For anyone intersted in providing donations or tips, I've updated the first post with my Ko-fi site: https://ko-fi.com/edmundito - This is greatly appreciated and may encourage me to keep working on the module!
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 MenuQuoteThe Little Engine That Could: The History of the Adventure Game Studio Engine, Games, and Community
Adventure Game Studio (AGS) is one of the most popular point-and-click adventure game engines. Originally released to the public in 1997, it has a long history of updates, community, creators, and games. The engine has democratized the creation of adventure games. But nobody outside the community knows its history. How many of these games were not merely created by individuals working solo, but by a community who helped each other along the way?
QuoteHow the West Was Many: Crafting a Culturally Diverse Western Adventure with Rosewater
At Narrascope and AdventureX, I've spoken about the importance of creating with cultural awareness, and why small teams and solo indies shouldn't be afraid of going "out of bounds" to write outside their own personal backgrounds. In this talk I will discuss how our team of two put this theory into practice in making our forthcoming point-and-click adventure. Rosewater is set in an alternate-history world inspired by the American Old West, but aiming to thoughtfully depict a diverse range of people and experiences often left out of traditional Westerns. I'll talk about what approaches worked, what didn't, the gap between theory and practice — and how we can do better next time.
QuoteGoing Union: How A Basement Indie Hired AAA Talent (And How You Can, Too!)
Plenty of narrative games feature voice acting. Smaller and indie teams tend to cast non-union actors. While this is a perfectly acceptable approach, the quality and professionalism that union actors offer is undeniable. In this talk, I want to dispel the assumption that working with union actors is prohibitively expensive, as well as clear up some common misconceptions.
Quote from: eri0o on Sat 27/05/2023 15:36:39Edit2: wait a minute, now I see you mentioned you have scaling set to 200%, so possibly this is something I can set here to see what happens. I know in theory moving to NET 4.8 gives access to a different windows forms that could possibly improve this situation but maybe it's something better in ags4.
Quote from: Crimson Wizard on Sat 27/05/2023 14:43:12Could you demonstrate how the previous version looks on the same monitor?
Also, which OS do you run this on?
Quote from: RootBound on Tue 02/05/2023 15:29:33OK, new problem. Can't figure out what I'm doing wrong in my scripting. Goal is to be able to pseudo change speed of tweens (including stopping and resuming) by doing the following:
1. getting the current fraction of tween's duration remaining through customtween.GetTweenProgress() and the current value through customtween.value.
2. stop the tween
3. start a new tween with the value and duration modified based on what was previously elapsed.
This is, however, not working. I have a label displaying the value of customtween.GetTweenProgress(which, if I understand correctly, is supposed to return a float value between 0 and 1), but instead the returned value almost instantaneously climbs to a 10-digit whole integer, and if the tween is paused and unpaused value returns to 0 (integer, not float) and stays there.
Any help would be greatly appreciated.
Quote from: Crimson Wizard on Sat 12/03/2016 15:36:24
Please, we had this discussion many times. I am against putting this branch into our main repository. Two main reasons are:
1) it adds precompiled library binaries to repository, and we are against that (also, are these modified and are there sources of these?).
2) AFAIK it hacks SDL code into Allegro to make it run on mac, thus increasing general mess.
It makes it work and so serves its purpose, but it is not a clean way to do things.
Of course, separating OSX changes into a clean branch would make things easier to analyse. Also, so far it is the only up-to-date OSX version that actually works, so it would be silly to reject one. But I would suggest to keep this version in a separate repository for now until the issues I mentioned are resolved.
I also found my own suggestion made several months ago:Quote from: Crimson Wizard on Mon 05/10/2015 09:27:33
E: Since we now have an automation server, one of the options could be making a pull request that combines Janet's Humble Bundle port (not their pull request, but the most up-to-date version, I think this: https://github.com/JanetGilbert/ags/commits/humble-ports) and our current master.
The pull request will never be meant for actual merging (at least not until removing precompiled binaries), but it could serve for automatic building working OSX port.
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.085 seconds with 19 queries.