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 - Radiant

#1
Now with real trailer!

(this is still a work in progress, it needs more animations and the music is a placeholder; but still, trailer!)
#2
I note that when running the game with F5 from the editor, games by default run in multitasking mode = true (when running from the Windows desktop gives multitasking = false). Is that intentional?
#3
General Discussion / Re: Free Steam keys!
Tue 07/11/2023 10:01:51
I got a bunch of discount coupons on Steam, for the following games; most are 66% off or 75% off. Let me know if you're interested!

Assassination Box
Bacon Tales
Boogeyman
Galactic Lords
Gnomes Garden New Home
Milennium 3 Cry Wolf
Opaline
Rebirth of Island
Threads of Destiny
Zup! 7
#4
Oh, that's now. Huh, I had been meaning to attend that. Ok, I've put myself on the mailing list so I'll be aware sooner of the next one.
#5
I've been playing around with non-adventure ideas a lot, and in the past have done

Vector Vendetta, a shoot-em-up based on rotated vector graphics;

Also mainly in the sense of "can it be done". It looks less impressive now but this was written 15 years ago and I wasn't sure if AGS or the hardware back then could support a large amount of RawDraw functions within repeatedly_execute (because the manual explicitly stated NOT to do that).

Eye of the Tempest, a 3D blobber-style dungeon crawler (unfinished);

This appears similar to what CW is doing above, except this one is based on zoomed sprites instead of triangles. It's actually pretty hard to make 2D art look good for this style. Although this is tile-based, it has a rudimentary function to pan/zoom to the next tile (similar to what Lands Of Lore does). Originally a MAGS game.

Indiana Rodent, a scrolling tile-based platform game.

Again an exercise on how much we can stack up in a repeatedly_execute loop. It also supports parallax backgrounds, frontlayer tiles that go on top of the mobiles, and a point-n-click level editor that I keep wanting to reuse for different projects. Started out as one of the AGS Bakery charity games, although that first version has rather floaty jumps.
#6
Thanks, downloading this now!
#7
Quote from: Crimson Wizard on Fri 20/10/2023 16:18:06- Fixed TextWindow edges drawn under the corner pieces;
- Don't check number of audio clips when loading a legacy save format (made before 3.5.0);
- An option to disable language selection in Winsetup ("[disabled] translation = 1");
- Filter names under "[disabled]" section in config are treated in case-insensitive way;
- Print a warning into game log when a blocking Display or Say is called while game is fade-out;

I confirm that these work, and as far as my issue reports are concerned, this new patch can be released. Thank you for your help!
#8
For distributing a game with maximum compatibility under Windows systems, which graphics driver would you suggest as the default/initial value in the setup? Is this Direct3D or OpenGL or SDL2?
#9
Thank you! I will have time to test this on tuesday evening (because I'm not home this weekend).
#10
Quote from: Crimson Wizard on Fri 20/10/2023 09:54:11In the contemporary engine there's no such thing as "no filter", there's always a filter setting, because window is now freely resizable.
That's good to hear, but you also just mentioned that "none" is one of the supported filter names. Or is that part of the docs outdated?

Quote from: Crimson Wizard on Thu 19/10/2023 14:35:57Supported filter names are:
none - run in native game size;
#11
Quote from: Crimson Wizard on Thu 19/10/2023 22:55:29On another hand, is not listing which filters to disable is opposite to what the user's intention is?
That depends on how many filters there are. Out of the three filters listed, I'm fine with none and stdscale; and I want to disable linear.

(edit) I suppose I could lock it to stdscale, and assume that stdscale with a scaling of 1.0 is identical to no scaling.
#12
Quote from: eri0o on Thu 19/10/2023 17:26:35I kinda feel these scaling options would be better set in general settings because usually there is a certain intent from the developer regarding the look and feel of their game.
That's indeed why I'm looking for this option. For these particular games, their respective artists feel that certain particular scaling settings don't look good on the art style.
#13
Now it works, thanks.

Just a minor thing (if you're fixing things regarding this setting anyway), I feel that when the pulldown menu for Scaling method has only one option in it (in this case, nearest neighbor since linear is disabled now) then this pulldown should be grayed out.
#14
How do you figure? None of "linear", "Linear", "LINEAR", "Linear interpolation", "Linear_interpolation" or "linear_interpolation" work for me.

(edit) do you mean that the config file is parsed as lower-case, but AGS requires it to be sentence case, therefore this can never match?
#15
Quote from: Crimson Wizard on Thu 19/10/2023 14:57:11
Code: ags
[disabled]
linear

Sorry, that doesn't work.
#16
Right, so if I understand correctly, if I add
Code: ags
[disabled]
filters=linear

then that should disable the linear filter. However, that does not actually work; nor does filter=linear, or linear=1, or AAx2=1.
#17
Quote from: Crimson Wizard on Thu 19/10/2023 14:07:44[disabled] section should still work, I think.
Yes, but with what value? Is there a manual page on the various things one can add in acsetup.cfg?
#18
Quote from: Crimson Wizard on Thu 19/10/2023 13:56:35Hqx filter was dropped, Anti-alias is still there and renamed to "Linear filter".
Thank you. For a game that formerly used the [disabled] section in acsetup.cfg to hide the AA filters, is it possible to hide the linear filter in a similar way?
#19
Thanks.

And I see the setting for threaded audio is gone (by release history, it looks like it was reimplemented and is now on by default?) and the settings for MIDI device are also gone (probably as a result of including TIMIDITY with AGS, is that correct?)
#20
Is it correct that the Hq2x and Anti-alias scaling methods no longer exist? I don't particularly miss them but wanted to doublecheck.
SMF spam blocked by CleanTalk