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Messages - Calin Leafshade

Pages: [1] 2 3 ... 153
1
Editor Development / Re: AGS 3.3.0 Beta Release
« on: Today at 10:47 »
Tried the latest daily build and that seems to have fixed it, thanks.

2
Engine Development / DrawImage blending function.
« on: Today at 07:55 »
Since some work has recently been done on the blending functions for GUIs can this blending function also be put into DrawImage? DrawImage currently doesnt allow one to blend two alpha channels together which is a bit of a pain.

3
Editor Development / Re: AGS 3.3.0 Beta Release
« on: Today at 07:33 »
This version seems to crash when using the Lua plugin and the project has a GUI.

I'm assuming this is because the GUI storage has been changed and the lua plugin is trying to access something that is no longer there.

the error is:


---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00456A84 ; program pointer is -23, ACI version 3.3.0.1130, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Any insights?

4
Engine Development / Re: On the net
« on: 23 May 2013, 11:53 »
Glad to see that we have your support.

5
How that will work for rising stairs?

If the player is already on a walkable area you move the player up until they are no longer on it and then move them 1 pixel down. Essentially you always make sure that the player is on the top of the walkable area, using them like colliders rather than regions.

@Khris

I think your method is more difficult to generalise than mine.

6
Alternatively you could do it like a platformer whereby you move the player down until it hits a walkable area everytime you move the player forwards so they are always resting on a walkable area.

7
The Rumpus Room / Re: Name the Game
« on: 22 May 2013, 21:39 »
If we're doing obscure FPSs try this one (telltale interface removed)


8
The Rumpus Room / Re: Name the Game
« on: 22 May 2013, 21:34 »
That is Tunnel Rats.


9
Engine Development / Re: Linux Port and Lua Plugin
« on: 18 May 2013, 17:34 »
Ok well it seems that the Arch Linux AUR package i was using doesn't clone the repo recursively and so the Lua plugin wasn't even in the source tree.

I rectified this and it wont compile due to some missing libraries which I don't quite understand.

However, the larger issue is that it wont work on 64bit systems. Is this fixable? I mean presumably the plugin could save the source and compile it at runtime?

10
Engine Development / Linux Port and Lua Plugin
« on: 18 May 2013, 05:17 »
The Lua Plugin doesnt seem to work with the linux version. I've compiled it from the git and I get the following:


┌─[steve][archlaptop][~/evilhouse/Compiled]
└──╼ ags evilhouse.exe
AGS: Adventure Game Studio v3.3 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-20xx others
ACI version 3.3.0.1132

AGS: ***** ENGINE STARTUP
AGS: Reading config file
AGS: Initializing allegro
AGS: Setting up window
AGS: Initializing game data
AGS: Game data file: /home/steve/evilhouse/Compiled/evilhouse.exe

AGS: Initializing TTF renderer
AGS: Initializing mouse
AGS: Checking memory
ci_find_file: cannot change to directory: Compiled
ci_find_file: cannot change to directory: Compiled
AGS: Initializing keyboard
AGS: Install timer
Checking sound inits.
AGS: Initialize sound drivers
AGS: Install exit handler
AGS: Initialize path finder library
AGS: Initialize gfx
AGS: Load game data
AGS: Built library path: ./libagslua.so
AGS: dlopen returned: ./libagslua.so: cannot open shared object file: No such file or directory
AGS: Built library path: /home/steve/evilhouse/Compiled/libagslua.so
AGS: dlopen returned: /home/steve/evilhouse/Compiled/libagslua.so: cannot open shared object file: No such file or directory
AGS: Plugin loading failed, trying built-in plugins...
AGS: No built-in plugin found. Plugin loading failed!
AGS: No placeholder functions for the plugin found. The game might fail to load.
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.3.0.1132)

Error: load room: unable to deserialize prop schema
AGS: ***** ENGINE HAS SHUTDOWN


I am using a x64 version of Arch Linux.

11
The Rumpus Room / Re: Name the Game
« on: 16 May 2013, 02:11 »
Yes, Return to Krondor.

12
The Rumpus Room / Re: Name the Game
« on: 15 May 2013, 19:16 »
That is Legacy - Dark Shadows

EDIT: With the tell-tale interface removed:


13
Urgh, Why do people go to the trouble of making 3D models which have perspective and lighting information built in to them only to then flatten them and *remove* that information to put them in AGS?

If you want to use 3D models then I cannot recommend enough using a 3D capable engine like Wintermute or Unity. Yes, the learning curve is steeper but if you are capable of using 3D modelling programs then you are probably capable of using a simplified 3D engine. The gains are simply huge in the visual quality of your game.

14
I disagree. I think the emptiness of the face is part of the allure of the monster. Blankness in a face is unsettling.

15
int means integer which means a whole number

you need to declare a float

Code: Adventure Game Studio
  1. float variable = 0.0025
  2.  

16
This is what is commonly known as "putting the cart before the horse"

17
I think the collective thread is good but it lacks chronology a little.. maybe updates should be in new posts to dhow the progression and for posterity.

18
That's how i read it too. I dont think frenchie was being overly sarcastic.

@Ryan

Implementing your changes would actually be astonishingly easy. You just need to edit the agsdefs file which is just an AGS header and then edit the section in the engine where those functions are linked. You aren't changing any functionality you're just rearranging the syntax. Not sure I think you *should* do that but you could if you wanted.

19
(it is in Lua :))

20
- Can't pass references to user structures
- Extremely limited polymorphism (no overriding, limited subclassing)
- Limited encapsulation

EDIT: Actually encapsulation is possible but its wordy.

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