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Messages - Kjammer

#1
Hints & Tips / Re: Submerged - LaSol
Fri 06/05/2011 20:38:46
I have a question.

Spoiler
Sometimes the door breaks when the water level is up to my neck, and sometimes it breaks when the water is below the shoulders.  The door is being reinforced in both these cases.  What actually determines when the door breaks open?
[close]
#2
Critics' Lounge / Re: Laser Lens
Sat 30/04/2011 22:11:16
Here's a version with cylindrical shading.  Although I could make the tube overall a bit darker.

     


Darius: That's a great rendering, I really like your "bubble effect."  Except, I want to keep things relatively simple looking in the game.

As for anti-aliasing, I'll work on that next.
#3
Critics' Lounge / Re: Laser Lens
Fri 29/04/2011 00:15:30
Here's the improved version based on your suggestion.  I really like the way I made the beam on this one.



x2

Quote from: Khris on Thu 28/04/2011 12:29:20
You don't need to upload a second, bigger version. You can multiply the width in pixels by 2 or 3 and put that as parameter into the img tag: [img width=80]

The problem with that method, is that the scaled up image looks blurry and out of focus (like the x2 picture above).  If nobody here is bothered by the blurriness, then I guess I'll multiply the width from now on.

After posting this, I realized that the border around the lens needs work.  I'll get working on that.  Any other tips?
#4
Critics' Lounge / Laser Lens
Thu 28/04/2011 08:17:45
In my next game (the first that I'm seriously considering finishing and uploading to the internet), there are a number of lasers.  The thing is, I intend to make the lens in a scale that is visible to the player.  The problem I have is that I don't know the best way to show a laser lens.

Actual size

size x2

So far I painstakingly drew it in a way that looks right to me.  What do you think and how would you draw it?  The game is in 16-bit color.


Ooooh, it just occurred to me that I included white in the color palette even though It never appears in the final design. 
Oh well.  ::)
#5
Thanks for your help, I just started playing the Apprentice series.  Unfortunately it seems like No Action Jackson is no longer available (download link is dead  :'().

#6
I am referring to the the image at the top of this page which shows pictures from various AGS games.  Clicking on it links to the Games Main Page. 

There are some games which I can identify, but I don't know what most of them are.  Can you help me?  I noticed that there were at least two variations.  The one that I currently see looks like this.



In this variation I know the far left one is 7 Days a Skeptic and the far right one is Mind's Eye, what are the other three games in between?

I apologize if this has been answered before, but a search for "What is the game in the banner" did not yield the desired results.  Thank you.
#7
Quote from: Sephiroth on Fri 08/04/2011 03:03:52

Sorry if I'm writing a lot but something else is strange, none of the code actually move an object or character, if the bug is supposed to move on screen, there must be a 'rendering' function somewhere right? So I assume you're either updating the graphics inside 'repeatedly execute always', also controlling the BASE_CASE variable from there, or you'd need to add the code to the function BugMove... I'm done..sorry.


Yeah, what I posted was a very simplified version of what I intended to do, just so you could get an idea of how my script works.  BASE_CASE was used in my example in lieu of the actual conditions, a set of values and numbers that won't make sense without context.  Something else is governing the visual movement.

int pos[square] governs which square the bug located and another function maps the oBug to the room.  Hope this makes sense.

#8
Thanks for the tips.  I don't know why I didn't think of it before?  I guess this is what happens when  you're sleep depraved and are too stubborn to erase your code and start from scratch.

Here is what I ended up doing:

Code: ags

function BugMove(int square, int start, int dir) {
  if (BASE_CASE) return;

  if (dir == 0) { // Facing North
       if (pos[square - 10] == 1) dir = (dir + 2) % 4; // turn around
       else if (pos[square - 11] == 1) dir = (dir + 1) % 4; // turn right
       else if (pos[square - 9] == 1) dir = (dir - 1) % 4; // turn left
       else square = square + 1;  // move foreward
  }

  else if (dir == 1) {  // Facing East

  // Etc..

  // Function recursion
  BugMove(square, start, dir);
}


Thank you both for helping me out here.
#9
I'm trying to make a script that uses 4 recursive functions that can call each other or itself.  Unfortunately, this doesn't work because functions need to be defined in order. 

What I'm trying to do is script a puzzle where the player places objects on a field/pit/table/whatever and releases an autonomous bug whose movement is affected by the objects. I thought function recursion would be perfect for this puzzle.  The 4 functions each correspond to a direction the bug is facing and changes directions by calling one of the other three functions.

For example:
Code: ags
function GoNorth (int square, int start) {
if (BASE CASE) return;
//object in front, go back
else if (pos[square - 10] == 1) GoSouth(square, start);
//object to the left, go right
else if (pos[square - 11] == 1) GoEast(square, start);
// object to the right, go left
else if (pos[square - 9] == 1) GoWest(square, start);
// no object, move foreward
else GoNorth(square + 1, start);
}


Is there a way to implement function prototyping or to make all functions recognize each other?
#10
Okay, Ill be more specific.  I want to make a game where the character has to run through a maze of rooms; when an instance starts, the rooms are generated; each individual room layout comes from a grab-bag of basic room layouts with regions to place walls, doors, objects and access points to adjacent rooms at random; The rooms stay the same until the player either quits or changes instances (levels).

Similar to what  Vince XII is making (can't wait for the complete version), but with much different gameplay mechanics in mind.

My original question was along the lines of weather or not something like this possible with AGS.  And the answer seems to be yes.  But, you let me figure out how to implement this because that's where the fun in game design lies. ;D
#11
Hints & Tips / Re: Duty and Beyond
Sun 04/05/2008 01:26:52
Ok, this isn't a hint per se.  Its just that I forgot what a character said in game and I can't get him to talk again.

In the Goblin Fortress:
Spoiler
I caught the mouse, I gave it to the chef, and he said something (he mentioned sausages, and serving it to the king), I put sausage into the stew.  But It says it needs something before serving it.  What was the chef's exact words again? He doesn't talk any more. I have a plate, sword and dungeon key in my inventory.
[close]
#12
I'm not sure if this is in the right forum.  My question is, is it possible to use the AGS editor to make random rooms with a pseudo-random layout?  That is, make a random room with walkable areas, hotspots and object/characters in specific spots relative to the room layout.  I just want to know before I try something impossible.

If not, then can the game launch an external program to do the generating and read off the files it produces?
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