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Messages - Monsieur OUXX

#61
imsomnia212 : What you can do is apply the anti-aliasing AFTER taking the screenshot.
I'm not detailing, but :
1) locate the place in the module where the screenshot is taken
2) Open the file from disk or start fiddling with the dynamic sprite directly (I haven't checked which of those two scenarios applies here)
2) Resize the sprite using the DynamicSprite and DrawingSurface scaling abilities -- apply the antialiasing at that time.
3) Save the sprite as a file where it should normally have been saved in the first place
#62
XAGE and even less MonoAGS are not random engines. They are meant to be pseudo-AGS engines, so much so that MonoAGS might one day become AGS. Therefore it's not the same thing to say "let's open the forums to Godot" and "let's open the forums to MonoAGS". I wouldn't want to open the AGS forums to Visionaire-made games, or Unity-made engines, etc. But I certainly do want to open them for MonoAGS games. XAGE is more of a gray area, as Clarvalon has his own plans for it.

I think there should be a subforum for MonoAGS, and a subforum for XAGE. Imagine something similar to the Reality on the norm forum, but for (AGS-related) engines.

I'm comparing with RoN because if we're lucky we'll have those two little communities (the MonoAGS community and the XAGE community) growing inside the AGS community, gaining experience, and when the time comes, maybe one of them will have grown enough that it could start blending into the legacy AGS forums.
The comparison doesn't stop there: just like RoN, forum visitors who have no idea what MonoAGS and XAGE are will never set foot into these subforums. But then one day maybe they'l get curious and dive in (and hopefully thrive there).

I agree with the 3 pre-requisites that Snarky listed, though. To avoid some abuse. But still, on top of being able to post in (some) existing AGS forums, a new subforum would be nice for hard core, MonoAGS-centered or XAGE-centered posts.
#63
Quote from: abstauber on Thu 19/04/2018 20:53:31
The main additions are double click running and the new save gui. And of course the whole code reorganizing and refactoring stuff, but technically these aren't features ;)

So basically it does exactly what our template does. Even the running. I'm gutted. Proof I should visit the forums more often ;)
#64
Quote from: abstauber on Thu 04/05/2017 10:25:01
helping me with the existing translation.

Watch out you made a copy&paste mistake in the French screenshot : It's not "ourvrir", it's supposed to be "ouvrir".

Question : apart from the new copy&save, are there any other improvements? We've just finished integrating the 9verb into the "custom save with screenshots" and bam, just at the same time you release it packaged. So I'm thinking if it's worth integrating again.
#65
Quote from: Crimson Wizard on Fri 29/09/2017 13:28:51
frankly I'd rather suggest redesigning of how channels work, because now it looks like you are trying to find a way to "hack the system".

Well I was just trying to suggest a property that would be easily read straight out of the engine, with "not too much" additional work. I'm totally in favor of getting rid of those hidden priority rules indeed.
Indeed I misunderstood the thread -- apologies for posting.
#66

PropertyTypeCommentStatus
File
f.NameString, readonlyThe name of the file
File.GetFolder(String path)static String, readonly"Renders" a path containing $APPDATADIR$ to its actual value (is there another way?)
AudioClip
ID or Nameint, readonly or String, readonlysome way to identify what AudioClip this is when iterating on AudioClips
AudioChannel
PreferredTypeAudioType, readonlyThe Audiotype it will play in priority, or some way to predict what will play what, in regards to the discussion here
#67
this thread might benefit from being sticky.
#68
Great addition!
#69
@Scavenger : that would be awesome. Keep in mind that this page exists : http://www.adventuregamestudio.co.uk/site/ags/sci_fonts/
Also this (because it's a bit hidden) : http://www.adventuregamestudio.co.uk/forums/index.php?board=2;action=display;threadid=6202
#70
PLEASE NOTE :
- I've slightly corrected Rulaman's fonts (for example character Š“ ).
- I've numbered them "version 1.0"
- AGS has 3 fonts : the 2 dialog fonts (the "plain" one and the outlined one), plus one font for "Display" and GUI Controls. Rulaman provided the 2 dialog fonts. I've added the "Display" font to the package.
- With this package, you have the 3 standard AGS fonts, made 256-characters ready: AGSFNT0.WFN, AGSFNT1.WFN,AGSFNT2.WFN

