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Messages - tzachs

#1041
Mazal Tov & Happy towel day!
Downloaded just to see how it looks, cause I want to wait for the voice pack...
Looks awesome!
#1042
It was pretty steady for me on 40 FPS, when killing creatures and stuff it went down to 35 in the worst case and returned to 40.
When switching the inventory it goes down to 3 FPS and then comes back.
#1043
This is mucho impressivo, well done!
It's a shame you can't shoot the girl, though   :P
#1044
This looks like a treat!
Waiting for some screenshots of the bears  ;D
#1045
Congrats Calin&Ben  :)

Really impressive work, although not my cup of tea story-wise...
Too bad I didn't get to vote since I'm also still playing hard space.
Good chances my vote would have made this compo a tie (I was deliberating between space pool and avalon), I wonder how dual would have handled a tie...
#1046
Very enjoyable indeed, I like to read those highly detailed reviews, I especially liked how the reviewer quoted pretty much all of us...
#1047
Quote from: Ascovel on Sun 16/05/2010 16:06:58
I wonder what would people say if I revealed the toilet guy's identity...  :=

Save something for the sequel  ;)

Just thought of an idea: you can make a spin-off, make the toilet guy the hero, with the whole game taking place in the toilet at the same time of the "Snake of Avalon" events, to explain a bit better what that guy did there all that time...
#1048
Quote from: Snake on Sat 15/05/2010 22:06:47
So are you and Calin and IceyGames going to be working on the sequel?
You forgot Square Enix!

I'm against a sequel though, since there's no way to top this....
#1049
Try combining Ryan's code with Khris's code.
In Khris's code, replace the following line:
Code: ags

if (String.IsNullOrEmpty(a)) gHotspotgui.Visible = false;


With:
Code: ags

if (String.IsNullOrEmpty(a) || !IsInterfaceEnabled()) gHotspotgui.Visible = false;
#1050
Hints & Tips / Re: Hard Space
Fri 14/05/2010 17:24:58
You're the man, Leon!  :D
#1051
Hints & Tips / Re: Escape from Chaotic City
Fri 14/05/2010 11:44:44
If you don't have the shotgun yet, you can use the baseball bat (it's in your room), but you need to be close to them.
#1052
AGS Games in Production / Re: AGS Footballer
Wed 12/05/2010 20:12:03
Quote from: Snake on Wed 12/05/2010 15:26:05
I've got an error for you that happened during two of the games I watched.
It is the same error messege that happened when the ball was kicked at a high speed, also very high in the air, and flew off the screen:

ACI version 3.12.1074
in "FootballerControl.asc", line 2426
from "FootballerControl.asc", line 4541
Error: GUI.X: co-ordinates specified are out of range.


I hope this helps!

Thanks for the detailed bug report, there's now a new version with a fix (in the first post).

Edit: And an even newer version with another fix, thanks to Snake again :)
#1053
Am I to understand from the GUI, that the game will feature voice acting as well?
Looks very cool!
#1054
AGS Games in Production / Re: AGS Footballer
Tue 11/05/2010 20:38:40
Quote from: Snake on Tue 11/05/2010 13:31:04
Humpetty Bump!

Hey, TZ, I just wanted to let you know I've finally played the tech demo and I am AMAZED at the work you've done already! It is really fun. Great job on the controls and programming the ball so it flies into the air and bounces and does all kinds of cool stuff.
Thanks, it makes me very happy to read this  :)
Quote
I can't wait to see the ball rolling!
he he, me too... I'm currently waiting for the ball to animate itself, should be any day now...
Quote
Also, will you implement an option to WATCH a game? I selected Footballer and I didn't have to do anything but protect the goal, which was pretty fun, but having an option to watch a game pan out on it's own would be awesome, especially if you get to choose who is on what team.
Already implemented! Go to "Set Players" and move P1 to the middle (under no team). Start the game and watch away!
To be honest, I didn't test this feature too much, but it should work...
Quote
Great job, man, this is going to be quite the game when it gets finished - I can't wait for it :)

Also, I can't reemember who mentioned it, but having online support to play other AGSers for real would be "the balls"!
Without revealing too much too soon, let's just say that it's in my to-do list at a high priority...
#1055
Quote from: Ponch on Sat 08/05/2010 20:26:47
Quote from: Mr Jake on Sat 08/05/2010 09:53:25
I love Lamp.

