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Messages - DrJone.s

#1
These filters appeared as soon as TVs became HD and people tried to play low res games designed for old 625 scanlines models found out how incredibly ugly they looked in the new models. The effect caused by playing the old games in new monitors wasn't intended by the author, either.
#2
I definitely love seeing these ghosts doing "ghost things" around the house.
#3
Allow us to see the ghost scaring the people in the houses! :D
#4
I feel bad because that cute ghost had to leave the house.  :sad:

I also feel proud.  :smiley:
#5
Editor Development / Re: Improving AGS manual
Wed 06/03/2013 16:48:25
I'm also confused. Maybe he asked for HTML-style comments? The ones that are written this way <!-- comment --> :confused:
#6
I just thought it would be good to mention that having to load separate files/textures for every frame/sprite has more memory overhead than having cached sprite sheets, and it's noticeably slower, especially when using software rendering and on mobile platforms.

http://stackoverflow.com/questions/3473151/what-are-the-pros-and-cons-of-a-sprite-sheet-compared-to-an-image-sequence
https://www.scirra.com/blog/87/under-the-hood-spritesheets-in-construct-2
http://wiki.wesnoth.org/GSoC_Sprite_Sheets_Shuger

The inconvenience is that all frames on a sprite sheet have to be in memory at the same time (even if they aren't currently needed), editing spritesheets isn't as easy in the case of frames that have to be shortened/enlarged, and also that you need a separate file with the frame offsets if all frames aren't the same size (which slightly impacts performance).

As a result, it might be faster (runtime) to have the engine generate its own sprite sheets from the sprites in the sprite manager, grouping the sprites sheets by folder. The problem is that compilation would be slower due to the extra step, so either that optimization is left to an option called "compile for production", or the engine has to check which sprite folders haven't changed to not generate their sprite sheets again.

I have no idea if AGS already does this, so excuse me if none of this is relevant to the engine.
#7
I couldn't pledge in that project, but after getting interested in the subject, I've read a few forums and it looks like they really aren't over budget.

It looks like in one of the videos, Tim Schafer made a projection and concluded that their current design document had too many things, and implementing all of them could cause them to get over budget before the game could be finished. So, he cut off some features, and mentioned he was going to look for other sources of funding to keep the cuts at minimum. So, there is no reason to worry here. :smiley:
#8
Yai! I have some warm and comfy RAM in my computer for this ghost. :grin:
#9
There was a combat system in Cruise for a Corpse that you rarely see in playthrough videos because it can be avoided by using the soap at the right place.

Anyways, the system works this way (talking from memory as I haven't played that game in twenty years!):

left click - punch if you are close to the enemy
right click - evade.

I remember the characters moved, so it might be that a character moves back if it gets hit, or maybe if it evades, left click might make you move forward if you are too far from the enemy to punch it.

It was quite cool. Back in the day, I liked it more than the Indy combat system. However, as any video I saw skips the combat, you'll have to play the game up to that point in order to see it.
#10
After having played the demo back in the day, I'm looking forward for this one.  :smiley:

About the level editor, I'm too lazy to promise I'll use it. I love Commander Keen, yet I've never made a custom level with the level editor I found ages ago.
#11
Yeah, that's something compilers do so that there's an easy way to implement the passing of parameters. I had to program a full optimizer compiler last year from scratch and it was a pain to make that one work. :tongue:

You can always use global variables instead of parameters to avoid that memory overhead, and it will even run a bit faster as there's less use of the stack, but you'll lose some useful features such as recursivity, concurrence, parallelism, and automatic optimization of code done by the compiler. Plus, it looks ugly and is harder to debug. The option is there, though. :smiley:
#12
Oh, I didn't know that. I was looking at the games in the database to nominate for the AGS AWARDS 2012 and when I clicked "Download demo" in the AGS games database I reached an expired domain. I still nominated it as best non-adventure game of 2012, after watching one hour-long video of it in youtube. It looks very fun! I played Little Computer People a lot when I was a kid, despite the language barrier, and I wouldn't mind translating it to spanish so that my nephews can enjoy it, if you're interested and it's not too problematic. :)
#13
The domain expired and I can no longer download the demo. :sad:
#14
Completed Game Announcements / Re: AGS Magus
Fri 23/03/2012 09:24:01
I've played it and it's quite fun! But I don't understand what the trump does. Neither the rules or the wikipedia page about Wizard explain it, just the way it's determined.  ???

The strongest non-magus card is the 13 or the 1?

Thank you for the game! :D

EDIT: After playing some more, I think I cleared my doubts. Pity that I can't save my progress during story mode, I turn off my computer and had to start again!
#15
And I thought you specifically had chosen the name bigbluecup for your studios. :P
#16
Editor Development / Re: AGS Draconian Edition
Fri 24/02/2012 16:53:38
I made a feature suggestion to Chris Jones and he told me to ask one of the developers in the Technical Forum thread, as he is currently inactive. I didn't know which thread was the proper one to make suggestions, so I've used this one. Sorry if this is not the correct place to do so.  ???

The feature suggestion is that I would want to be able to make characters with only two walkcycle views, South-West and North-West, which I would mirror to get the NE and SE views of the character. Currently AGS only supports three types of views: Side-view only, LucasArts-style (N,W,S views), and Sierra Style (N, NW, W, SW, S views), and none of these styles display correctly a character that only uses NW and SW views.

It would be great if it could be included in the main builds of AGS, and I hope it'll be useful for plenty of AGSers that right now are required to draw at least 3 walkcycles to get a full 360º view of any NPC.

Thank you!  :)
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