>> DOWNLOAD <<
AGSFNT0.WFN, AGSFNT1.WFN, AGSFNT2.WFN

@Crimson Wizard, two things :
1. I suggest this is updated in the next release. Then AGS will at last be fully 256 international! :)
2. I strongly suggest that the default "Display" font gets 4 or 5 pixels added vertically. . That would make accented characters much easier. It would need 1 or 2 pixels below for characters like 'ç', and 2 or 3 pixels above for characters like àŠ. At the moment it's possible to draw such characters in the current 9-pixels-high font, but it forces to crush some characters vertically. That's not very nice. It will make the font use more space vertically, but I don't think it would change much, as the height of lines is calculated dynamically in textboxes GUI controls.

@everyone else : I suggest someone mirror the download.

I also suggest that AGS embeds a few more 256-characters fonts. Scavenger's ones are a great start (if he agrees). There is also this page. That's always been the weakness of AGS: it comes with a poor font and beginners find it difficult to use a custom one -- which makes many games look the same.
#71
Quote from: Khris on Sun 12/03/2017 17:05:00
1. I told them about Dropbox, entered their email addresses on the Dropbox website
Welp, I didn't proceed like that for nay of the contributors. So I guess that's all wasted now.
#72
Quote from: Khris on Thu 09/03/2017 23:02:31
I referred several people and activated Camera Uploads on my phone. I currently have a free Dropbox with 8,75GB of space.

I understood none of the 3 parts of this sentence.  ;-D What is "referring people". What is "camera upload". How on earth do you have 4 times the 2GB limit? Off to google!


Quote from: Kumpel on Thu 09/03/2017 19:18:10
The pro account gives you 1 TB but your colleagues won't get anything of that. They can't get more than 2GB+bonus space synchronized. You all need pro for that to work.
OK that's what I was afraid of. That's stupid. Well I'll need to find another solution.
#73
Question on Dropbox quotas.

Quotas for free Dropbox work like this:
- The maximum size of one account is 2GB
- My personal account happens to be 75% full (1.5GB)
- A friend shares another dropbox account with me as the Dropbox equivalent of shared folders. That Dropbox happens to be 25% full (500MB). that Dropbox is our team dropbox and is shared with other people too.
- Dropbox calculates space usage as follows : it sums up all the folders to which I have access : 1.5GB + 500MB = 2GB --> LIMIT REACHED

My question is : what's the best way to push that limit?
- Should I pay for a non-free Dropbox?
...or...
- should he pay for a non-free Dropbox?

I'm worried that if I follow the first solution, then some calculation bullshit will prevent other team members to reach the 2GB limit.
I'm worried that if he follow the second solution, my personal free Dropbox will drag down the upper limit.


#74
Quote from: Khris on Wed 08/03/2017 10:41:36
People have survived falling out of airplanes, so it is entirely in the realm of plausibility.
Khris is right, but try to avoid the hollywood blockbuster syndrome, where gravity doesn't exist, and neither do shocks nor inertia nor injuries of any kind. (See that ridiculous scene from The Island where they jump from a sckyscrapper and get saved by some sort of tiny fishnet)
#75
Quote from: Kumpel on Sun 12/02/2017 20:40:43
I found a way to download the spanish demo of that jungle scene via the waybackmachine: here is the link:

http://web.archive.org/web/20120306132759/http://www.teckelstudios.es/files/ROTLA%20DEMO%20Setup%20(spanish).exe

Have you found any broken links to the english demo? Maybe this way you can get them too.
Thanks a lot. Really really cool.
#76
Anyone still has the "Raiders of the Lost ark : Tanis" demo? (In English, if possible, but I'd still like to get the Spanish version if it's the only one available)
I actually seem to recall that there were two demos but I'm not sure. One of them was the opening jungle scene for sure.

Literally everything related to this project has disappeard (hosted images, domain name, etc.)

#77
Quote from: MiteWiseacreLives! on Tue 06/12/2016 03:16:59
So I live in a rural area and I'm trying to decide on an Internet provider upgrade.

