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Messages - Collector

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The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: March 21, 2017, 10:14:52 PM »
While I like the reflections on the shiny floor, it does seem a bit incongruous with the sprites not being included and or blocking the reflections. The only thing that I can think of off hand is a 2nd view upside down and flipped with a dithered transparent color to create a reflection that follows the ego view, but that sounds needlessly complicated. You could always ignore it or tone down the reflection to not be so noticeable.

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: March 18, 2017, 09:04:31 PM »
Thanks, though I'm still not sure. The for scale thing seemed obvious, what with the numbers.


older image, but I was reminded of it just now.
Where's Ben?

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: March 18, 2017, 10:14:59 AM »
Looks pretty good. I take it that the figures are just to illustrate scale.

I would have to think about it. There are several differences between the two, so they are not really the same outside of the library, which I have added to. Even the pic and view editors have significant differences. Certainly I would want to be sure that Joakim Möller and Gustaf Wennerholm receive their due credit for what is borrowed from their old Visual AGI project.

However I am not going to finish separating the two until if and when people are ready to contribute. I might just disable the SCI part.

When WinAGI starts, it looks for settings (which should be in registry). If it can't find them, (such as first time it runs) it loads defaults. For font size, the default is 10pt. If it does find settings in registry (anytime after first run) all settings get a validation check (in case registry got corrupted or something else went wrong). For font size, if a setting found in registry is less than 4pt, WinAGI uses 4pt, and if greater than 72pt, it uses 72pt.

It turns out that there was more than just the font size that was configured strangely. I suspect that the settings in the registry must have been corrupted because there was quite a lot of settings that were different from the defaults and set to rather obscure values. I would not have changed much if anything from the defaults and yet the resource list was turned off, the tab size was set to 1, the max screen objects set to 1, all zoom levels set to one, almost all checkboxes turned off (although strangely one checkbox that was enabled was the Visual Basic syntax, which I wouldn't have turned on).

I was able to click the Defaults option though and that has restored everything to how it should be. I wonder if there is some way of detecting that something has corrupted the settings and to prompt the user if they want to restore the defaults instead.

I had a similar problem with corrupted settings that prevented the WinAGI from starting properly. I had to track down where it was in the registry and delete the entries to fix it. The AGI-SCI Developer preferences file can be deleted from the options and then close close/reopen it. It will (re)create the file with defaults when starting if the file is not found.

For updating it I added it into an SCI0 IDE that Gumby and I were working on, but that has mostly stopped since Phil released the new version of SCI Companion and Gumby has not been around much for sometime. I was hoping that an infusion from new people like Lance would get it going again. Anyway, this is a peek at the IDE from when I had just started to add AGI to it. You can see earlier versions of the AGI Pic and View editors at the bottom.

I might split out the SCI from it and have just AGI unless Gumby take an interest in it again.

I had a look at WinAGI a while back and played around with porting it to dotNET. I have ported some VB stuff to dotNET to port to C# since it is not too hard going from VB.NET to C#. However, WinAGI  uses something like an old VB powerpack that would have required more work to remove that dependency than I was willing to mess with. I try to have little to no VB reliance in my C# code as possible.

You do not need to directly deal with XML for your settings file in .NET.

Yes, the library comes from Visual AGI. As Lance noted it is missing a lot, specifically for the logic and sound. I managed to get the source to the project and have updated and expanded it. I have added all of the missing editors except for the sound. Once the AGI library is fleshed out the IDE will mostly need the compiler and sound editor. The source included a sound editor, but it never got ported to C# from C++. The task of porting is probably beyond my capabilities. I could call the C++ build of the sound editor from the IDE, but it is an MDI application. That would mean that it would open independent from the main program and not as a child window like all of the other editors.

I was wanting to use Lance's C# interpreter with it to natively run and debug the developer's game directly from the app rather than having to call DOSBox.

Here is a thought. If you don't really want to port WinAGI to .NET you could do one more final update of it in VB6. Then if you were willing to tackle learning C# you could contribute to Visual AGI for a more modern IDE.

If you are updating it for modern systems what about moving the settings from the registry to an XML settings file in the user's AppData folder? If I remember correctly WinAGI was in VB. If you have migrated it to dotNET this would be trivial.

AGI Development Tools / Re: C# AGI Interpreter
« on: March 08, 2017, 11:35:56 PM »
Great! I noticed that the savegame entry on the ScummVM Wiki was little more than a stub that was stuck into the old AGI documentation without adjusting the chapter numbering, so I added the stub for you to flesh out and integrated it into the documentation better.

AGI Development Tools / Re: C# AGI Interpreter
« on: March 06, 2017, 04:44:59 PM »
Yes, you do have an account. Perhaps you forgot your password?

AGI Development Tools / Re: C# AGI Interpreter
« on: March 06, 2017, 11:41:28 AM »
Be sure to add it to the AGI Wiki as well.

AGI Syntax Help / Re: Non-standard or obscure/undocumented AGI features
« on: February 27, 2017, 03:53:35 PM »
If you want to explore the fan games for such features you can download a ZIP with nearly all of the known ones from the link at the top on this Wiki page:

Note that there are a few that will not run with the original interpreter because of memory or blown stack issues.

AGI Development Tools / Re: C# AGI Interpreter
« on: February 25, 2017, 07:25:09 PM »
It would be great to have sound support added to the library.

AGI Community How To's & Tutorials / Re: Official AGI Documentation
« on: February 18, 2017, 11:29:42 PM »
If the document is that early (2.001 or 2.0890)  I wonder if Omer has any later ones that he can share. Given that int 2.917 is one of the most commonly used interpreters it would be great to have documentation that included that version. Then what about 3?

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