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Topics - lemmy101

#1
General Discussion / Google Wave
Thu 01/10/2009 00:22:48
Hello all! I'm like completely whoring the internet up for a Google Wave invite like some ravenous mental man. Whore whore whore!

Has anyone seen this thing? I'm getting a little obsessed. Help! :'(
#2
Not a suggestion or a request or anything, just something I seen which was pretty cool. We were playing around with Sims 3 modding and it works in a quite funkily way to provide plug-in support to Mac + PC.

Basically they have Mono, the cross platform .NET framework, along with their native engine, to allow for C# DLL plug-ins to be written that work on both platforms. It works really well and it's just occurred to me if, in the distant future, your engine plug-in architecture was mirrored in a Mono interface, it would allow for cross-platform engine plug-ins to be supported in a next generation language, and also in the same language as editor plug-ins would be written in.

Not even sure if this is the way you're going, or whether you're trying to faze out engine plug-ins for more powerful module scripting, which is by nature cross-platform, but just thought I'd mention it. :)
#3
Hi guys, was just wondering if there was any way to limit where Lucasart style dialogue is able to appear on a screen?

Say specifying a rectangle of the screen that is allowed to appear, as we have a room with the main character eavesdropping on a conversation in the distance, but due to the positioning of the characters she has their dialogue text over her face for the majority of the time, which doesn't look very good. Being able to budge the text to the left without moving the characters would be brilliant.

Is there any way to do this? Without hacking it with hidden characters with the same text colour? which for various technical reasons would be a right arse to manage across the game.

Thanks!

lemmy
#4
Hi all. Is there a way of detecting whether you are running the game thru the actual debugger?

I tried:

#ifdef DEBUG

but that only seems to work on the General Settings "Enable Debug Mode" and has nothing to do with whether you're debugging the script or not.

Reason I ask is at the moment AGX is not working in debugging as the working directory of the game is different. So I want to modify the path of loaded files to match.

Any help would be much appreciated! :)

Thanks!

lemmy
#5
Advanced Technical Forum / AGS 3.02 Wishlist
Thu 24/04/2008 14:11:48
Thanks again for 3.0.1 CJ, it's fabbo! :) Since there was no suggestions thread yet and I had one I thought I'd make this, hope that's okay!

A few times I've buggered up the game slightly as I've now become reliant on the source control feature,  but the acsprset.spr file and alike aren't handled under source control so if I try and save after adding sprites, at best the changes don't happen and I have views pointing at invalid sprite numbers. If when I edited the sprite folders in any way it requested I checked out the relevant files that would be fab. :)

Also, and low priority one this, if there was a way to block out the DX5 option in games that rely on the DX9 interface, that would be great. A couple of times team members have been getting broken versions of the game and it has turned out their settings have somehow ended up on DX5. No biggie for now but for release it could cause a lot of problems.

Thanks again!

lemmy
#6
Hi CJ!

Just wondered if there was any interface to the source control integration for AGS editor plugins?

Basically, on edit of one of the AGX rtf files inside the editor, I'd like to be able to pop up the check out box with both the source rtf file, and the game data .xml file that rtf file generates on save, and be able to add both these files to the "pending checkin" dialog box.

Is this possible, and if not, would it be possible to do it in future?

Thankies!

lemmy
#7
I figured I'd change this thread into a thread of AGSEditor Plugin questions or requests, so they're not cluttering up the suggestion threads or repeated new threads posted. :)
#8
Hi CJ! :)

I'm trying to port over the AGX editor into AGS now, but am having trouble with the tree view... Basically I have two functions, AddTreeLeaf and AddTreeRoot. Unfortunately the leaf one doesn't seem to handle children at this time, so I can only make trees of 1 depth. Is there anything I'm missing here? If not would it be possible to add parent support to the AddTreeLeaf so I can do deeper trees?

Thanks! :)

Lemmy
#9
Advanced Technical Forum / acsprset.spr format
Mon 24/03/2008 16:00:37
Hi CJ, I'm looking to add a "pose manager" to our C# AGX script editor, where the user can set up the different poses for characters, along with transitions in / out, and talking frames, but what would be really handy would be if we could display the poses animating in the editor.

This would mean having access to the view information from the game, as well as the sprite data to draw different sprite numbers from the acsprset.spr and into the editor. We can easily get the view information from the Game.agf xml file (YAY 3.0!) but would it be possible to get the file format to acsprset.spr?

