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Messages - Wyz

#1
Very nice game!
I liked the general ambience of it and was pretty gutted when I got the bad ending; luckily I tried it again and got the good ending, made my day. :-D
Also interesting render technique, quite good you managed to pull that off with just scripts. :)

I do wonder
Spoiler

What is the mysterious cube-shaped device?
And who is B?
Did they lock Julie in there?
[close]
#2
Yes true, there have been some discussions in other threads about the plug-in though.

The status right now is:
Code-wise, the plug-in is ready for release, but there is no documentation. I looked for some assistance for this, as it is not really my forte, and I'm pretty busy anyways. Eri0o has joined in; and things are moving again, although I'm not sure how fast. If anyone has ideas for tech demos or code examples please share; if its doable, I'll happily crank that out. Note that the AGS Awards ceremony is based on a tech-demo I once made with the plug-in.

When this final stage is done, I'll make a new thread, and put in some fireworks or something. ;)

I hope to add some modules that make use of the plug-in, like a HTTP client for instance.
#3
Hah, yes I'm still around, although mostly lurking these days.  ;)

Quote from: eri0o on Fri 22/05/2020 01:39:59
I love writing long READMEs Wyz :P

Hah, very nice! I'll drop you a PM ;)

Ok let's do this then! I'll work out the last few kinks and let's see if we can get this properly released. I had a look at the state today; looks like implementing is done, just needs more tests. After that, documentation and a manual; hmm and a sample AGS project would also be nice.
#4
Not forgotten, but there are still a couple of todos left on the road map I need to sort out. The problem is, I have not seen much interest in the plugin the past while; I need active use and folks willing to test and help me write documentation to have a proper release.

That said; it should handle HTTP fairly easily; I know folks have done it before using my plugin. Don't worry about the buffers, they are quite spacious; in fact, they can fit an entire IPv4 packet 8-0.

Let me know if you need anything :)
#5
Ah yes, that is quite useful indeed! :-D
I use it to inspect the profiling reports I get from gprof more easily. It nice to have that already built-in your browser. (nod)
#6
Ah yes, this is a rather generic error something along the lines of: "You tried to use an object that no longer exists". Could it be the same problem as before? Have a look out for any piece of code that might use a Joystick object that is invalid (so .Valid() would return false). There could perhaps something in repeatedly_execute that runs before the game restore event has a chance to do checks; I don't exactly know the order of events in AGS. There might still be a bug in the plugin though; just checking. :)
#7
Hmm I see. Yes that error message would probably help a lot, thanks! :)
Well, save games are a delicate thing, and moving them between machines could unearth all sorts of subtle and hard to reproduce errors. ;)
#8
Hmm which version of the plug-in are you using? Do you perhaps know if the game was using more than one Joystick at the time the savegame was made?
I can see how the second error might occur, but the first one is a bit puzzling. :-\
#9
It was exhilarating! Thanks everyone for this amazing event; I'm full of new energy. :D

Congratulations to all the developers and thanks for the wonderful games!

This year I had the chance to see up-closely how much time and efford go into organising the event and "preparing the venue"; well done all!

This community has always felt like an home to me and I want to especially thank everyone who played the games and voted; because that is really key to the succes of this event!

Also thanks everyone who could make it to the awards in "person" or wachted the stream! (we are sorry for those who could not join because of the "overzealous fire safety officer", tickets will be refunded  ;))

Last but not least, in contrary, thanks for Kastchey and LostTrainDude errr... I mean Abel and Synth II of Ghosts of the Ancient Nothing for that absolutely stunning performance! Absolutely brilliant!

Jim, Duals: thanks for letting me steal your idea all those years ago and the thing that shall not be named!  :-*.

