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Topics - Darius Poyer

#1
I would like to take the Coloring Ball back to its original rules;

Quote from: Forum charter: Competitions and Activities forum on Thu 01/01/1970 01:00:00
* Colouring Ball: You get a basic sprite outline, and it's yours to colour and improve. Sometimes a theme is given. The thread starter elects a winner, who gets to initiate the next round, and provide the start-sprite.

Specifically, I mean to remove the voting period. It's good for some contests but I feel that in the case of the Coloring Ball that a voting period detracts from the point of the competition.
The point of a voting period would be to declare a more fair winner, rather than the host appointing one. That in itself does have some value but the Coloring ball isn't about who wins, or whether or not that was fair. It would be about making things for it's own sake.
The voting period also removes active competition time, I personally enjoyed always having a Coloring Ball around.

(It would be nice to hear some opinions on this, even though it will dilute the thread somewhat)

So this time, I will select the winner after this Coloring Ball ends on April 22nd.

Without further ado, here's the new Coloring Ball;


Polyframe

theme: nothing
(not literally nothing, there is no theme)

Trophy

#2
I remember reading somewhere on the AGS wiki about some limit to how many variables could be declared in one function, I think it said 4k? I'm wondering if this is still relevant to the current version of AGS. I'm doing things like this;

Code: ags

    t[7].r1s =s[1].b2; t[7].r1e =s[1].b3;
    t[7].r2s =s[1].b3; t[7].r2e =s[1].e ;
    t[7].r3s =s[1].s ; t[7].r3e =s[1].b1;
    t[7].r4s =s[1].b1; t[7].r4e =s[1].b2;
    t[7].entr1s = 547; t[7].exit1s = 578;
    t[7].entr2s =   0; t[7].exit2s =   0;
    t[7].entr3s =   0; t[7].exit3s =   0;

    t[8].r1s =s[1].b3; t[8].r1e =s[1].e ;
    t[8].r2s =s[1].s ; t[8].r2e =s[1].b1;
    t[8].r3s =s[1].b1; t[8].r3e =s[1].b2;
    t[8].r4s =s[1].b2; t[8].r4e =s[1].b3;
    t[8].entr1s = 547; t[8].exit1s = 578;
    t[8].entr2s =   0; t[8].exit2s =   0;
    t[8].entr3s =   0; t[8].exit3s =   0;

    t[9].r1s =s[2].s ; t[9].r1e =s[2].b1;
    t[9].r2s =s[2].b1; t[9].r2e =s[2].b2;
    t[9].r3s =s[2].b2; t[9].r3e =s[2].b3;
    t[9].r4s =s[2].b3; t[9].r4e =s[2].e ;
    t[9].entr1s = 121; t[9].exit1s = 151;
    t[9].entr2s =   0; t[9].exit2s =   0;
    t[9].entr3s =   0; t[9].exit3s =   0;

    t[10].r1s =s[2].b1; t[10].r1e =s[2].b2;
    t[10].r2s =s[2].b2; t[10].r2e =s[2].b3;
    t[10].r3s =s[2].b3; t[10].r3e =s[2].e ;
    t[10].r4s =s[2].s ; t[10].r4e =s[2].b1;
    t[10].entr1s = 121; t[10].exit1s = 151;
    t[10].entr2s =   0; t[10].exit2s =   0;
    t[10].entr3s =   0; t[10].exit3s =   0;


it works for now, but I will need that multiplied by about 20. I'm just wondering if I am liable to run into issues.
#3
Hello there,

I am working on a game, it will feature permadeath but still some save function so you can leave and continue your game. I would like to somehow store data beyond the actual gamesaves like total time played, deaths and how you died etc.

I suppose I could get a bit clever with autosaves and autoload something on start, but it seems messy. I also thought about saving to a text file and reading the lines back but that to seems like a bad solution. what can I do?
#4
I'm wondering how module variables are stored.

I would like to declare global-esque variables in my module headers, but I am not sure that's really possible.

For instance, I am using a lot of structs for data and my modules basically look like this:

//Module Header
struct Data{
 int data1;
 int data2;
};

Then in the actual module script i begin by instantiating that struct

Data something[4]; or Data something; w/e.

That then becomes a local variable... Could I make it global and persistent somehow? how would I access it from other scripts, do I have to declare it in some other way?

I am a bit confused as to how and what I am asking, but I hope it's not too confusing.
#5
Critics' Lounge / Is this font alright?
Mon 26/12/2011 13:57:47
Here is the final product!

If you want it, here it is: DOWNLOAD 500.0




I am working on a new project at the moment and I would like to use this small font I developed. I am just concerned that it may be hard to read for some, so I want to know if nay of you would be bothered if you played a game with a font like this.

Personally I am somewhat dyslectic and I don't know if that makes it easier or harder for me to read it.


same post using the font:


You can download it here if you want to look at it a bit closer, or use it.

