Future AGS games
#77
Posted 22 July 2005 - 12:05 PM
Hell its boring to make people the right sizes!
#78
Posted 01 August 2005 - 08:04 AM
Here's a little preview of what is to come, and no prizes for guessing what this going to be a piss take of (assuming my graphics aren't THAT bad):
This post has been edited by Dr Lecter: 01 August 2005 - 08:05 AM
#79
Posted 01 August 2005 - 12:08 PM
That's been my only complaint so far.
This is a screenshot of a little of what I've been doing. I have several bits described when you click on them, a couple objects including the puzzlebox which you can pick up into your inventory. Oh, and if I select the bigger puzzlebox (the smaller one I'd already picked up when I did the screenshot) as the player character, it rolls, opens up, configures. It's pretty neat. I was considering going for a game with that as your main character. I can just imagine the reactions of the NPCs.
#80
Posted 01 August 2005 - 02:23 PM
This post has been edited by Dr Lecter: 01 August 2005 - 02:25 PM
#83
Posted 01 August 2005 - 04:14 PM
Bmp: 1.407 megs
Png: 704k
Jpg: 340k
I'm not trying to argue, I'm just trying to find the best possible solution here. And, by my numbers, PNG doesn't cut it. I was looking at some of the games on the AGS site, and some of them seemed to have a higher level of detail (I can't be certain until I try them out, I'm going on screenshots and listed features), without the file size being too unreasonable. I'm wondering how that was possible so I can mimic their methods. Thought someone here might know. Any help is appreciated. Thanks.
#84
Posted 01 August 2005 - 06:51 PM
http://www.adventuregamestudio.co.uk/
This post has been edited by Dr Lecter: 01 August 2005 - 06:52 PM
#86
Posted 02 August 2005 - 05:53 AM
But here's the link: http://www.2dadventu...om/ags/jpeg.zip
And here are some quotes that support the "JPEG sucks" theory.
JPGs will not be supported, because it is a LOSSY format.
Also, it doesn't matter what format the pics are in when you import them.
AGS automatically compresses backgrounds in its own format. Sprites are stored uncompressed either way for performance reasons.
Because the backgrounds in room files are all compressed by some lossless scheme, no matter what format of images you're using for import the resulting file size of the room is still the same. So there're no advantage in using JPEG at the time being, and moreover JPEG compression is lossy (unless of course the room files can also store lossily native JPEG compressed images as bg, which is not implemented at the moment).
So using different image formats only affect your working files not the resultant filesize. If you're really low on HDD space, just save your working files as PCXs and PNGs.
I guess that pretty much tells you that its not going to be put into the engine. That and that it doesn't have to be as the file size of the final game wouldn't be different at all. If I say anymore, I'll just be copying what I just quoted anyway.
This post has been edited by Dr Lecter: 02 August 2005 - 05:57 AM
#87
Posted 02 August 2005 - 08:49 PM
But I think another problem exists. There is nothing to explain the size of these compiled game files. At around 20 megs, with 2 rooms worth, and 2-3 animated character files. I've seen other game sizes, and they are a heck of a lot smaller. There's nothing I can see to explain the size of the file in this case. Even if the images were uncompressed, that at most is 5 megs right there.
#88
Posted 05 August 2005 - 07:29 AM
As far as I could tell, their point was never that jpegs suck, but that they were inappropriate in this instance.
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#89
Posted 06 August 2005 - 10:00 AM
#90
Posted 10 August 2005 - 07:29 PM
Obviously, I haven't been clear enough, as that was the point. That's what I meant.
Lecter, I'm just trying to be specific, as you were drawing conclusions that weren't there to be drawn to support a theory that really was kind of superficial to begin with.
Now that we have that out of the way... I had a problem, I have since figured it out. Let's move on. Shall we?
How is your game coming along, Lecter? My own is progressing slowly, as I'm not working on it every day, but I have the interface locked in and am just starting on some of the graphics.
This post has been edited by Lordhoban: 10 August 2005 - 07:31 PM