Mr. Jake, are you just looking at things in the office and saying that you love them? Do you really love the lamp, or are you just saying it because you saw a lamp?
I stabbed a man in the heart.
#1056
Nice job, Calin!

I suggest putting there the utility methods used by the tween module (copied&pasted from the module source):

Interpolate values (amount between 0 and 1):
Code: ags

int Lerp(int from, int to, float amount) {
  return FloatToInt(IntToFloat(from) + IntToFloat(to - from) * amount, eRoundUp);
}


Convert from seconds to game loops:
Code: ags

int SecondsToLoops(float timeInSeconds) {
  return FloatToInt(IntToFloat(GetGameSpeed()) * timeInSeconds, eRoundNearest);
}


Get R/G/B values from an AGS color:
Code: ags

int GetRFromColor(int color)
{
  float floatColor = IntToFloat(color);
  int result = FloatToInt(floatColor / 2048.0) * 8;  
  return result;
}

int GetGFromColor(int color)
{
  float floatColor = IntToFloat(color);
  int result = FloatToInt(( floatColor - IntToFloat(FloatToInt(floatColor / 2048.0) * 2048)) / 64.0) * 8;  
  return result;
}

int GetBFromColor(int color)
{  
  float floatColor = IntToFloat(color);
  
  float withoutR = floatColor - IntToFloat(FloatToInt(floatColor / 2048.0) * 2048);
  int withoutRInt = FloatToInt(withoutR);
  float withoutG = withoutR - IntToFloat(FloatToInt(withoutR / 64.0) * 64); 
  int withoutGInt = FloatToInt(withoutG);
  int result = withoutGInt * 8;
  if (result > 255)
  {
    result = (withoutGInt - 31) * 8 - 1;
  }
    
  return result;  
}


Also, I suggest a method to convert from room co-ordinates to screen co-ordinates and vice versa.
#1057
AGS Games in Production / Re: AGS Footballer
Sat 08/05/2010 16:40:32
Thanks doc, I will probably disappoint you though, since I'm not gonna go low-res with this...
Also I won't go with Nintendo World Cup fouls. I wanted to meet the middle grounds between an arcade and a simulator, making these kind of fouls will push it too much towards the arcade, not the direction I want to take this game to...
#1058
Hints & Tips / Hard Space
Sat 08/05/2010 16:29:58
So, did anyone manage to get past the transputter puzzle?
I tried to follow ProgZMax's instructions from the MAGS post, but I still don't get it...

In the image he posted (http://485.photobucket.com/albums/rr218/ProgZmax/x-circuit.gif), there should be the valid settings to only connect x.
However that gives the number 7 on the axis, but my default number for x is 8, which makes this incorrect if I understand correctly, no?

Also, if I take the same posted image and just switch the right-most bottom tile with the one of top of that, x is still connected to all the stuff it was connected to in the first image, and y and z are sill disconnected, but it gives a totally different value...

Help, please?
#1059
Yes! For AGS Footballer I made a terrible design error. Basically I thought to set up all the gameplay for the first half, and each footballer had a flag telling it if it attacks up or down. After finishing that, it was time to set up the second half, and I thought it would be pretty simple, just switching the directions to all the players, I actually thought it would take me less than 5 minutes to set it up. The problem was, All the methods of "who touched the ball last" etc were built upon of whether it was team up or team down, instead of team1 or team2, so basically everything stopped working in the second half. By the time I figured out I didn't make this distinction, I already wasted some precious testing time, and then I had to refactor the whole code.
What I thought would take 5 minutes took me in fact ~3 days...   >:(
#1060
Well, basically the hero can walk on some of the objects/characters.
Here's an example of what I'm talking about:
http://img6.imageshack.us/img6/1518/examplehf.png
Also, for something more specific, when the fish burns, you can see the fire when you're in the top part of the room, but not the fish, which was weird (but hey, it's weird game, so maybe it's intentional  ;)).
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