EDIT: fixed the background.
#6
General Discussion / Let's share Let's Plays.
Mon 10/10/2011 19:46:23
I tried searching for this kind of topic but I didn't go too deeply, so I hope that I'm not adding any trash here.

So here's the deal, I really enjoy watching a good let's play, but they can be hard to find. I was hoping that perhaps we could post some of your personal favorites in this thread and create a nice archive of goodies.

I will begin.

Video LPs:
Alone in the Dark by Malorie on lparchive.org.
Alone in the Dark 2 by Malorie on lparchive.org.
Penumbra Collection by Khad on lparchive.org.
Everything by Little Man and Big Face aka Hello it's Dan and Lithuanian Dad on http://v.lp.prinny.co.uk/.

Screenshot LPs:
Animal Crossing by Chewbot on lparchive.org.

I am definitely forgetting something, but those are all really good ones.
#7
Hello everyone,

Since Peder Johnsen gave me some web-space on his agser.me site I've been trying to figure out something to do with it.

I decided to put together a chronicling detailing my failed attempts at making games with AGS. It features a lot of unused artwork, a playable alpha and a full script.

You can read it at: dariuspoyer.agser.me.

It should be noted that they are not in any chronological order.

I hope this interests somebody out there.


UPDATE: I have redesigned the page completely, adding some neat navigation and some downloads. You can now download the full source code for both rein and wanderlust. I also uploaded all the art assets for rein, everything from backgrounds to UI elements. I also uploaded a mini font I designed for AGS that may be interesting to some.
#8



The Task
The goal is to create a piece of infinite pixel art based on this video:Doodling in Math Class: Infinity Elephants
The video will hopefully answer most of your questions in regard to how one could achieve this. Its really quite simple.

I prepared an example:


What you'd want to do it create a piece of pixel art at its largest size and then begin to draw smaller versions of it down to infinity.

The Shape

The shape can't be rotated, but you may extend its reach as much as you like, or make it smaller, as long as the top line has that same angle and the bottom line stays flat.
You may remove the lines in your final post if you wish.

The Prize


#9



THE SHAPE



THE THEME
To depict a passage to somewhere. The entrance to a grotto, the road to a kingdom, the path to salvation, maybe some animals burrow or whatever. As long as it's a passage to something, somewhere.


THE RULES
YOU MAY NOT resize, rotate or manipulate this shape.
YOU MUST use at least one shade of pink.
YOU MAY post up to an infinite amount of entries.


THE CARROT ON THE STICK


#10
General Discussion / Non-Ags game, KRAKATORA
Thu 10/02/2011 06:23:04
So this may be odd. since making rein I didn't get any good ideas for adventure games so I started looking into other things. I came across the kongregate unity game-making contest and decided to make one, and it's now complete.




Would be nice to get some feedback on it.
http://www.kongregate.com/games/Poyer/krakatora <-- the game!
#11
I've found it difficult to find an answer to this problem but hopefully it's simple.

I want text that appears in game to be written out, like... any game handles text. I simply want each character to appear in sequence at variable speeds.
I know it's possible and perhaps ridiculously easy, so how could I implement such a function?
#12
for rein I created a dynamic cursor that changes the mouse.Mode depending on what's underneath it. To add a check weather or not an item is at the mouse position I used this... variable?

Code: ags
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);


in this function

Code: ags
function repeatedly_execute() 
{

if (invlength != 0){
  invx = invlength*20;
}
invpos=320-invx;
Inventory.X = invpos; //don't mind this, its juts part of my inventory display

InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);


     if (GetLocationType(mouse.x,mouse.y) == eLocationCharacter && cValery.ActiveInventory == null){
        mouse.Mode = eModeTalkto;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationHotspot && cValery.ActiveInventory == null){
        mouse.Mode = eModeInteract;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationObject && cValery.ActiveInventory == null){
        mouse.Mode = eModeInteract;
        }
     if (GetLocationType(mouse.x,mouse.y) == eLocationNothing && cValery.ActiveInventory == null){
    
         if (item == null) {
           mouse.Mode = eModeWalkto;
         }
         else {
           mouse.Mode = eModeInteract;
         }
      }
}


I think it returns the script name of the item and in case there is none, it returns 'null' so I used it to check if there was "some item" under the mouse.

It's some kind of variable and I've seen similar types like GUI in the scumm verbcoin script:

Code: ags
Object*obj=Object.GetAtScreenXY(mouse.x, mouse.y);
Hotspot*htspt=Hotspot.GetAtScreenXY(mouse.x, mouse.y);
Character*chr=Character.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem *item2; //(special check)
GUIControl *control = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
GUI *guixy = GUI.GetAtScreenXY(mouse.x, mouse.y);


I'm curios to know what they are and how I could use them for something other than what I've used it for thus far. It really doesn't feel right using code i don't fully understand.
#13
Little more than two weeks ago I decided to make a game in AGS. I've wanted to do it for some time now but just had some trouble getting started and following through with my ideas. What I decided to do this time was to just come up with anything that could be an ags game, then two hours later, I had all the puzzles, setting and dialog mapped out. Now, the game is complete, I give you:

rein, to constrain or be guided by constraint, is a game about survival, escape and medical research! (mostly survival).






