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Topics - Sslaxx

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Dunno where this should go, but anyway.

Talking with someone on Twitter about AGS and high-res support. How many high-res sprites (assuming this to be 1080 or above?) sprites can AGS handle on-screen at the same time? Not too fussed about frame rate, just about how many it could display before unstability or crashing would become an issue.

I've noticed this with projects imported from older versions of AGS; not yet tried it with new projects but I do not see why it wouldn't happen there.

Sometimes AGS fails to place the debug executable in the "_Debug" directory, resulting in an incorrect "Unexpected error: The process cannot access the file because it is being used by another process." error message. The debug executable is being placed directly in the project's root location. As far as I can see no other process is accessing any files or directories in these locations.

Running AGS on Windows 10 Home.

So, as it says, I want to the AGS Awards voting page, made my votes and clicked on submit - and got a 403 error.

We're sorry, but we could not fulfill your request for /site/awards/ on this server.

You do not have permission to access this server. Before trying again, close your browser, run anti-virus and anti-spyware software and remove any viruses and spyware from your computer.

Your technical support key is: 50b0-9e03-b40c-8ddc

You can use this key to fix this problem yourself.

If you are unable to fix the problem yourself, please contact the WEBMA5TER and be sure to provide the technical support key shown above.

I've been thinking about getting involved more with the engine source, maybe looking at all the -fpermissive warnings I get whenever I compile the engine's source code. What's the best way to go about this? Anyone got any advice? The code isn't exactly well-documented in places either, and looking at documenting the code might be something to do (once I'm more familiar with it's internal workings).

He may not have "yet worked on any finished games", but without him none of us would be here. So perhaps, it could be changed to something to acknowledge that? Because, as nice as it would be, listing every single AGS game would make for a long, long page.

Hints & Tips / Resonance.
« on: 20 Jun 2012, 00:31 »
May as well start a thread looking for help on this one.

And here is my question.

Spoiler: ShowHide
During Ray's sequence with the Antevora mainframe (7.30am), I've got the secretary to leave, but now I'm at a loss, can't remember what needs to be done next to get the information for Patterson's mainframe username and password.


At the moment it's all with projects now having their own separate threads, but still only a sticked "Offer your services" thread. Seems a bit off that way - seems to be missing half of the point with a separate recruitment section of the forum.

I'd like to suggest two things:
* Either have prefixes like "[Offering services]" or "[Recruiting]".
* Have a separate "Offer your services" section of the forum (less likely, I'll admit, seeing as there seem to be much fewer offering than recruiting).

Good? Bad? Ugly?

OK, related to I decided to code up a function to remove illegal characters in filenames in strings (and to replace spaces with underscores). So far, this is what I have:

Code: Adventure Game Studio
  1. String StripChars (String ToStrip)
  2. {
  3.  String StrippedTo;
  4.  char StripLook = 0;
  5.  int Count = 0;
  6.  while (Count < ToStrip.Length)
  7.  {
  8.   StripLook = ToStrip.Chars [Count];  // Get the char at the current position in the string to strip.
  9.   if (StripLook == ' ')
  10.  {
  11.    StripLook = '_';
  12.  }
  13.   StrippedTo = StrippedTo.AppendChar (StripLook);
  14.   Count++;
  15.  }
  16.  return (StrippedTo);
  17. }

Except it doesn't work. In the function, on the line that should append the character to the string that is to be returned as a filename-safe version, it's giving a "Null pointer referenced" error. I have a suspicion this might be due to the use of a char in there. But can anyone else help out here?


So, I've decided to use the filename of the game being played with a screenshot number appended to the end of it to allow for uniquely named, uniquely numbered (ish) screenshots. Currently using Game.FileName simply because it won't have the same issues as Game.Name would (namely, no illegal in filename characters).

However, I'm coming across what I'm leaning more towards being a legacy shortcoming of AGS, rather than a bug per-se. The filename being reported by Game.FileName is an old-style MS-DOS 8.3 name. This means that something called ControlModes.exe results in screenshot filenames containing CONTRO~1.EXE. I suspect this issue would not exist in Linux runtimes, but I'm not at this moment sure (can anyone confirm/deny?).

Is this fixable in future versions of AGS? It wouldn't be hard to code workarounds for Game.Name, certainly, so it's not exactly an issue, just something I'm curious about.

So, using the basic Sierra template I've got it so that after it restores the game it restores the status bar and icon line.

But. It restores the icon bar, but not the status bar. It doesn't do this in the close_restore_dialogue, it doesn't do this with repeatedly_execute. And I'm at a loss as to why.

I created this custom function to restore the icon bar and status line:

Code: Adventure Game Studio
  1. function DoTheStatusLine (bool IsVisible)
  2. {
  3.  // Sets up the status line (and associated icon bar). Makes them visible if true, otherwise not.
  4.  if (IsVisible)
  5.  {
  6.         gStatusline.Visible = true;
  7.         gIconbar.Visible = true;
  8.  } else
  9.  {
  10.         gStatusline.Visible = false;
  11.         gIconbar.Visible = false;
  12.  }
  13.  return;
  14. }

In repeatedly_execute, it gets called like this (rooms 900 and above are used for menus etc):
Code: Adventure Game Studio
  1.  if (player.Room <= 899 && (!gIconbar.Visible))
  2.  {
  3.   gIconbar.Visible = true;
  4.  } has the whole project.

[EDIT: Oh duh, I've only just noticed what I had in repeatedly_execute. So I replaced it with gStatusline instead! And that fixed it. Never mind me then, sorry.]

I'm not really sure if it'd be worth it, but anyway...

So I want to use an overlay to indicate when there's disc activity of any type. Saving the game would be fairly straightforwards, but what about restoring - what happens to the overlay? I can see crashes happening that way.

So, I'm wanting to know if it's possible to safely use overlays to indicate disc activity when restoring a saved game?

Has anyone else not been receiving topic notification emails lately? Because mine just suddenly stopped as of the 21st.

General Discussion / How are spambots handled?
« on: 30 Jan 2011, 21:25 »
I'm curious, because I've noticed (at least) three spambot accounts listed on the front page - EthanTaylor, pretty_heather (reported this one anyway) and danilogarcia2787 - but none of them have been active (apparently) since the day they registered.

I presume the accounts are disabled, then? Spambot accounts aren't removed?

Adventure Related Talk & Chat / AVG and false positives?
« on: 12 Nov 2010, 13:37 »
This isn't a technical question, but I've been getting false positives from AVG 2011 (10) with AGS-created stuff. Anyone else been getting this? I'll note the prior version of AVG didn't cause this.

I'm wondering if there's an easy way of iterating through GUIs and setting them all to be not visible (otherwise I can theoretically have save and load dialogues be enabled at the same time, for example).

Dumb question time...

How do you create a portrait that will always display whenever a character says/thinks/etc.?


I want to use room 999 as the location for any characters not currently in play. However, I note this room would be a non-state saving room. Would this affect what I want to do - as in, would the locations of any characters at room 999 be saved? X/Y positions wouldn't be as important.

I'm not sure if this is as simple as it sounds, but.

As the topic pretty much says - is there a way of knowing when the player character (sprite) is standing on (colliding with) a hotspot?


20 question is fairly simple, and (mostly) rhetorical, but opinion is sought after.

I want to use DejaVu Sans as a replacement for the default AGS font (aka 0: Normal). I'm just wondering what a decent point size for this font would be. I'm reckoning 8 point, myself (non-aliased, non-outline). Anyone agree?

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