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Messages - Calin Leafshade

Pages: [1] 2 3 ... 153
1
The Rumpus Room / Re: Name the Game
« on: Yesterday at 21:39 »
If we're doing obscure FPSs try this one (telltale interface removed)


2
The Rumpus Room / Re: Name the Game
« on: Yesterday at 21:34 »
That is Tunnel Rats.


3
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?

4
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.

5
The Rumpus Room / Re: Name the Game
« on: 16 May 2013, 02:11 »
Yes, Return to Krondor.

6
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:


7
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.

8
I disagree. I think the emptiness of the face is part of the allure of the monster. Blankness in a face is unsettling.

9
int means integer which means a whole number

you need to declare a float

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

10
This is what is commonly known as "putting the cart before the horse"

11
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.

12
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.

13
(it is in Lua :))

14
- Can't pass references to user structures
- Extremely limited polymorphism (no overriding, limited subclassing)
- Limited encapsulation

EDIT: Actually encapsulation is possible but its wordy.

15
I like the idea but AGS script itself does not allow for a truly OOP style so your changes are just syntactic rather than organisational.

16
Looks rubbish.

What's that bird thing? Some kind of bird?

Rubbish.

18
I dont think so. It seems to only be related to TextWindow GUIs. Font rendering on other GUIs works fine.

19
That looks to be a bug in AGS's TextWindow system. I will forward it on to the engine team.

20
Ok, so the image is rendered in scanlines from left to right. So a line might look like this after i have selected the correct color from the source texture via a matrix transformation (imagine different characters are different colors):

*******&&&&&&&&&&$$$$$$$$**********

So my draw func steps across a line like this:

1      2         3       4
*******&&&&&&&&&&$$$$$$$$**********


1) Found a new color, store that color and keep going:
2) Found a new color that is different from the last one, set the drawing color the color at point 1 and draw a line from 1 to here.
3 & 4) repeat 2.

In this way the drawing color only needs to be set 4 times (this is quite expensive) and only 4 lines needs to be drawn (which is also quite expensive).

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