Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Crimson Wizard

#1061
The Rumpus Room / Re: *Guess the Movie Title*
Fri 26/08/2016 22:04:13
Next then:

#1062
The Rumpus Room / Re: *Guess the Movie Title*
Fri 26/08/2016 17:50:05
American Psycho?
#1063
The Rumpus Room / Re: What grinds my gears!
Wed 24/08/2016 19:27:01
Quote from: Danvzare on Wed 24/08/2016 18:48:06
Quote from: Mandle on Wed 24/08/2016 14:53:35
IT GRINDS MY GEARS WHEN:

I go back to try and complete an AGS project from months ago and I fix all the problems, only to break everything, and then I have to revert to an earlier version where things worked pretty much, and then have to remember how I "fixed" everything, and then I break several things, and then...

I realise that all my gear grinding is totally my own fault for not being more organised in the first place...
Wow, I've definitely been there.
Thankfully I've got a good memory, and can usually recall what I fixed and how I fixed everything. But there's always that niggling doubt in the back of my mind that I've forgotten something, and there's a rare bug just lurking about.


Two words: VERSION CONTROL.
I mean, come on, people are using these for decades now.

An example of my AGS module's demo game under the source control: https://bitbucket.org/ivan-mogilko/ags-script-demos/commits/all

An example of how your script changes look under source control: https://bitbucket.org/ivan-mogilko/ags-script-demos/commits/a53ee0fbdb827c7380a61af82cb9cf4d0141477e
(yes, it would certainly benefit from comments too, but I was too lazy that day :))


#1064
The Rumpus Room / Re: *Guess the Movie Title*
Mon 15/08/2016 23:14:14
Not exactly sure what I see on that picture :).

Life of Pi?
#1065
Quote from: monkey0506 on Sat 16/01/2016 15:42:08
It's really kind of a crap-shoot as to whether the user has any given C++ runtime installed, but I could say at least that the 2008 runtime is very common and required to run the engine
I know this is 6 months old, but still want to clarify just in case: AGS engine does NOT require VC Redist, because it has VC libs statically linked. This is why you don't usually need anything extra installed to run the games.
#1066
And hereby I release Drag & Drop module v1.0.0.
DOWNLOAD DragDrop 1.0.0 MODULE
DOWNLOAD DragDropCommon 1.0.0 MODULE
DOWNLOAD Demo game (needs AGS 3.2.1 or higher)
(Also updated first post)

Not sure how much this was popular, since I got only 1 response and no questions about module usage, but I keep hopes that it will be useful to some.

What's new in 1.0.0

This update was focused on making DragDropCommon module capable of dragging object images instead of objects themselves, which also let me implement dragging of InventoryItems.

1. Added DragDropCommon.DragMove property, which determines the way dragging is done. It can be:
- eDDCmnMoveSelf - drags the object itself at real time (does not work for Inventory Items);
- eDDCmnMoveGhostOverlay - drags overlay with object's image on it (won't work for GUI and Controls);
- eDDCmnMoveGhostGUI - drags supplied custom GUI with object's image on it (currently does not work for GUI and Controls, but this is ONLY way to make inventory items drag & drop);

2. Additionally to DragMove, following properties can be set:
- DragDropCommon.GhostTransparency - determines ghost mode image transparency;
- DragDropCommon.GhostAlpha - determines whether ghost mode uses images with alpha channel;
- DragDropCommon.GhostGUI - sets custom GUI to be used for eDDCmnMoveGhostGUI mode (this MUST be set, otherwise it won't work);

3. Following new properties are meant for reading current state:
- DragDropCommon._InvItem - pointer to inventory item (if one is being dragged);
- DragDropCommon.ObjectWidth - returns dragged object/representation width, either taken from its properties, or deduced from the image;
- DragDropCommon.ObjectHeight - returns dragged object/representation height, either taken from its properties, or deduced from the image;
- DragDropCommon.UsedGhostGraphic - returns actual graphic index used in ghost modes (or 0);

4. Added DragDropCommon.TryHookInventoryItem() function, which, naturally, tries to start dragging inventory item under DragDrop.DragStartX / DragStartY coordinates.


