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AGI Programming => AGI Development Tools => Topic started by: AGKorson on December 19, 2018, 04:17:54 PM

Title: Need Testers for WinAGI
Post by: AGKorson on December 19, 2018, 04:17:54 PM
I finally have a version ready. But I don't want to do a general release until I get a chance to have it tested by a few other people to work out any last minute fixes.

I would like to get four people who are willing to do an indepth review/test of the program. As a thank you, I am offering $10 (via paypal) to the first four people who agree to help. (I'd love to offer more, but I'm not that rich!  :D ) As a bonus, I'll offer an extra $10 to whichever tester provides the best and most helpful feedback.

If you are interested, send a PM, and I'll provide a link to download the installer.

My goal is to release a public version before end of the year, so if you do want to help, I'd appreciate if you could get comments back to me as soon as possible.

Thanks in advance!
Title: Re: Need Testers for WinAGI
Post by: Collector on December 19, 2018, 09:02:27 PM
I would love to without the monetary incentive, but don't have enough time to give it right now.
Title: Re: Need Testers for WinAGI
Post by: klownstein on December 19, 2018, 11:09:17 PM
I am actively (weekly, if not daily) using your previous version of WinAGI (ver 1.2.1) and would be happy to use your newest version, although I don't know that I would be able to put in the effort to actively look for bugs to fix.  Mostly, I have been using the picture and view editors lately.  If that would be helpful, let me know.  I also would not need or expect to be compensated.

P.S.  The most common error I run into currently with ver 1.2.1 happens when editing views.  If I copy and paste a portion of the view, move the highlighted section so part of it is off the right hand side of the screen, and use the flip horizontal feature, I get an error that says:

Run time error: '9':
Subscript out of range

The program then crashes and I lose any unsaved data (usually the view I've been working on up until it was last saved).  If I do the same thing but flip vertical, I get no error and it works like I would expect.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on December 20, 2018, 04:32:52 AM
I am actively (weekly, if not daily) using your previous version of WinAGI (ver 1.2.1) and would be happy to use your newest version, although I don't know that I would be able to put in the effort to actively look for bugs to fix.  Mostly, I have been using the picture and view editors lately.  If that would be helpful, let me know.  I also would not need or expect to be compensated.

P.S.  The most common error I run into currently with ver 1.2.1 happens when editing views.  If I copy and paste a portion of the view, move the highlighted section so part of it is off the right hand side of the screen, and use the flip horizontal feature, I get an error that says:

Run time error: '9':
Subscript out of range

The program then crashes and I lose any unsaved data (usually the view I've been working on up until it was last saved).  If I do the same thing but flip vertical, I get no error and it works like I would expect.

Good catch! I hadn't considered someone flipping a selection that overlaps an edge. I also forgot to add an error handler to the horizontal flip function; the vertical function will ignore the error. But both of them won't work correctly unless the selection is entirely within the cell drawing area.

I will add this to the bug list and get it fixed.

And if you would like to try the new version, even if you don't have a lot of time, I'd be happy to share. Shoot me a PM and I'll send you the link.

thx!
Title: Re: Need Testers for WinAGI
Post by: Kawa on December 20, 2018, 07:01:50 AM
Off to a good start in 1.2.3! Turns out because the Preview window is too damn small by default, clicking a Picture resource causes RTE 380, "Invalid Property Value". This also leaves behind windowless processes. But now that I found out about this I can safely test the rest.

Looking at KQ3 logic 0, the first line is already considered an error:
Code: [Select]
if (error_code > 0) {
  call(98);
}
"Argument syntax error in 'if' statement". I didn't write that statement, WinAGI did.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on December 20, 2018, 12:48:16 PM
I will make sure the preview window gets a reasonable default size, and check for that error.

Can you check your Settings, on Logic tab- is the "Use Reserved Variables/Flags Names" option checked or unchecked? It should be checked by default, but if it's turned off, and you haven't defined 'error_code' to be a variable, this error gets displayed. If it is checked, and you are still getting this error, let me know. (I think I will add something to the help file for this error to point to that solution; it's the most likely scenario when looking at a new game for the first time in WinAGI)

Title: Re: Need Testers for WinAGI
Post by: Kawa on December 20, 2018, 01:19:05 PM
That was it exactly. Now I just get a bunch of warnings about various variables and flags being "normally read-only", but it does compile.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on December 20, 2018, 01:45:02 PM
You can get rid of those warnings by changing error detection to Low. The compiler won't complain unless it is unable to generate valid code; only a few 'critical' warnings ever get displayed.  Error detection level is set on the Logics Tab in Settings.

But I prefer using the Ignore Warning feature; you can individually ignore a particular warning that you don't want to see again. In the Warnings window, you can right-click a warning, and choose 'Ignore Warning', and the compiler will never show you that warning again. Use the 'Reset Message Box Warnings' option if you want to re-enable previously ignored warnings.  (Oh, and if you double-click an error or warning, WinAGI will automatically bring up the affected logic and highlight the line where the warning/error occurred.)
Title: Re: Need Testers for WinAGI
Post by: pmkelly on December 26, 2018, 03:31:29 AM
I'd be very happy to take a look and send you some detailed feedback!

