:22:55How many monitors do you have on your system? A while ago we have had a report that this window may move to another monitor.
Usually yes, weird issues like this happen on multi-monitor setups. But today I'm purely on my laptop, with nothing else plugged in.

EDIT: I will try without the "DPI" thing activated.

EDIT 2 : I've reset all the settings to default (I changed the font, like I said before) but the issue is still there. I've recorded a video : https://www.mediafire.com/file/r4o3f4jitnx68cx/ags_troubleshooting.mp4/file
(WARNING: It will remain online only 3 days)

EDIT 3: My laptop is known for having a very high resolution combined with a very wide screen (3840 x 2160). Could it be that the coordinates of the popup window are so crazy that the system decides to close it? It's just a shot in the dark, because like I said I do see it flash briefly.

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