I know that ideally, the AGX editor would be a plug-in to the AGS 3 editor, but it's not ready for that yet.

Thanks!

lemmy
#10
Not sure where an appropriate place to post this is, but here goes:

Has there been some change to the way the forum works? Just our TFE thread, the first post is showing up as blank since the maintainence downtime. If I click edit the contents of the post is still there, but whatever I try doing the post appears as blank when I save.

Thanks

lemmy
#11
Hi CJ, I've got a strange crash that's happening with the lastest beta of AGS that only occurs when I'm debugging, which is making it impossible to debug the game.

Testing out the amazing new noexceptionhandling thing (woot) it appears its crashing inside AGS not the plug-in but since it's happening between two AGX update calls I'm not certain what is causing it.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0046A514 ; program pointer is +5, ACI version 3.01.1012, gtags (17,64)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------

CrashDump: http://www.lemmyandbinky.com/CrashInfo.3.01.1012.dmp

If you could give me some idea of where to look that would be much appreciated. :)

Thanks,

lemmy
#12
Hey CJ! First thanks for the super fast fix on the PREGUI stuff! didn't want to clutter the thread with this followup thing:

EDIT: Actually sorry to be a pain but the new version it looks like it is drawing that layer behind the background :-S... well it's calling the event and drawing to the buffer but nothing drawn there seems to be visible onscreen at all.

"though bear in mind if you use the Direct3D driver this event will never occur."

I was wondering if there was any documentation on how all this works? or if you could give me any quick pointers on how to access DX9 stuff from plugins, if indeed it is possible at all yet. As if possible we would like to use the DX9 driver as we're doing lots of alpha blendy stuff and at the moment are doing it in software, and as such the game crashes in DX9 rendering and I assume this is because the buffer stuff in the Allegro stuff is not compatible as you say.

Thanks again! :)

lemmy
#13
Advanced Technical Forum / Managed + WinForms?
Fri 27/07/2007 17:00:11
Howdy doodie Pumaman!

Is the new editor using WinForms? and is it managed code? reason I ask is it would be lovely easy to integrate plug-ins etc into the editor if they're written in CLI C# or managed C++ :D Our AGX editor is written in C# and we were wondering how integratable into the environment it could one day be....

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25205.msg411727#msg411727

Thanks!

lemmy
#14
General Discussion / need advice!
Sat 10/03/2007 12:41:13
hello I've got a serious problem, and don't kow where else to turn, so I was hoping people on this forum could offer me some advice!

It all started about six months ago when i was at a party that was at some guy called Steve's house. I've known him a few years but not that well. Anyway, after a few hours and many many drinks, I thought it would be quite funny to shave his cat. It turned out it was quite funny, especially when we dressed it up in period costumes and took the photos.

Obviously this Steve guy wasn't too pleased about it, but I thought nothing of it at the time. But then a week later I was coming out of the deli round the corner when some big guy in a big trenchcoat pulled out a silenced pistol and took a shot at me. Luckily it missed, and the only casualty was my meatball pannini.

I thought I'd found a way out after getting chatting to an Egyptian fish-and-chip shop owner across the road from my flat, who said he'd be able to "sort everything out for me". But it turned out he was just talking about the sauce stain on my shirt from the pannini (turns out he owns a laundrette down the road)

Anyway things have got infinitely worse since. I told some of my mates about this Steve guy taking a contract out on my life and all, and they looked at me like I was crazy saying they don't even know anybody called Steve. Seems like a conspiracy to me!

That's when I went home and saw that the bastard had broke into my house and shaved Frodo (my beloved cat) too! And dressed him up in an early Elizabethan petticoat and hat. The fiend!

Things are getting a bit out of control now. I just barely survived the last hit on my life, only because I happened to be carrying an umbrella at the time. And to make matters even worse my friends seem to think that fateful party was actually held at my place.

Huh???

So the upshot of it is I now have reason to believe I may have, for some reason, taken out a contract on my own life, as well as shaved my own cat  ???. The dangers of getting drunk, huh?

I'd try and call the guy off but every time I try and meet up with him he starts hitting me with a hammer.

What do I do?! This is scary!

Cheers,

Steve
#15
Hiya CJ,

Thanks again for adding this call in for our DirectX thingamajoob. However, we have a slight issue arising from how it works.

