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Messages - subspark

#1
Polygons people, polygons. Lets not do away with the bitmap pathfinder but work in a very reliable alternative... P...P...Polygons! (nod)
#2
Hey folks.

Forgive the thread necro. Has there been any progress on AGS for OS X 10.6+?

I ask this with high optimism because we're in the final release phase for our first commercial AGS game.
So, obviously broadening our audience is in our best interests. Porting to OS X will cover a significant market portion for us (approx. 47% consumer uptake) if our previous consumer base is anything to go by.

8-bit image loading for Allegro 5 is happening here:
https://www.allegro.cc/forums/thread/610190
#3
I'm quite fond of Clean #2. It's got that early afternoon slacking off in the office on personal projects appeal. I don't remember what that actually felt like of course.  :X

Clean #2 has my vote however I have one consideration to share. It would be complete with a more appealing edge.

Perhaps a 1 pixel stroke of white from the inside, or a drop shadow of some tasteful moderation.
One 'OR' the other as opposed to both suggestions together should do the trick.
#4
The brown liquid is absent in the lastest PSD.
That's the very one I linked everybody to. No yucky coffee. Clean empty cup.

Or is it perhaps only half empty? Or half full even?!  :=
#5
Abstauber is correct. All textual content is not intended to be static.
I put these together back before Chris had opened up any of his source.

Ideally, anyone updating the editor/engine would update the version/build and disclaimer if necessary.
If there's an autonomous way to push correct infotmation onto the splash as dynamic text, that would be pretty darn neat.
#6
Hey folks!

Sure has been a while.
I've included the links to my splash screens and icon sources below:

Win/OS X Source:
http://www.shuugouteki.net/paul/Development/AGS/AGS_SplashIcon.zip

Wii Source:
http://www.shuugouteki.net/paul/Development/AGS/AGS_Wii-SplashIcon.zip

PSP XMB Source: You'll need WinRAR to extract this one.
http://www.shuugouteki.net/paul/Development/AGS/AGS_PSP_Source.rar

The latest incarnation of the splash refresh was 3.3 but the PSD includes everything nessecary to update version/build/disclaimer.

I also did one for JJS's Wii Port (Was that you JJS?)



Cheers guys n' gals,
Sparky.
#7
So damn cool Jan!

Nicely done. Nice to see a fellow FL Studio user.
Kudos.
#8
Yeah, it'd be nice to develop on these quality machines.
#9
It's certainly a popular idea. It appears Winforms 2.0 has been ported over to runs under mono already:
http://www.mono-project.com/WinForms
#10
I agree now that Carbon is deprecated, a spanner was thrown into the works. But in a poetic irony, that spanner could be used to get AGS running in Cocoa. This would seem great from consumer perspective because the barrier of availability is substantially minimal.
Upgradng Snow Leopard to Mountain Lion ($20) is a quarter of the expense for an upgrade to Win 7 upgrade from a prior version and the process is done on the spot. $20 for an under 20 minute online OS upgrade.  8-)

I've long appreciated why win software compatability comes in hops and skips but Apple have made upgrading your systems inexpensive and effectively seamless a little while ago.

I'd sure as heck offer my vote for a Cocoa powered AGS (Editor & Runtime) should any programmer be interested enough in exploring the potential.  :-*
#11
So a collection of separate apps for each major area of AGSEdit?
That might make stuff easier to port in a logical-sequential manner but would it be trivial to bundle it back up into an IDE again?

Perhaps the editor could be more easy to improve/fix/moderate this way generally. :-\
A simple shell to house each independently managed component under a single interface?
#12
We have an open source editor and engine, yet to date we only have an OS X runtime.

Is there anyone out there who also feels that the runtime is really only half the gem when it comes to a hardware-specific platform.
The thing I love about Apple gear is it's incredibly low-maintenance, inter-component stability at the factory level, and it runs one of the most practical to use OS's I've experienced since XP.

Working on a Macbook Pro is one thing, developing my game on it while flying from one end of the globe to the other is to be a treasured experience.
I can't surely be the only mate here with Apple gear who's torn between BootCamp, AGS game making lust, a Lion from the mountain, and an impossibly dark void inside the soul that can only be filled with a noble porting exercise. (nod)

JJS, Crimson, Electroshokker, Anyone interested in opening up a Mac branch for the editor?
#13
Hey this sounds incredibly awesome. It's been a long time since I mucked about with coop in AGS! (nod)

Btw, I tried to download the demo game, but: "Diese Datei wurde vom User oder durch eine Abuse-Meldung gelöscht."
English Translation: "This file was deleted by the user or by an abuse message."

Could you re-upload a compiled binary for folks currently short of an AGS installation?
Thankies.  :-D
#14
Lovely work, Technocrat. These scenes of yours certainly brings back a few fond memories! ;)

While I agree with Progz, I might also add that a little light and shade goes a long way to making your scene look authentic and deep.





Steve Purcell played a lot with light when developing the background art for Hit The Road.


The scene might also look more natural with some foliage in areas where elements meet such as the seat outside Port Regis and between the two hangars where one might be too lazy to mow there.
There was always something humorous in each of the Sam & Max scenes and so I dropped an extreme example into your scene to inspire your creativity some more.

Anyway, I hope some of us were helpful. Have fun with it!
#15
QuoteNamed rooms are technically possible by using an enum
You missed my point slighty so I'll elaborate.  ;)
I remember being able once AGS 2.8? to call cEgo.ChangeRoom("Room Description"). This was helpful when I wanted to re-order rooms into a much more logical list.
#16
Three extensions on existing code that would be particularly handy:

Read/Write .Name properties
#17
Quotemodifications to the pathfinder logic would be an engine-editor issue, as you can 'define' walkable areas and whatever in the editor, but it's actually the engine that makes sense out of it
Yes, correct. But I wasn't going to double post between two threads so I picked the editor one I was on at the time.

QuoteI did use them for a tile-based engine I made once (defining tile and sprite shapes for collisions
Fascinating, Progz! I'm intrigued.
Do you think it would be possible over time to extend the functionality of your tile-engine to meet the functionality of a full-blown polygonal pathfinding solution?
#18
If I were a programmer, I'd be upgrading the image-based pathfinder for a polygonal one instead. While the image-based approach is novel in terms of an easy setup,
it very quickly becomes clumsy and brittle in comparison to its polygonal sibbling.

There's a range of benefits inherent with a polygonal pathfinder that would be impractical or impossible with the existing tools. Complexity, accuracy and speed are its three signature strengths.
To name a few things that a polygonal system will bring to AGS:
#19
And to the kind gent / madam who takes Alan's request on, I have another to add: For Garry's sakes please rename "winsetup.exe" to something more universal. "Config.exe" was a popular suggestion back in '08 but I'm now thinking that both compiled executables could be reconfigurable inside AGS/General Settings along with their name and icon.

AGS could even bake the program icon into the exe from the sprite editor. That would be one neat way to handle that stuff!  :)
#20
Engine Development / Re: AGS engine iOS port
Wed 16/05/2012 06:42:52
I knew you'd deliver the goods here my friend. Nice going. You are pioneer of multiplatformobility here!

Kudos and congratulations.  :wink:
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