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Messages - suicidal pencil

#1
I'm here just to say one thing the scripting language needs:
A ternary operator...and regular expressions =)

Keeping backwards compatibility should definitely be a goal. Invalidating all of useful modules kicking around (Pixel Perfect Collision as an example) is probably the best reason I can see for not breaking backwards compatibility. Still, what's stopping someone from just forking the project? On one side, a version of AGS that supports 2.5x which only gets updated for bug fixes, and on the other the version of AGS that we nonstop add bells and whistles to in an attempt to make it fully OO :P
#2
The Rumpus Room / Re: the metal thread \m/
Sun 05/08/2012 02:20:01
Where's Venom? :(

[embed=640,360]http://www.youtube.com/watch?v=3kn875tR1RU[/embed]

Metallica had 4 good albums: Kill 'em All, Ride the Lightning, Master of Puppets, ...and Justice for All. Still among the greatest Metal albums produced. After that, Metallica kinda just fell apart. Death Magnetic was a good attempt but it's nowhere near the awesomeness of the original 4 albums, back when Metallica was more THRASH METAL, and less commercialized hard rock.

\m/ >_< \m/
#3

kinda how I felt reading this catastrophe of a thread...

ig, if you are indeed serious and are not a troll, and you really want to use AGS, then create a small game (one room) first, and experiment with it. Open up the demo game that comes with AGS and peruse it's source. AGS has the capability to create some pretty complicated and amazing games, but the farther you drift from P&C adventure games the more work you'd need to do.

If you decide to continue making a fighting game, learn to code. We'll help you with problems, but we wont code the whole f*cking thing for you. That, and it feels quite nice to solve a rather thorny programming problem without any help.

On the reverse side, it's infuriating to stare at a simple problem and see nothing but complex solutions, or no solutions at all
#4
General Discussion / Re: 2D Game Engines
Sun 05/08/2012 01:51:11
look around in here: http://www.moddb.com/engines

massive list of engines. Some open-source, some proprietary, some 2D, some 3D, almost any engine you could really want.
#5
Quote from: Khris on Tue 31/07/2012 12:47:09
This: http://www.pcmag.com/article2/0,2817,2407046,00.asp

Sounded like he had more of a problem with Kickstarter itself then the OUYA. Regardless, he does bring up a good point: smaller companies (and large ones too) simply don't have a good grip on the logistics of such projects. They could have some of the best hardware & software designers around, it would still mean nothing if they can't find somewhere to manufacture it, someone to sell it, someone to distribute it, etc. Lord have mercy on their souls if they don't even have a decent salesman...

Getting back on track, I haven't been paying any attention at all to Windows 8 for the same reason I refuse to watch My Little Pony: it gives me an excuse to not have to talk or think about it. Contrary to popular practice, opinions should be based on facts sprinkled with personal feelings, not the latest rumors and gossip. Without the facts, I can not assemble a proper opinion. If I can not assemble a proper opinion, I have no reason to speak.

Even though I've put effort into ignoring W8, I still know juuuuust enough about it (two things) to know that I'll hate it with a passion. First and most obvious it's another attempt to sell computers to idiots. I normally wouldn't have an issue with this, except when it seems that they think everyone but themselves is technologically retarded. Second, I hate touch screens. Give me a mouse and keyboard any day. I'd rather have CTS then a touch screen.

I'm still using Windows XP, and occasionally Debian. I haven't completely gotten lost in Linux-land because Windows still has much better game support (and da AGS editor :D )
#6
Tested working, thanks for the workaround Calin :)

The question remains, though: why is it set to zero when it shouldn't be? I either missed something important or found an annoying little bug. I prefer to think I missed something important, because that's the likeliest of possible problems.
#7
It does not. Setting it to 0 only keeps it at 0. It doesn't set it to the character's width.

It's called like this:
Code: AGS

if(dsBG.GetPixel(player.x + (player.BlockingWidth / 2) + x_movement, player.y) != 0){
  //etc...
}


also, I wouldn't post if I didn't already look through the manual and search the forums :P

edit: this is for collision checking so I kinda need the player's width to be accurate, not zero
#8
This is really [EXPLETIVE DELETED] annoying...

Whenever I call "player.BlockingWidth", it's always zero. I can set it but because the width changes with the character animation, it can't be static. It isn't called or set in any other part of the script. Changing the sprite doesn't change the blocking width. I've even changed the graphics driver and colour depth to see if it'd do anything (it didn't). Solid & Clickable are set to true for the character.

