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Messages - sact

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1
AGI Development Tools / Re: WinAGI is Back
« on: February 10, 2018, 05:01:46 AM »
Yes, as a user of marginal operating system I've had good time to adapt what virtual machines and Wine are for. Alternative releases, for other operating systems would require some sort Github-approach and more manpower.

 However all these years and not a single request regarding the Logic editor-theming, guess I'm guilty as well on that one, as it has bugged me since the day I saw the very first version of WinAGI aeons ago.

Ok, while we are at it, PICTURE-creation, bound by laws of AGI. People have used PICEDIT whatnot since dawn of time. But from creation point of view, how about offering a normal bitmap creation-, editing-mode, basically user could draw, paint, as one pleases, no limitations and when the picture is saved, then do bitmap to AGI conversion? Yes still doing pictures with PSP7 and Noptec Vector.

Changing between resources, AGI Studio had it nailed, easy switching from LOGIC to VIEWS from selecting the proper resource from own selection, WinAGI shows every type of resource combined, want to switch easily from VIEW-perspective from LOGICs? Nope, scroll all the way down to find the VIEW-branch. Yes most likely people love that feature as well, gotten used to it during the years, thus maybe optional AGI Studio-detox mode?

2
AGI Development Tools / Re: WinAGI is Back
« on: February 07, 2018, 11:01:24 AM »
From AGI game development point of view, it's good that there's still development applications coming out, but it's also shame to limit them to Windows only, maybe release to Linux as well someday, sources or snap/flatpak? Lance Ewing's Java PICEDIT was step into the right direction, OS independency. Anyway, I have a virtual machine for Windows XP and AGI stuff, thus managed to install the 1.2.2 BETA. Logic editor still lacks options to properly set the colours and theming, very QT AGI Studio's like, bright white background logic editor with no way to change it is no no. Regardless whatever goodies it might include, if logic editor of IDE fails, that's falling back to good old AGI Studio 1.38BETA.

3
AGI Syntax Help / Re: Briefly showing a full-screen picture?
« on: January 28, 2015, 07:54:31 PM »
Sorry, I updated examples in the my first post while you replied, you can redraw the original room with load.pic, draw.pic, discard.pic, possibly with script buffer blocked (f7).

Animated objects - Do you use single view that has all the parts of the picture for those animated objects? If so, it still requires plenty of memory. Try to split different parts of picture into own, separate views so you each animated object won't have to use so much memory.

4
AGI Syntax Help / Re: Briefly showing a full-screen picture?
« on: January 28, 2015, 06:14:50 PM »
You might want try following command, instead of using animated object to display static image

Code: [Select]
add.to.pic(VIEWNO,LOOPNO,CELNO,X,Y,PRI,MARGIN)
say

Code: [Select]
if (cutscene_block) {
  load.view(your_view);
  add.to.pic(your_view, 0, 0, 0, 0, 0, 0);
  discard.view(your_view);

 // code, print? or wait for player input
}

Though the following code could cause problems should you use it repeatedly when it might lead into issues with script buffer. To avoid that utilize f7 which prevents the interpreter from writing to the script buffer.

Code: [Select]
if (cutscene_block) {
  set(f7);
  load.view(your_view);
  add.to.pic(your_view, 0, 0, 0, 0, 0, 0);
  discard.view(your_view);
  reset(f7);
 
  // code, print? or wait for player input
}

Should you wish to restore the original picture in the background without new.room:
Code: [Select]
if (cutscene_block) {
  set(f7);
  load.view(your_view);
  add.to.pic(your_view, 0, 0, 0, 0, 0, 0);
  discard.view(your_view);
  reset(f7);
 
 // code, print? or wait for player input
 
  set(f7);
  load.pic(v0);
  draw.pic(v0);
  discard.pic(v0); 
  show.pic(v0);
  reset(f7);
}

More information:
http://wiki.scummvm.org/index.php/AGIWiki/Memory_and_Script#Script_Buffer

The issues with using multiple animated objects might be due to collisions with each other, horizon or possible blocks, and priorityscreen with priority 0 ( black) and 1 (dark blue) -  if you still want to pursue with multiple animated objects, make sure you utilize commands such as ignore.objs, ignore.horizon, ignore.blocks.

5
AGI Development Tools / Re: Visual AGI Picture Editor
« on: January 24, 2015, 09:06:37 AM »
Could you possibly put the source available for download please?

6
Everything-Else / Re: agigames.com
« on: May 19, 2012, 06:14:19 AM »
It seems that agigames.com does not respond, maybe it's free again?

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