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Viewing 15 posts - 61 through 75 (of 1,371 total)
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  • in reply to: Running DOS games in original 4:3 aspect ratio #10648
    admin
    Keymaster

    Try new profile and setup game in gui. Not in expert settings. Problem still persists?

    in reply to: Running DOS games in original 4:3 aspect ratio #10646
    admin
    Keymaster

    Hi,

    The original aspect ratio is set by the default. “Aspect=true” fixes double width/height aspect for some games. Which game do you try?

    in reply to: Physical mouse key binding #10644
    admin
    Keymaster

    Cool, thank you for sharing solution:) This is pretty weird setting.

    in reply to: Physical mouse key binding #10640
    admin
    Keymaster

    Hm, by physical mouse this should not happen. If you press mouse wheel and hide double cursor then mouse works exactly like on pc. This was added in android 8. If this mode is active then all mouse events are sent directly to emulator. If you do not hide double cursor, then physical mouse works like touchscreen mouse and then yes, it can happen. But for every case, I can check it in fallout 1.

    If you are outside emulator, in other application then it works fine? I think scummvm implements hiding cursor too.

    admin
    Keymaster

    Hi,

    Yes, but v46 is the last what works on nvidia shield tv correctly. In newer versions are broken shaders of floor.

    in reply to: Restore maps #10631
    admin
    Keymaster

    Finished, will be in v1.0.3

    in reply to: Restore maps #10630
    admin
    Keymaster

    No yet, it’s on top of todo list. Just now must be backup unzipped manually.

    in reply to: Compatibility #10629
    admin
    Keymaster

    Good for inspiration. Maps are not compatible. Maybe in the future can be created importer.

    in reply to: Dungeon Mapper issues #10628
    admin
    Keymaster

    I uploaded version for internal testing with your email which you used for registration. I send you on this email additional info.

    EDIT : Allright, the pivot in widget edit mode is implemented. Tomorrow I will do more tests and will release another beta.

    in reply to: Dungeon Mapper issues #10627
    admin
    Keymaster

    Older android version can access android/data without issues using total commander. Android 13+ can’t. PC and usb cable is necessary. I must implement it as soon as possible. All these restrictions slows down development.

    in reply to: Dungeon Mapper issues #10624
    admin
    Keymaster

    Yes, DM implements BroadcastReceiver and MDB uses Context.sendBroadcast(i); It should be possible use it in both way.

    Hm, yes, in play mode it only walks. In main edit mode it draws. In widget edit mode it does nothing. Okay I can copy pivot there too

    >Ad 4
    yes, I can add it. Just flag to database and then some logic, just now I don’t see big complications.

    I will upload beta to google play, you will not loose your maps. And there is function for export by the way, however import from app is not implemented:) This is on Todo, just now backup must be copied manually.

    in reply to: Dungeon Mapper issues #10620
    admin
    Keymaster

    >Good timing :-).
    haha, yes, it’s there only 1 month. Google play still did not index it, I don’t know. Probably it needs more views.

    >ad 2. I have placed two undo buttons on top each other. However I do not know how would this work if DM is not in edit mode.
    Interesting. I think it can work, but you must edit the top most and in it’s settings set “non-blocking” to true. This let’s touch event bubble to widget below and trigger it too.

    >6. MDB doesn’t recognise if DM is in edit mode
    It’s one way, MDB sends broadcast events to visible DM. Invisible DM does not receive broadcasts. But I don’t understand well what you mean or what you try to do. Maybe it can be easily fixed. Can you describe situation?

    >ad 4. There are five buttons at top right of the Images dialog: The left most one is a rotation, but I mean
    Ah ok. There is situation. And exactly it was made for paths or columns, however not for pivot. Example: you draw straight path (f.e from left to right). With finger you select resource for horizontal path and draw. Then you want to change the direction. You can go to collection and select new resource. Or (if this button is pushed) you can tap on the same place several times and it will loop over path resources, from currently selected to the right. It exactly does two things:

    1. tells the engine that currently placed resource is temporary, does not stack and can be replaced with next tap. You can combine it with random button. Moving to other tile confirms this one.
    2. if random button is not pushed down then it loops collection from currently selected to the right. If random button is pushed down then it randomly picks resource from collection.

    5 + 7. I found it few days ago, it is fixed. This affects default icons. If you change to other icon then colors should work. But you must be in “widget edit mode”. You can get there this way:

    Tap on the widget layer. Pick widget and place it on the screen. Now you can :

    1. tap on the widget and press icon button. It starts widget edit mode.
    2. long press on the placed widget (if you are in main edit mode) and it starts widget edit mode too.

    I think about publishing beta today, so you can check actual version.

    in reply to: Dungeon Mapper issues #10618
    admin
    Keymaster

    Hi, first, thank you for support. I created now forum for Dungeon Mapper and I moved your question here. It’s better this way.

    I finished new version and I do documentation videos. Next week it should all go out. Sorry, that docs are not out sooner. It’s terrible lot of work at once. I am happy for your feedback, I did things like I felt that is best, but I am sure it can be improved.

    1. Initial manual will be youtube videos, it will go out in next days.

    2. You are right. Back button is the correct way. Magic Dosbox does not know that there is a wall. These two steps are : pivot step + resource placing. I was not sure what is better, having two back steps or only one step. I was waiting on feedback. If it is issue I can rewrite it to do only one step.

    3. Okay, seems it could be better. Select resource, style it like you want (add color, rotate etc.. – resulted look is on the right, on the layer panel). Then long press on the layer. “Star” and “Delete” should appear. Move it to star.

    4. ah okay. It was not meant this way. Button with rotate icon only rotates selected resource, it is additional button to flip buttons. This rotation is not bind to pivot. Pivot does not rotate resource based on it’s direction. BUT, it’s good idea, I can add this functionality. I must think about this implementation. Just now are foregrounds/background resources only plain resources. And path will need a special type if we want more from it.

    The resources what I used with pivot were always squares from “backgrounds”, maybe with enabled “random” (cube icon), so it took some random resource from collection (to not have always same texture).

    Well, I like it, I will add it.

    5. Colorizer ? I am not sure what you mean. Maybe you think “Colorized” on square (foregrounds/backgrounds) layer panel. White resources which can be placed on map with different colors.

    in reply to: Play games larger than 2GB in Win95…? #10610
    admin
    Keymaster

    No, it will not work. But there will be update in next version or so and it will work.

    in reply to: Setup for GOG games without the image file #10599
    admin
    Keymaster

    Seems game files are in upper folder called Data

Viewing 15 posts - 61 through 75 (of 1,371 total)