What would cause this to be set to zero (without me actually setting it to zero), instead of the width of the sprite that the player is?
#9
AGS should run a 1024x768 game with 32-bit colour fine. I'd assume most computers nowadays could handle it :)
#10
it would be really great if the engine could handle Regular Expressions :)
#11
Quote from: Khris on Mon 07/05/2012 11:31:13
Another way is to implement Wyz's IRC plugin & module.
Using that, two (or more) games can communicate via an IRC server.

After both games have established a connection, they can basically chat with each other, so as long as you're fine with exchanging and parsing text messages, all the hard work is already done.

That's awesome. So for your tutoring system, you could make two AGS programs: one acts as the server/database and the other is used as a client, with data exchange happening on the IRC server. However, I'm almost 100% sure that there is something better then AGS for making something like this. Can it be done in AGS? Absolutely. Is it worth it to use AGS? I'm not so sure.

What are you trying to teach/do?
#12
I know that a few people set up a multiplayer-AGS game using a connection to an IRC server, so I can imagine that setting up AGS to send and receive data from a database instead is plausible.

Could one of them please stand up? I'm kinda curious about this as well.
#13
The Rumpus Room / Re: The bump topic!
Mon 07/05/2012 08:46:44
bump in the rump
#14
congrats to all! I'm looking forward to the awesome games that'll be made this year for the next award ceremony!...which leads me to my apology: Sorry duallie/Bici/AGA/everyone else for magic-ing myself on stage and saying 'booooooobs'. It lacked class, and I deeply apologize. (I'm serious, but in all seriousness it was kinda funny  :grin: )
#15
AGS vomited an error at me while I was using (a slightly older) version of your editor. Details are here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45713.0
#16
I think that's a better way of saying that AGS error'd.

I haven't opened it in about 3 weeks, having been road-tripping around Ontario for work purposes. So when I decided to work on my game again AGS vomited this error at me.


I'm using Drake's Draconian edition of AGS, and my OS is Windows XP sp3. I'm going to remove & reinstall AGS and try opening it with the vanilla version, and then try it with the Draconian edition again. I'll report back with what happens, but any insight into this would be greatly appreciated.

Now, if you'll excuse the outburst:


#17
Spelling isn't my issue so much as proper grammar  :=

I know it's stupid to expect people who live in countries that don't have English as a primary language to understand the different grammar and semantic conventions of the language, but it really does make it harder to understand one's meaning...

The browser can check your spelling, but it doesn't know what you mean. So a post could have perfect spelling, but no one would understand wtf is going on  ;D
#18
The plan is very well written Wyz. I wish I could help with the plan but I'm not too knowledgeable of C++, nor have I ever undertook a project of such magnitude. However, I will pledge what assistance an intermediate Perl coder can bring  ;D 

here's my qualification:
Code: ags
@P=split//,".URRUU\c8R";@d=split//,"\nrekcah xinU / lreP rehtona tsuJ";sub p{
@p{"r$p","u$p"}=(P,P);pipe"r$p","u$p";++$p;($q*=2)+=$f=!fork;map{$P=$P[$f^ord
($p{$_})&6];$p{$_}=/ ^$P/ix?$P:close$_}keys%p}p;p;p;p;p;map{$p{$_}=~/^[P.]/&&
close$_}%p;wait until$?;map{/^r/&&<$_>}%p;$_=$d[$q];sleep rand(2)if/\S/;print

:)

#19
Anaheim, eh?

approximately 4,500 kilometers from my current position...There's a >90% chance I'll show up, but it means I have to start walking sometime in June if it's in August...but it looks like I'll have to pass through Las Vegas to get there, so not it's not complete bad news for me  :=

Still, no matter how I'm gonna go about getting there, this is gonna suck  :(

#20
Well, after every level-up you could reset the player's accrued experience back down to zero when he levels up.

reusing my example:

Without reseting accrued experience:
Code: ags
1) 100 (100xp required)
2) 150 (50xp required)
3) 225 (75xp required)
4) 337.5 (112.5xp required)
5) 506.25 (168.75xp required)
.
.
.


Now reseting experience to zero after every level:
Code: ags
1) 100 (100xp required)
2) 150 (150xp required)
3) 225 (225xp required)
.
.
.


So in your code:
Code: ags
if(expierance >= Required_XP){ 
level++;
expierance = 0; //<----just add this one line
.
.
.


edit: god damn, you guys beat me :<
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