Recent posts

#61
Thank you for the prompt response!
So, if I understood correctly there is no way for the images to be resized automatically.
If I want to change the resolution to 640 x 480, as in your example, how can I calculate the dimensions
of the sprites, so as to be pixel-perfect.

Thanks again! 
 
#62
I just tried this with 3.6.0 and creating a new game from the Sierra template; right after changing the resolution I get this:



However this resizing is pretty useless anyway imo because you'll usually want pixel-perfect GUI elements that fit the actual resolution so for an actual game you'll rework the GUIs anyway.
#63
Quote from: Dave Gilbert on Tue 14/11/2023 19:21:36Hi! I found a copy/paste bug in the latest version.

In the dialog editor tab, if I copy some text and try to paste it into one of the "option text" fields (using control-v), the text gets pasted into the SCRIPT instead of the option field.

Thank you for reporting, we're looking into this now.

As a workaround, use a "paste" command from the text field's context menu. This bug only occurs when you use keyboard shortcuts.
#64
I am a complete beginner using the 3.6 version and the Sierra-style template.
When I go to "General Settings" and change Resolution to something else than 320*200,
the gui and the dialogs do not resize.
Is it the expected behaviour? How should I fix it?  :confused:

#65
Quote from: AndreasBlack on Wed 15/11/2023 01:18:53Edit: Sorry of-topic but...What do you mean a added background increases the room size, how much is that?

Every added thing increases the game's size. In case of room bg the numbers depend on resolution and compression factor. Room bgs are compressed with LZW, so they are not equal to a raw image pixels and it's difficult to calculate their sizes on disk. But you may take room file (roomN.crm), remember its size, add a background and see how size changes.
Whether it's a big deal or not is again a situational thing, but my point being that if it's just to fill room with color, then it's not economical to add bgs to each room for that.
#66
Competitions & Activities / Re: Fortnightly Writing Compet...
Last post by Mandle - Wed 15/11/2023 06:50:19
Love this theme. It was definitely the best of the bunch.
#67
Adventure Related Talk & Chat / Re: Unfinishable games
Last post by heltenjon - Wed 15/11/2023 04:13:35
Jimm's Quest III: Lesko's Revenge Demo does not have a scripted ending. To be fair, this is more or less stated on the db page, but there is nothing in-game.
#68
Quote from: Crimson Wizard on Tue 14/11/2023 15:21:49
Quote from: AndreasBlack on Tue 14/11/2023 14:34:56I would say add two backgrounds in the room. One that is black and one that's normal.

1. That won't hide any objects or characters in the room.
2. Adding this to any room where dialog may take place will unnecessarily increase the size of each room file. In case you need a room bg filled with color, it's more efficient to use DrawingSurface and color them by a script command.

Ahh! Alltho to my defense no objects or characters were mentioned in his post. It's unclear weither he should be able to still click or hover over characters/objects and see their names when it's dark with dialog???

Anyway player.Transparency=100; and oObject0.Transparency=100; should fix that. Then obviously flip back the BG and the object/objects once it's done if that's what he wants. I've edited. If you still don't like it. Show your code for the "proper solution" for us mere mortals  (laugh)

Edit: Sorry of-topic but...What do you mean a added background increases the room size, how much is that? Why have i never heard about this. Is it really a big deal? I have many rooms with 5 bakground images should i be worried?


#69
Quote from: TheTMD on Sun 29/10/2023 10:57:54deep lake mall
This was a fun short investigation game.

QuoteSenpai Getaway
Short Slovak game that I needed Google Translate to finish. Made for a small anime-inspired jam, this is a mix of graphic assets that doesn't fit together. I found it kind of charming, anyway.
Quotedrawn to the flame
This one is a brilliant short horror piece featuring a scary elevator ride. No real puzzles, but I thought it was genuinely unsettling. Good stuff.

The same author also has a game in the database (Where No Fear Was), but on his itch page, there are also two other small games:
Grace Russell: Episode 1 tech demo, which is a taste of an investigation game. Just a demo, like the title says.
A Fool for Love (or: Finding the Right Words Beta Version), which is an unfinished game where the player control a cupid who is guiding a hopeless guy in his quest for love. Quite funny, and a great idea for a game.
QuoteTijdTripper
This is a 2010 AGS prototype of a later flash game
It's a shame the flash game doesn't exist anymore. Very cool concept where the player has to time travel to preserve the history of Utrecht. Learning history this way is very appealing.
#70
Quote from: Snarky on Sun 12/11/2023 10:21:27Yes. Heroine's Quest is and has always been free. (I believe there are some copyright issues that would make it difficult if not impossible to charge for it.)
I've changed the database entry to reflect this, to avoid further confusion. So three it is...

Quote from: Snarky on Sun 12/11/2023 10:21:27In the AGS Awards? Yes!

That was clumsy on my part, and I should have been clearer. What I meant by "regardless of engine" was in relation to one commercial game over another, AGS or other. If I pay...checks steam...14.99 for Unavowed, I'm going to want my value for money, just as if I payed 14.99 for a game by another developer, whether said game uses a comparable engine or Unreal 5. It doesn't matter that Unavowed is an AGS game, I'm going to judge it in the commercial arena, against other commercial games. I guess it's a consumer point of view. Paying that 14.99 is going to influence my opinion of any game that I have to rate, something that doesn't enter the equation when dealing with freeware titles. That's what I was trying to get across when I said there is (to me) a fundamental difference between judging "commercial" and "freeware" games, AGS or otherwise.

Quote from: LimpingFish on Sun 12/11/2023 04:12:25In a contest about which AGS games have the best pixel-pushing and voice work? Yes!

Maybe I'm trying to emphasize "fairness" to an unobtainable degree. That's probably on me. But judging, say, a commercial game's graphics over a freeware game's graphics means, to me, ignoring the commercial game's need to be competitive in a different arena to the freeware game, one that requires a level of polish that the freeware game doesn't necessarily need to aspire to. It's less about punishing the commercial game, and more about not punishing the freeware game, at least, as I said, to me. But as I also said, maybe that's just not feasible. :-\

Quote from: CaptainD on Mon 13/11/2023 09:15:19I think the only fair way to judge any games is simply against the criteria of the award...

I honestly don't have a major problem with that, despite the need to note my own personal hang-ups.  :-[

Quote from: Snarky on Sun 12/11/2023 10:21:27I think we should drop the topic.

Agreed.
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