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Topics - Anteater

#1
Okay, to make this short: When diagonal loops are active, the direction seems to be calculated around 45 degree increments. This is fine in many cases, but in some instances (case and point: isometric projection), different degree increments are preferable. Would it be possible to make the restraints for each loop adjustable?

     
#2
In my script, every enemy has an active time battle variable (if you've played any oldschool Squaresoft games, you'll know what I'm talking about). The variable is between 0 and 100, with 100 being full. When the gauge is full, the enemy attacks. The problem comes when assigning an ATB value to each enemy. Since properties are read-only, I'm using a 1D array for the ATB gauge, like so:
Code: ags
int atb[];
int j = 0;
function repetedly_execute()
{
  
  while(j<Game.CharacterCount)
  {
    atb[j] = atb[j] + 1;
    if(j > Game.CharacterCount)
    {
      j = 0;
    }
  }
}

Then, this function causes will contain the code for the actual attack process:
function enemyBattle(this Character*)
{
 
  if(atb[this.ID]>99)
  {
    PlaySound(3);
  }
}
This function is an extender used by enemy characters. Obviously it isn't close to being finished yet. My problem is that the if line causes a null pointer error.
What am I doing wrong?
At the end of the script, I'm exporting the atb[] variable, if that makes any difference.

It's at times like this that I miss C++  ;D
#3
I've been looking for free/open source video editing software that includes the ability to add soft glow as a post effect. I've tried WAX but that's one feature it doesn't seem to have. Any advice?
#4
Is it possible to change the origin of a sprite? I looked through the manual but couldn't find anything.
Specifically, I need to change what the "bottom" of a character sprite is.
#5
While using the latest version of AGS, importing .pngs with alpha channels doesn't give the option to import the sprite with an alpha channel. The closest I can get is using the top/bottom/left/right pixel for the transparent color, which results in an ugly halo around the sprite. What am I doing wrong?
#6
Introduction:
Eric the Anteater is a point and click adventure game (who would have guessed?) set in a surreal fantasy/sci-fi world. It features over 100 rooms and lots of puzzles.

Screen shots:








Story:
Eric is just a typical punk rocker/surfer dude/hippie who happens to have an alien spacecraft crash land right in front of him. What starts off as a close encounter becomes a lot more as Eric must transcend time and space,  attempt to rescue not one but two damsels in distress, and contend with an evil insect as he fights to save the universe...

Features:

  • Tons of areas to explore, over 100 screens
  • 800x600x32 graphics
  • Seamless FMV
  • BASS-style interface
  • First- and third-person segments
  • Multible endings

Distribution:
Eric the Anteater is shareware, but don't worry, the only thing the unregistered version has is nag screens and such. The game is fully playable; practically donationware.
The price to register the game is $5.00 USD, through Paypal.
Note: This is my first shareware game. As such, I'm not terribly
familiar with setting up payment options, etc. If you have problems
registering, PLEASE contact me so that I can straighten things out.
Thank you.


Link
http://www.decapgames.webs.com

One last thing
This is version 1.0. There may be bugs and such. For those who register version 1.0,
future versions will be registered for them as well, so long as the updated version
is unzipped in the same folder as the older version. Also, if you have any
suggestions regarding extra features, bug reports, etc., be sure to mention
them. I am always interested in improving my product.
#7
General Discussion / Talking animations.
Fri 12/12/2008 13:53:46
Hi. In the game I've been working on, I've been bugged by something. Due to the visual style of the game, talking animations really don't look very well. The characters have no mouths, therefore exaggerated body movements are required to convey talking. However, I dislike this 'look' and am perfectly happy with the characters staying still while they talk. Unfortunately, this comes across as cheap, since it would appear that less effort was put into animation then one would expect. Would you guys prefer that I stick with the exaggerated body movements or just have the characters stay still? Or is there some third option I'm completely overlooking?
#8
General Discussion / I feel like an idiot.
Fri 07/11/2008 04:22:18
When I started making the seamless FMVs for Eric the Anteater, I would render them as a series of frames and import them into the sprite editor, one by one, manually. It was tedious and took a lot of time. I then later realized that with the "quick import sprites" option one can simply select a block of images to import and there you have it. I must have wasted several hours over the last few months. Boy do I feel like an idiot.
#9
Assuming there are no 'walking dad man' scenarios in an adventure game, how important is it to have multiple save slots in a game?
#10
General Discussion / Mega Man 9
Wed 01/10/2008 23:09:13
Has anyone here played Mega Man 9? It was released about ten days ago and all I have to say is that it's one of the best games I've played in a while. Classic NES fun never gets old; this is proof. It's also one of the first truly challenging, but not unfair, games I've played in a long, long time.
#11
Introduction:
Eric the Anteater is a point and click adventure game (who would have guessed?) set in a surreal fantasy/sci-fi world. It will feature over 100 rooms and lots of puzzles.

Screen shots:








Story:
Eric is just a typical punk rocker/surfer dude/hippie who happens to have an alien spacecraft crash land right in front of him. What starts off as a close encounter becomes a lot more as Eric must transcend time and space,  attempt to rescue not one but two damsels in distress, and contend with an evil insect as he fights to save the universe...

Features:

  • Tons of areas to explore, over 100 screens
  • 800x600x32 graphics
  • Seamless FMV
  • BASS-style interface
  • First- and third-person segments

Distribution:
Eric the Anteater will be shareware, but don't worry, the only thing the unregistered version will have is nag screens and such. The game will be fully playable; practically donationware.
The price to register the game will be $5.00 USD, probably through Paypal.

Release date:
February 10, 2009. I originally wanted it to be done by this month, but I was unable to.

One last thing:
I'm using lots of public-domain textures in my renderings. So, if you notice that some of the textures seem familiar, understand that I attained them legally and I did not plagiarize them.

All of the above is subject to last-minute change, but now that I'm almost done I'm pretty sure I've got everything straight.
#12
Hi all. I noticed that AGS uses two libraries (not counting the MP3 one which I'm not using) that are licensed under th LGPL. I was wondering, how does one comply with the requirements in this case? As far as I can tell, the runtime libraries are static, making AGS and the runtime engine derivative works of LGPL-licensed content. This would mean that either A) I have to include complete source code (not possible; AGS is closed-source), or B) Give permission for users to freely reverse-engineer/debug my program and re-link it with newer versions of the library. This option is impractical, and may interfere with the license restrictions of other libraries, although I'm not sure. So anyway, how are we supposed to comply with these restrictions? If someone could answer my question, it would be most appreciated.

Also, I'd like to clarify something. I am in no way condemning Chris Jones' decision to release his program without source. It's his software; he can do what he likes with it. What I am bothered by is the LGPL's (and GPL's) virus-like nature. It would not affect the freedom of the users of the libraries at all if the libraries were licensed under a different license such as the zlib/libpng or the BSD.
#13
Hi all. I've been making a game for a while now, and I was wondering if it's possible to make the save/load/quit/input dialog boxes prettier. The way they are styled by default doesn't really fit the look of my game at all, so I wanted to change them. Any pointers would be greatly appreciated. Thanks!
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