Extended and improved Demo Game. I was actually worried if those who downloaded it noticed there are more than 1 room. So this time I provided slightly better help messages and a kind of "startup menu".
Also, now there are 4 demo rooms.
#1067
The Rumpus Room / Re: Name the Game
Thu 21/07/2016 22:01:09
Dunno whether related, but I know from one game that this is LHX helicopter :).
I do not remember this particular screen though, so it might be another game.
#1068
The Rumpus Room / Re: Name the Game
Sun 17/07/2016 22:57:44
I've certainly seen this before, but cannot remember exactly....

My first guess is "Might & Magic 2".
Nah, it is not that.
Actually, I was searching for a title I had on a tip of my tongue, and suddenly stumbled on this game's screenshots, so I now know what the game is, but that is probably won't qualify as a guess :).
#1069
The Rumpus Room / Re: Name the Game
Thu 14/07/2016 14:09:32
#1070
The Rumpus Room / Re: Name the Game
Thu 14/07/2016 02:29:43
Barbarian :)
#1071
The Rumpus Room / Re: *Guess the Movie Title*
Mon 11/07/2016 15:58:11
Quote from: gameboy on Mon 11/07/2016 14:30:22
Prince of Darkness?
This is correct answer.
#1072
The Rumpus Room / Re: *Guess the Movie Title*
Mon 11/07/2016 11:04:00
(laugh)
#1073
The Rumpus Room / Re: *Guess the Movie Title*
Mon 11/07/2016 10:46:16
#1074
The Rumpus Room / Re: *Guess the Movie Title*
Sat 09/07/2016 23:38:37
I think it is “The Stunt Man”.

I remember there was a scene in the beginning where they were filming a WWI scene with aircraft attack.
#1075
Engine Development / Re: AGS engine iOS port
Thu 09/06/2016 13:31:30
Quote from: JanetC on Fri 03/06/2016 18:03:27
I tried setting to to 100mb and it didn't seem to make any difference to the first 5 minutes of Primordia. Ran fine but not any faster or better.
This setting will make difference only if the game must have real lot sprites, or just many high-res sprites kept loaded at the same time, such as smooth high-res character animations.
#1076
Engine Development / Re: AGS engine iOS port
Thu 02/06/2016 20:30:35
I checked the specs of iOS devices here: https://en.wikipedia.org/wiki/List_of_iOS_devices
Apparently, newest devices have like 1-2 GB of RAM, but previous versions had much less, like 128-512 MB. I do not know how actively older iPhones are used in general, and not sure whether it will be safe to hardcode default of 100 MB sprite cache for iPhone then. I can enable reading this property from config file though (do not see why not).
#1077
Engine Development / Re: AGS engine iOS port
Thu 02/06/2016 12:54:15
Can anyone tell, whether is would be acceptable to increase default sprite cache size to 100 MB for iOS device? We have a restriction in the iOS port code that limits cache size to 20 MB always (even regardless the config), and I do not know why is that so.
#1078
The Rumpus Room / Re: Name the Game
Tue 24/05/2016 23:53:06
Terminator: Polish Edition :D.
#1079
The Rumpus Room / Re: *Guess the Movie Title*
Tue 03/05/2016 13:50:00
Amazing, I only now realized what is shown on the first screenshot. My mind played tricks with me. Until now I was thinking that camera angle is parallel to ground, and we see a guy crawling out of the hatch, observing a huge sci-fi facility... and the car was a pitch black tunnel...
#1080
Quote from: abstauber on Mon 11/04/2016 10:19:45
Hmm.. it really seems like listboxes do not allow to change colors during runtime - only fonts. Has this been overlooked for such a long time? Maybe it's best to open a separate thread for this.
I believe there is already a general issue about non-changeable GUI properties in the tracker.

The workaround for background color (I think) is to create GUI background image and dynamically draw it.
SMF spam blocked by CleanTalk