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Messages - AGKorson

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151
HI there. If you're still around, I'm the creator of WinAGI, and while it's true the last release did not include an export to bmp (or any other format) did not exist, it's pretty simple to add that. (I've already added an export to .gif feature for views!) I'll probably be releasing a new version very soon, and will add export of pics to bmps.

152
AGI Syntax Help / Re: N00b here.....
« on: March 12, 2017, 05:34:12 PM »
Anyway, maybe it's cause of Win8 problem. I really don't know. I really don't care anymore. :)


I have a stupid question: King's Quest V was released in 2 versions. EGA and VGA. Both used the same, 320x200, resolution. The first with 16 colors and the second with 256 colors. But.......why the art in the EGA version of King's Quest V is MUCH better than in for example, King's Quest IV, since both use the same resolution and the same number of colors? Is that something I don't understand OR it was just a matter of choice and artists' capabilities?

Hi there. If you're still around, and still interested in WinAGI, I am the creator. I've been away from the AGI scene for a long time, only recently having been poking around it again.

The problem with templates not loading was a bug that is related to Windows Local Settings (users formatting numbers with '.' for thousands, and ',' for decimal point). I used actual numbers to reference version numbers, converted to strings, so if you write 2.917 as 2,917 in your locale, WinAGI would hiccup. You can work around that by manually copying the template file you want into your new working directory and then opening it.

I fixed that bug years ago, but never got around to releasing it. I've been playing around with it recently, and will probably be releasing an update soon which solves that (and a few other bugs that were in the last release). I've tested it on a Windows10 box and it seems to run just fine.

If you have any questions about WinAGI, send me a msg or post in the forums here!

153
I'm trying to mess around with WinAGI, because sometimes you just wanna create a really old game with a really old engine. (its view editor is one of the best ones I've seen as well, it's so easy to animate in!). The syntax isn't too hard (though I have no idea how to do blocking actions, i.e waiting for an action to complete before continuing with a script), but I have a real problem with WinAGI's logic editor.

Whenever I work in the AGI syntax, writing a "{" character keeps placing vertical tabs (ASCII 11 - the little male symbol) around it, and then the compiler won't  compile it until I fiddle around blindly in the editor to make those vertical tabs vanish. The BASIC syntax does at least compile, but I really hate BASIC, being a C programmer. Is there anyone who knows why this is happening, how I can make it stop, or how to fix it? I've been looking into the source code but I can't see where it ignores whitespace, nor can I get Visual Basic 6.0 working on my machine so I could recompile it.

Hi there. I'm the creator of WinAGI. I've been away from the AGI scene for ten or so years, but recently have been playing around with WinAGI again. I've never heard of the editor adding extra characters before- what version of WinAGI are you using? what version of Windows are you running? I'd like to be able to duplicate that to see what's going on.

I have an updated version of WinAGI that fixes a whole bunch of issues that were in the last version (1.1.22). I will probably make that available for download soon. As far as I can tell, it seems to work just fine on Windows 10. But if there's a major issue with the editor, I'd like to make sure it's addressed before I release this update.


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