The game is very short, but I hope you enjoy it.


"looks cool, look forward to trying it out." - Ben Chandler
"Depressing" - SteveMcCrea
"Completely redefines short." - zorba
"Not a bad game." -isxek
"I played rein, and i can't escape the feeling that I did something wrong." -Tahnan



Interview by Chris Evans on The Reticule
Caution! May contain information regarding the future of things.



Did you know rein reached beyond this forum and materialized in plastic? read on:

Rein recieved a strange amount of publicity. It was posted on two fairly major indie-gaming blogs (indiegames.com and jayisgames.com) however, I find that for the most part these blogs just try to keep the blogroll going by posting anything thats even remotely interesting, thats especially true about indiegaming.com, perhaps not so much when it comes to jayisgames since they decided that rein was one of four games you should be playing that week. While I don't take the publicity very seriously I cannot deny my interest, especially when the game somehow manages to become permanently imprinted on DVD's I didnt print myself.

PC GAMER and PC ZONE both come with a DVD each month and rein is included in both of them. Granted they are both published by the same company so lets count that as one DVD.


I'm writing this now because I just recived a copy of the september issue of PC GAMER UK from straydogstrut, or as I've come to know him, Dan. I can't thank you enough for sending me this DVD Dan.

I sincerely hope the publicity for rein stops here. It seems that once I get a new game out there I might actually need a personal website to act as common ground of strange attention like this.



You should all buy a copy of PC GAMER if you can and play rein, or perhaps just replay the DeFoe series again.
#14
I'm using GetLocationType to change my mouse.Mode depending on what's under it and it works just fine, the problem I'm having is how to create exceptions.

I'm using the global scripts repeatedly_execute() function to see what the cursor is touching, but I have no idea how to get information from a hotspot in a room script to the globalscript function.

I'm using a hotspot to kill the character if you stay on it for too long, so I just don't want the cursor to change to eModeInteract for that specific hotspot.
#15
What I'm trying to do is have the cursor mode change depending on what the cursor is currently hovering, so if its a character, then talk to, if there's a hotspot, interact, etc.

To do this I've changed two functions in the global script.

Code: ags

function repeatedly_execute() 
{
  if (Character.GetAtScreenXY(mouse.x, mouse.y)){
    mouse.Mode = eModeTalkto;
    }
  else if (Hotspot.GetAtScreenXY(mouse.x, mouse.y)){
    mouse.Mode = eModeInteract;
    }
  else {
    mouse.Mode = eModeWalkto;
  }
}


function on_mouse_click(MouseButton button)
{
  if (IsGamePaused() == 1)
  {
  }
  else if (button == eMouseLeft) 
  {
    ProcessClick(mouse.x,mouse.y, mouse.Mode);   
  }
  else
  {   
    ProcessClick(mouse.x,mouse.y, eModeLookat);
  }



The right mouse work's perfectly, but when I try to walk with the left mouse button nothing happens (it does dynamically change though).
#16
Lets get another one of these going.

The topic is 'Fantasy Creature', this could be anything as long as its not something we find around us in the real world. It could be something from your own imagination or something from, say, a film or book.

Pixel artists: You can only use 6 colours (not counting black, white or the background alpha-colour), this also includes shading colours.

Digital painters: You can use 6 base-colours (not counting black, white or the background alpha-colour), as with pixel art, shadows and highlights should be accounted for in the base-palette.

bonus points for colourfull creatures!

Final note then, remember that this is supposed to be something usable as an asset in an AGS game.


Trophy-stash:
#17
While dreaming you thought you saw something interesting in the sky. Once you woke up you scribbled it down on a piece of paper.
When you looked at what you drew, after the dream was long gone, all you saw was this:



What's this bizarre dream-object?

Prizes:
   

Rules:
-The outline may be rotated, mirrored, but not scaled.
-The outline may be altered, as long as it is still recognizable.
-Keep all of the content inside of the shape.
-A colour background can be added if you wish.


No colour limitations.
#18
Hello Everybody,

I've been working on this Verb Coin for a while and just recently picked it up again. Ive got a problem with posing the hand. As it is now is 'ok' i guess, but i cant figure out how to pose it when its 'open'.
I'd also be interested in any kind of paint overs or suggestions regarding either palette or shading.

The odd skin colour is intended, its the same one i'm using for characters in this project so id ask you not to mess with that too much.

100%


200%


any feedback is greatly appreciated.

Not to confuse you, but here's an early draft of the same idea, i left this one because there where to many shades involved and i moved on to simpler two-tone shading for the current version.
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