I've never used WinAGI before and have been away for the scene for 20 years so would be keen to check it out.

No payment necessary :)
Title: Re: Need Testers for WinAGI
Post by: AGKorson on December 26, 2018, 12:44:50 PM
Hi Peter,

I'd love to have you test WinAGI. If it hadn't been for AGI Studio, I doubt I ever would have written WinAGI. so THANK YOU for that!

I'll send you a link to the install file by PM.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on December 26, 2018, 05:13:32 PM
I've fixed the first couple things that have been pointed out so far. And I'm continuing to do my own testing (and found a few more minor issues). Things are progressing well. I hope to get more feedback from testers soon.

In the meantime, after thinking more about the snippet of original source code from Leisure Suit Larry (in another post here), I am thinking about tweaking the syntax used in WinAGI.

I am strongly considering dropping support for block comments (i.e. '/* */'); I get the impression that block comments were not an option for original AGI source - it appears the square bracket '[' was the only comment token in use. AGI Studio included the bracket token, but also added the double slash token ('//') as well as block comments. If these were not in original AGI source, I'd like to take them out of WinAGI.

But I also have another reason to eliminate block comments - it will significantly improve performance of the rich text editor. There are no existing rich text editor controls available for VB (either as native OCX files, or other object that I can use API calls on) that have all the features found in modern code editors (most importantly syntax highlighting); I had to write a custom control. It works pretty well, but with large logics, the potential existence of block comments really kills performance (because the control has to re-highlight everything on each edit in case a block command was added or deleted - perhaps a smarter programmer could figure out how to make it work more efficiently, but I've run into a wall with this).

If I were to drop support for block comments performance would not suffer at all (because I only have to reformat lines/text as it is entered, and only the lines that are affected). How big of a deal would that be? In the few fan game source files I've seen, I have not seen much use of block comments.

As a compromise, I am looking to add a 'block comment' feature that will add comment tags at start of all lines in a selection, as well as an 'block uncomment' feature to remove them (this seems to be a common feature in the few source editors I've worked with).

Are there any major objections to dropping support for block comments?

Title: Re: Need Testers for WinAGI
Post by: Kawa on December 27, 2018, 03:53:05 AM
I agree with this entirely, and I'm reminded of SCI Companion's block comment feature.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on January 24, 2019, 11:09:00 PM
I've gotten a few comments back, but I was hoping to get more by now. If anyone who's testing has any feedback, I'd love to hear it.

In the meantime, I have a question for you all - it's been suggested that a synth instrument such as 'Lead (square)' (instrument #80) would be a better default MIDI instrument for sounds than 'Grand Acoustic Piano' (instrument #0). Does anyone have any thoughts on that?
Title: Re: Need Testers for WinAGI
Post by: Kawa on January 25, 2019, 08:23:43 AM
It'd better match the PC speaker, so...
Title: Re: Need Testers for WinAGI
Post by: Collector on January 25, 2019, 12:48:27 PM
Agreed.
Title: Re: Need Testers for WinAGI
Post by: MusicallyInspired on January 27, 2019, 10:40:45 PM
Piano is awful because it has no sustain.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on February 08, 2019, 06:11:54 PM
I have addressed the comments that I received from one tester, and also fixed/improved a few other things. But I haven't heard from any other testers. Does that mean there are no bugs left???     ;D ;D I kinda doubt that, so if any of you have any feedback, please let me know.

I'm currently trying to update the template game, but I've discovered that while I might have learned a ton about the ins and outs of AGI, I am not that great at making actual AGI games. So if anybody out there wants to help with the templates, I would absolutely LOVE the help.

I am hoping to get the templates ready by end of the week, and release a final version by then. Then I can move on to some other projects for awhile. I'm ready for a break.
Title: Re: Need Testers for WinAGI
Post by: EricOakford on February 08, 2019, 08:20:22 PM
I think I can help with the templates. I've already created basic SCI01 and SCI10 templates. And since we have bits of original AGi source now...
Title: Re: Need Testers for WinAGI
Post by: AGKorson on February 08, 2019, 11:17:12 PM
Thanks Eric! I'll PM you with a link to the WinAGI installer so you can have the most recent version to work on the templates. The ones currently included are in a sorry state, so anything you can do to improve them is greatly appreciated.
Title: Re: Need Testers for WinAGI
Post by: EricOakford on February 10, 2019, 11:19:20 PM
Okay, here is a preliminary AGI2 template. It includes the 2.917 interpreter files from one of the demo packs. What I did, basically, was change the global defines to that of Sierra's original names. Also, I renamed the actual resources to match the naming convention found in the AGI source files.

The template compiled without any errors, though I did find a bug in WinAGI relating to the editing of reserved defines. WinAGI won't let me change them and the cancel and save buttons have their functionality reversed. Maybe it's just my configuration. In any case, here is my work on the project. I may work on an AGI3 version of the template soon.
Title: Re: Need Testers for WinAGI
Post by: AGKorson on February 11, 2019, 09:05:25 AM
THANK YOU Eric!

I'll take a look at that bug in the reserved defines editor.