Oh and before I forget: The sockets plug-in (which allows AGS to connect to the internet) will be released later this year.
Thanks also to vga256 and Sonneveld for testing and porting it to Mac. Not only that, but vga256 also ported the latest AGS release to Mac in under a week.  8-0
#10
A lot can change in a week :D So, yes! We've managed to port the AGS Awards client over to Mac as well!  (nod)
#11
Ok, I've just read the developments here. I have been disconnected from the world for a while, my apologies. I saw your PM earlier eri0o; I have responded to it.
Let me state a couple of things I wrote him.

I have just released my incomplete refactor of the Joystick plugin what was going to be version 1.3.0. As the name suggests it is in an unfinished state; life happened unexpectedly, and I had to stop working on it.
This version has a nice build system and supports building multi-platform. That also allows adding SDL as a platform bypassing any unfinished code. So I've prepped for this and put it up on GitHub.

However, this version does not help reverse engineering the plugin I guess; so if you want sources for 1.2.x, please PM me. I don't want to release them though.

I do want to finish it in the future, but it seems unfair to let you all wait. I hope this helps at least.

And the repo: https://github.com/FTPlus/agsjoy
#12
I should probably just keep it shut but dang it.

What I think the whole argument was back then was that, they treated AGS as a piece of legacy software. From our point of view (an active community) it was not. It is not just a game engine: it is a game development environment, which allows people to create games. The main reason why AGS is what it is, is because of the brilliant IDE.
When they talked about refactoring, they wanted to change all sorts of things, in the engine, to make it more compliant to ScummVM.
That is great, if just for the engine, but that would not work very well for the existing IDE. This was something they weren't that interested in. It sounded a lot to me as if they saw AGS (as a whole) as something obsolete. Not big a deal, just a different point of view I guess.

So we spoke about the alternative:
We start working on a new version of AGS, and they pick up the current. That way we could break compatibility completely, get rid of all legacy code. (note that AGS still has MS DOS stuff in the engine, at least at that time) In the meanwhile, all existing games would run on ScummVM, and thus be future proof, bug free, and work on mobile platforms etc. Win win for everyone, right? Ahhhh but we offended them apparently!

I can remember the discussing of the first paragraph; well it was a proper discussion, not a flame war you get to see sometimes at other places. But after that they just sort of left. I can't remember any hate from our side, maybe I missed this, but what the Dickens?
#13
Spoiler
I'd say water (dihydrogen oxide); both hydrogen (combustible) and oxygen (strong oxidizer) can be dangerous on their own.
[close]
#14
Thanks! Yes, sure, let's give it a bit more time. :)
Spoiler
The 'never along' points to the fact an hammock is stationary; in respect to for instance a horse, that could also carry you, but does move--well usually.  :-D
[close]

edit:
Well, I guess enough time has passed; go ahead! :)
#15
Correct! but could you conceal your answer please? :)
#16
Nice one!

I'll have a go then. :) Made this one a while back:

I can be found among trees, but never just one;
You don't like me when it rains, and love me in the sun.
I carry you when you're tired, but never along;
when it's time to move on, I'm easily gone.


Oh instead of spoiler tags, just let me know you know without others knowing, one way or another. That might be fun. ;-D
#17
I'm going to guess: words
#18
Woah, in under two minutes; CaptainD really smoked it. :)
#19
Well, it's either a 32 bit or 16 bit signed integer; I had a quick peek at the source code of AGS, and it may well be a 16 bit value. In that case it would only go up to 32,767, which would last you about 14 minutes. That should probably be long enough... hmmm. unless someone is out to make some tea or something. :-D
Btw, a good way to find out if that really is the maximum value, is to compare 32,767 to 32,769. The latter should finish instantaneously in case of a 16 bit value.

Well, you are probably still better of using your loop solution; I guess that is a bit more reliable all in all.

Hope that helps you in any case. :)
#20
You can embed videos using the following tag: (replace the youtube link with your own)
[youtube width=320 height=240]http://www.youtube.com/watch?v=nUO6jXn-DaA[/youtube]

Source:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=54785.msg636561912#msg636561912

Good luck :)
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