Namely that it actually sets the windows cursor to that position in windowed mode, meaning that if it is in windowed mode, the mouse cursor jumps off the DX window to the AGS window (even if the AGS window is hidden)

Not sure if it would be easy or not, depending on how the mouse code is implemented, but being able to set the stored mouse position internal to AGS after it has read the windows cursor, to allow both to be at different points on the screen if we were overriding it every frame.

Again, I appreciate it's quite a specialised request, so expect it to be v. low priority if at all :D Or at the very least hopefully something you'd consider for 2.8? :)

thanks again!

lemmy
#16
Not sure if this has gone around yet:

http://www.gamasutra.com/php-bin/news_index.php?story=12314

Looking grim for indie/amateur game developers having Vista scaring less computer savvy people into not running/not finding/deleting their games.

:(
#17
Hullo! A quick question about the StartCutscene/EndCutscene commands in AGS.

Is there any way we could detect whether AGS is currently skipping a cutscene from within AGS script itself? In our plug-in we've had to cater for skipping cutscenes with the escape key, but currently we have no way of detecting if the AGS script is currently skipping or playing as normal. It would be cool to be able to start our conversation engine skipping if a conversation was triggered by AGS script while AGS was skipping a cutscene.

If not I'm sure we can work around it, was just curious if there was any way to detect this.

Much appreciated!

L&B
#18
Hullo guys!

I've got a question about the sprite manager, mainly about replacing existing images in there to update views with new gfx.

It's pretty much a speed thing. Basically, the issue is we have a huge bunch of frames for our characters, walk cycles, poses etc, and trying to be economical, since I can well see us running well over 600 animations in the game, we are storing several animations in single views. (For example the pose loop, talking in that pose loop, transition in and out in a single view) since we're using an external plug-in to drive these. The problem comes when, for example today, we moved the doctor's belt down a pixel in all his anims, which meant replacing all his sprites in the sprite manager, and obviously in all the views. This would be a cinch if we were using single views per animation, as we could just "assign sprites to view" them across in one fell swoop.

However, since we're sharing several anims per view, this is not possible. The only alternative is to either import all the gfx again and reconstruct the views, or to "import over this sprite" each sprite individually, which on numerous long anims takes a fair amount of time.

I understand this is most probably a bit too specialised to be a realistic request for AGS, but if anyone could suggest any faster methods it would be much appreciated!

Cheers!

L&B
#19
Hello all!

Does anybody have any suggestions what may be wrong here?

We have 4 directional arrow cursors that we want to change to when hovering over an exit.

On the "mouse moves over hotspot" event of the hotspot (which is over a walkable area with a region to teleport to the room) I've tried:

mouse.SaveCursorUntilItLeaves();
mouse.UseModeGraphic(eModeDoorLeft);

This didn't work, mouse cursor stays the same. so I also tried:

mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeDoorLeft;

Same thing. Just to make sure I tried:

mouse.Mode = eModeDoorLeft;

Can't seem to get my arrow to appear no matter what I do :( any suggestions would be much appreciated!

PS: DoorLeft cursor is #13. I've tried it as"Standard cursor mode" on and off

Thanks!

lemmy

#20
General Discussion / Poor kids of today...
Tue 08/08/2006 17:12:42
We've all got this great nostalgia rich past of crappy graphics C64 games that set your kiddie imagination on fire, point-and-click adventures that you fondly remember, and if you play again you realize a lot of them haven't aged a bit... then the AGS community, of like-minded people who miss those days, relive them, talk about them, and maybe (like binky and I) pretend they're making games in them.

But what about your young kid of today, that bypassed all that? What have they got to feel nostalgic about in ten years time?

Are we going to see a GTACS (Grand-Theft-Auto-Clone Studio) where people all band together and make freeware games involving nicking cars? What cars are you going to have in yours? Can you smash people's heads in with bricks? No? Rubbish...

Or howabout a FPSS? How rubbishis that? "I've decided to go with the...Doom 3 interface... erm that's WSAD and mouse button to fire. Only mine is set in... wild west! What weapons are you going to have in YOUR game? I thought I'd have a shot-gun. Whoopie!

How lame. :-\ Any youngsters want to air their fury at the lack of nostalgic potential in anything that has come out since the Playstation 1?
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