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Messages - deltamatrix

#1
Thats very true. I envision good programming practice within AGS using jQuery-like event detection (lambda expressions/Closures 4 AGS?? :cheesy::cheesy::cheesy:)

The example was Look at Bush which calls a global function with random descriptions. This game was Hero6 which had a lot of forest screens each with bush hotspots. Therefore the duplication was in the repeated calling of the global function in each room.
#2
Wow great job!

One thing I'd like to ask for. I noticed ages ago that when you assign the function names for interactions (i.e: for Hotspots), you were limited to use only functions in the room script and not global script functions - this caused for me a lot of duplicated code across the room scripts.
#3
w00t. How did I miss this? Csn't wait to play it tonight via Steam.

Congrats Radiant!
#4
Congrats! A superb release :-D
#5
Has anyone proposed closures or lambda expressions in the AGS language? Or at least the ability to pass function pointers like in C and execute it.
#6
Quote from: Radiant on Sun 05/08/2012 21:47:31
Sorry to be nitpicky, but for any licensing terms to apply you would need to contact the original authors of all the relevant art and music and code, and get them to agree with those terms. Not that I expect anyone to make a fuss out of this, of course.

I'll say. Don't think there is any real quarrel with a few people recycling some of the material especially when the knowledge of who make or drew what is largely lost now. It is best to credit the Hero6 team generally.
#7
I would also like to express my excitement for this game. A genuinely new QFG (like) game will be greatly valued.

You have great talent Corby, we coulda done with you much earlier on in the Hero6 project.
#8
AGS Games in Production / Re: King's quest 4
Fri 18/05/2012 12:12:28
So just a minute here. How many KQ4 remakes are there now. I count 3 including this one.
#9
AGS Games in Production / Re: King's quest 4
Thu 17/05/2012 18:13:42
do you have a sprite of rosella walking?
#10
The Rumpus Room / Re: The lie thread
Thu 17/05/2012 12:52:23
Haggis is not not a fan of double negatives.
#11
The Rumpus Room / Re: The lie thread
Wed 16/05/2012 18:29:19
Haggis is nicknamed after his fondness of cuban cigars - spell the name backwards and theres the clue!
#12
The Rumpus Room / Half Life 3 rant
Sat 12/05/2012 10:03:20
There is no Half Life 2 Episode 3 or Half Life 3 in development and never will be!

No I have no proof or sources to back that up but after reading that yet again there will be no E3 announcements this year and many numerous u-turns and what seems like a massive scale of indecisiveness, I have decided to accept that the game will never officially exist.

It really does seem like Valve have bitten more than they chew with ambition and cannot handle it. I wouldn't be surprised if they will cancel it after wasting a lot of money on it and still not have gotten anywhere - this is starting to remind me a lot of Duke Nukem Forever now, an ambitious project that we all know bit more than it chew and spat out crap in the end.
I also recently read a similar article about the same thing happening for the Black Mesa Source project, despite them now say it is due for release soon (fingers crossed!). Also I saw very vividly on the Hero6 project about over-ambition and poor management - and guess what, it failed!

I have no proof on any of the above for Valve and the future of the Half Life series but I have strong suspicions. You may think I've gone a bit crazy but I think it'd be crazier to maintain excitement for a game that is long overdue and will probably be crap now! (Duke Nukem Forever, Simon the Sorceror 3D.....all disappointing sequels)
#13
Shame no iphone support. Tis all I got lumbered with. :(
#14
Hi,

Has anyone considered incorporating support for SVGs or vector-based graphics for use as backgrounds, regions, walkables and sprites etc?

Imagine having an out-the-box ability to download an AGS game and being able to dynamically scale its graphics from the retro 320x200 to smartphone resolution and right up to 1080p quality. Given the common nature of graphics used by most AGS developers (which don't hold much graphical detail or photorealism), the usage of vector graphics rendered by applications such as InkScape would be very useful in the AGS world.

Just a thought.

Delta
#15
Quote from: monkey_05_06 on Wed 14/12/2011 14:14:10
Just to be clear, this is about versioning AGS projects, not the source code of the editor/engine itself right?

Yes just AGS projects. Better support for cloud based development is now a MUST for AGS given the nature of a typical online development community and the current age of cloud computing. The 'cloud' is a big buzzword as we all know now and AGS would likely win some marketing points if it can flaunt that kind of ability.

Also makes it easier for individuals to continue working on their games during their work lunch break when the boss ain't looking lol. Imagine being able to checkout the latest code and then continue at home or on holiday (if your that obsessed!)
#16
Hi,
(Apologies in advance if this is already suggested or being worked on)
I was randomly thinking that given the nature of AGS dev project often bring a smallish team spread across the globe, AGS would benefit if you guys working on the open source AGS code could better integrate it with source control systems.

Particularly if the sprite database is instead stored as its individual files rather than one integrated sprite database file.
Also split the crm files out into separate config files and image files for the hotspots, regions, scripts, walkables etc.

It would be cool if SVN or GIT plugins were available to directly link up to a source control backend.

Thanks
#17
We did abandon the plot to do with the Golems and Alminisar. We instead tried to go for something less complex and darker (hence the dark forest addition), in which a cult of shadow mages under an increasingly evil influence were rising and threatening the region of Albion.

The exact plot details were never finalised and I don't remember exact details no more. Any plot will do I guess.
#18
Might do so if I get the chance. Although not sure if I still got access to the FTP server to upload another copy.

Really just wanna leave in the capable loving hands of the AGS community and put it behind me.
#19
RickJ: The latest AGS should work.

qptain Nemo: Ah didn't really think about licensing terms. I suppose since the intention is for others to maybe reuse the source code to either create their own QFG based game (the code should be useful for that), perhaps GPL is the best one. Although the src is not bundled with any licence terms or conditions so any violation of any terms chosen hereby would be impossible to prove.
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