Sorry to hijack your question MiteWiseacreLives but I have a question too.

Has anyone ever used the utility Sqirlz Water reflections"

It's a cool little standalone utility to generate animated water reflections in a still image. If you never heard of it, then good for you, you learnt something today, but that's not what I want to ask ;)
My question is : Have you ever managed to generate a reflection when there's a foregound and a background?

Let's take this image :
[imgzoom]https://68.media.tumblr.com/f80f11589afe89634f4c55eb6c2b41af/tumblr_oi2ujgvSqN1tsfksfo2_500.png[/imgzoom]

I want to generate this :
[imgzoom]https://68.media.tumblr.com/2a3f7bf58c8cd776ee50884d5c575eeb/tumblr_oi2ujgvSqN1tsfksfo1_500.png[/imgzoom]
Notice how the reflection of the background moutains start at their base, while the reflection of the foreground island starts at its base. It wouldn't work if the reflectio of the island started as high up as the mountains' base.

Attempt #1 :
(the red outline is the reflection area, as defined in Sqirlz)
[imgzoom]https://68.media.tumblr.com/6c453cdf2a802bcbc32168c295367315/tumblr_oi2ujgvSqN1tsfksfo3_500.png[/imgzoom]
This doesn't work because the software apparently doesn't like non-convex shapes. It breaks the reflection.

Attempt #2 : (using a baseline)
[imgzoom]https://68.media.tumblr.com/7911e2ad63240c069065993cdb1f3fe8/tumblr_oi2ujgvSqN1tsfksfo4_500.png[/imgzoom]
This doesn't work because the baseline for the island is inside the reflection outline (the red outline)


So, does anyone have an idea?

=========

EDIT

For anyone interested, here's a clever answer by Grundislav

Quote from: Grundislav link=action-profile;u=19 date=1481561624
I would recommend would be playing around with your background a bit and making a version to generate your reflection. In this case, you want the reflection of the island to show up more towards the bottom of the screen, so I would push it up in your reflection background like so.



Then when you define the rectangular reflection area in the water, it will look like this:



It might take a little playing around to get the base of the reflection and the base of the island in your original background to line up, but this is the best way to do it.  One way would be to use a walk-behind to cut out the area of water above the upside down island, but I think the easiest way would be to actually have your island as a separate room object and just place it over the water reflection.
#78
Recruitment / Re: Offer Your Services!
Mon 25/04/2016 09:47:45
I'm interested.

However I can't see any of your images hosted on 4shared.com -- this site is blacklisted by most companies as an illegal-content-sharing website.
#79
Quote from: Kumpel on Wed 13/01/2016 13:51:40
That down scaling trick makes perfectly sense to me. automation-wise maybe the tool "batch conversion/renaming" of the grahic viewer http://www.irfanview.com/
could help you. In there you can change the resizing process in detail, put the whole folder of bigger rendered pictures in and get the smaller version with one mouse click.
I'm almost certain there's a way to do that directly in Blender, as some sort of post-processing step. I've seen similar things in the "video encoding" part of Blender.


EDIT: What we were looking for is compositing. It allowed us to play with the rendered video after it's rendered.
#80
Blender : how to render for pixel-art but still with a tiny bit of softening?


We're currently struggling with one step in the rendering process, and we don't have sufficient knowledge of Blender to resolve this.
Basically we need to render at a final resolution of 320x200, and the rendering needs to meet the two following requirements:
1. needs to have a tiny bit of antialiasing so that the rendering is not as ugly as pure "nearest neighbour",
2. ...while not being some blurry, dirty antialiasing
Additionally, the outline of the rendred sprites should be perfectly crisp so that the transparent parts are preserved clean. (you know: no dirty pink pixels around).

I thought of asking our 3D artist to render the scene in 640x400 and then apply a nearest-neighbour 50% downscale in the last minute of the rendering -- that usually does wonders in pixel-art. But even that, we don't know how to do in an automated way.

--> Do you know how to do exactly that, or would you have some better process to recommend?

Any Internet resource would be approeciated. I couldn't find any, apart from "pixel art tutorials" which mostly focus on cell-shading, but not on resolution issues.
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