Recent posts

#51
Editor Development / Re: Moving Room Objects with k...
Last post by Gilbert - Wed 15/11/2023 17:36:23
Maybe add a toggle key, so that the label is always shown when the toggle is on, no matter whether you are moving an object or the currently active object is stationary?
This way, you can toggle it off so that the label is never shown, as sometimes people may not want to see it for some reasons.
#52
The Rumpus Room / Re: The Wordle thread (with sp...
Last post by Snarky - Wed 15/11/2023 16:33:47
Wordle 879 4/6*

⬜🟨⬜🟨⬜
⬜🟩🟨🟩⬜
⬜🟩🟩🟩🟩
🟩🟩🟩🟩🟩

I'm content, but it could easily have gone badly.

Spoiler
CHAIN, PITHY, LIGHT, SIGHT.

There were sooo many other possibilities for the first letter: fight, right, might, eight, tight, bight, wight...
[close]
#53
Editor Development / Moving Room Objects with keybo...
Last post by Crimson Wizard - Wed 15/11/2023 16:26:23
A while ago selmiak has requested that when objects and characters are moved by keyboard in the room editor, the editor would also display their coordinates, similar to how they are displayed when being dragged by a mouse.
https://github.com/adventuregamestudio/ags/issues/984

I tried to make this work with a small change
https://github.com/adventuregamestudio/ags/pull/2229

But that immediately raised a question of when to hide this extra label with coordinates on them.

The problem is, when you move with a mouse the hint may stay for as long as the mouse button is down.
But with keyboard, when arrow is down the object will keep moving. User may want to stop for a while to think, or check something. If I make the hint disappear in this moment, then user will have to hit an arrow once again to make it reappear, but will move object away from its location at the same time. This makes things uncomfortable, and I am concerned that this will defeat the purpose of the fix.

There are following options that came to mind (there may be others which i missed):
1. Make coordinates display all the time so long as object is selected;
2. Keep coordinates display after it's been moved by keys until it's moved by mouse or deselected;
3. Hide this hint by a timer run after user released the moving keys (but then some users may argue that timeout is not enough).

I cannot decide, so post here to ask for opinions.
Option 1) is the simpliest, but I wonder if users won't like how it looks like.


If you like to see how this works,
there's a temp build with this feature (3.6.1 based): https://cirrus-ci.com/task/6302126616346624
here's a video recorded:
https://github.com/adventuregamestudio/ags/pull/2229#issuecomment-1810476782
#54
Modules, Plugins & Tools / Re: Tween 2.3.0 with AGS 3.6.0...
Last post by kursh - Wed 15/11/2023 16:06:42
Its amazingggggg, i was turning crazy to make a transition between 2 songs.. this is simply aaamaazingggg!!!!!!!!!!  8-0

thanks to the autor/s
#55
Just as a sidenote, I have been toying with the idea of a module that would automatically resize the GUI sprites (technically: replace them with resized DynamicSprites) if you change the game resolution.

In most cases this wouldn't be a good long-term solution, but it might be suitable if you scale up the resolution by an integer factor (for example from 320x200 to 640x400 to provide higher-resolution fonts, while still keeping other graphics at 320x200), or as a temporary solution until you get around to redrawing the graphics.

... Or, as in the case I would use it for: when I want to make a test game based on one of the templates, in order to play around with some particular feature (e.g. as a demo/test game for a module), but I need a higher resolution.
#56
Setting the question of what is fair and what is not aside, I think the biggest practical issue is that while trying to distinguish between "commercially competitive" and "hobbyist" games may be easy in some cases, it will become highly arbitrary in others.

If we want to try streamlining the process to make the client quicker to produce for the Awards team and the nominations easier to digest for the community, we probably want to steer clear of anything that requires heavy moderating or in-depth research, and is very prone to be disputed.
#57
Another thing I want to make clear because you said you're very new to AGS:
If you just want to increase the window size, there is no need to increase the game's resolution.

The game's resolution should be based on the kind of graphics you want to use. A 320x180 game can be upscaled to Full HD when running it.

I'm primarily noting this because you seemed to want to upscale the GUI graphics automatically. There's no good reason I can think of to ever want to do this. Depending on the upscaling filter you'll either end up with extremely ugly sprites or needlessly upscaled ones.

What is your goal here? Why do you want to increase the resolution in the first place?
#58
Greetings Fellow Creatives!

This week's brand new free-to-use-with-attribution music tracks are...

On my City/Urban 3 page:

"QUIRKY CHARACTERS ON MY BLOCK"
https://soundimage.org/city-urban-3/

On my Fantasy 12 page:

"CYBER TRAIN JOURNEY"
https://soundimage.org/fantasy-12/

And on my Sci-Fi 12 page:

"DISCO COPS FROM THE FUTURE"
https://soundimage.org/sci-fi-12/

Need some custom music? Contact me here:
https://soundimage.org/custom-work/

Ogg Music Packs are here:
https://soundimage.org/ogg-music-packs-2/

Have a good week!  :-)
#59
To further on explain what Khris said in more detail.

If you use Photoshop (or any other image-software) and you use pixelart. You need to make sure that in the image-size it's set to nearest neighbour or else you'll get blurry anti-aliased pixels which you do not want when resizing pixels!

Here comes my math professor PHD, choose percentage in the image-size (I'm taking Photoshop as an example) and then use multiplication.

If the resolution is 320 x 200 originally in AGS. You go 320 x 2 = 640, 200 x 2 = 400. Which means that you should set it to 200% in the image-size and you should get the correct image for your game assets
#60
AGS will just calculate a factor (or two I guess, if the width changes by a different factor than the height) and apply that to GUI sizes and positions and also GUI control sizes and positions.

You only have the option to do this automatically after changing the game's resolution, afaik.

However, increasing the resolution of the Sierra template to 640x400 will completely ruin the existing GUIs if you choose to also resize them. The button images will not scale up, so you'll end up with images that only cover the top left quadrant of the button.
You'll also want a bigger font. You can replace the small font used for the GUIs by opening the first font (0: Normal) and clicking the "Import over this font..." button. Pick a font and a larger size like 20. This should more of less fix the text aspect of the buttons.

If you want to simply upscale the button images for now, you have to do it manually. If you set up your image editor in the preferences, you can edit the sprites directly by double-clicking them. AGS will now open the editor and pass the image. Resize it, then save and close, and AGS will replace the sprite using the resized version.
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