Request: Raising maximum resolution

Started by proximity, Thu 12/01/2006 15:50:07

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proximity

 i request to be raised max. resolution to 1024*768. Or is there any way to raise it from AGS's interior engine ?
Proximity Entertainment

MrColossal

"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

proximity

  understood. Because of performance problems, 1024*768 res. isn't suitable for AGS. i am making a commercial game with 800*600. Backgrounds looks ok but sprites has hard edges.

  if so, may i request anti-aliasing support for sprites while importing ? i am drawing my sprites with anti-alised feature to look good. But while importing, AGS reduce them to anti-alised off and closer tones of transparent color remains around character,object,etc. i think the problem is tolerance of transparnet color.
is it possible to raise transparent color's range? i give an example:

  Let's think the transparent color is 125,125,125 (RGB). When i import my anti-alised sprite, closer tones of transparent color remains untransparent like 125,120,125 or 123,123,123.

  is it possible to make them transparent too by raising tolerance of transparent color? Same as Photoshop or any other paint programs ?

it would be much helpful than raising resolution...
Proximity Entertainment

MrColossal

Are you using 32 bit colour depth in AGS?

Full alpha support for that, check it out.

Eric
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

proximity

Yes, i am using 32 bit color depth. i tried PNG and Targa images for alpha channels. But i got the same result. What procedure  must i follow? i just save my image as PNG or Targa and import it.
Proximity Entertainment

Adamski

You'll find that the editor doesn't display the alpha channel, but the engine itself does - basically you have to play the game to see the effects. I'm using anti-alised sprites in my game, and you can even check out MrColossal's game 'Spellbound' which also uses anti-alised sprites if you're not convinced :)

MrColossal

No it doesn't!

I was going to use 16 bit high colour but ended up using 32 just for the backgrounds because the colours banded something awful...

But anyway, check out Spellbound anyway!
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Adamski

...it uses an anti-alised GUI at least? Doesn't it?

Shall I just sit quietly in the corner?

Candle

#8
MrColossal,

Quote from: MrColossal on Sat 16/04/2005 18:15:43
Destiny,

Post once and wait for a reply.

http://www.adventuregamestudio.co.uk/games.php?action=download&game=305

This is where the game is.

the link is broken.

MrColossal

"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Gilbert

Well, AGS did support 1024 x 768 (960 * 600 actually) in some old old versions, but since people rarely needed it and because of many better reasons it's removed.

Elliott Hird

^ I've checked those versions out before, it is SLOW!

proximity

Quote from: Adamski on Thu 12/01/2006 20:27:49
You'll find that the editor doesn't display the alpha channel, but the engine itself does - basically you have to play the game to see the effects. I'm using anti-alised sprites in my game, and you can even check out MrColossal's game 'Spellbound' which also uses anti-alised sprites if you're not convinced :)

:)) i am such a foolish :) i haven't tried them in the game  :) i will try them and tell you the conclusion. i'm still unconvinced but i have a good feeling about that alpha channel :)  Please refresh my memory, i can't use SetCharacterTransparency and anti-aliasing sprites (setup) futures when i use sprites with alpha channel right?

By the way, i can't play Spellbound because i am in Net Cafe and download is not allowable sorry :(
Proximity Entertainment

proximity

it's perfectly worked. i love you guys :) i'll make great games to deserve this community
Proximity Entertainment

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