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Topics - jerakeen

#1
i was traveling by plane, when i loked to the window i saw that thing in the sky, it was flying by us, but i couldn't recognize, would you help me?



Rules:

- you can rotate the image
- you can flip the image
- you can't resize the image
- no color limit

Edit: trophies added

#2
Theme: Crazy Dream

Try to draw a background with that sense of unreality there is in a dream, i mean, when you dream, there are real objects with twisted shapes, and some strange appearance but you belive them as real while are dreaming. the landscape is somethimes unreal, with strange color, with strange water colored, etc.

This can be a dream of your own, or be based on a painting, such as Dali's painting, a fantasy film or something like this.

There are some exmaples:




Restrictions: Only AGS restrictions on size and color depth. Background can be scrollable.

---------------------------------------------------------

Voting starts 22th March 2009 (unless more time is requested) and ends two days later.

The voting will be done in these categories:

Idea - The underlying idea to the background. Doesn't
necessarily have to coincide perfectly with the theme of the
week, just strike you as interesting/amusing/inspiring; a place
you'd really enjoy visiting within a game.

Atmosphere - How well the image manages to evoke a certain feeling or mood.

Design - How well the elements in the image are designed,
such as landscapes, buildings, decorations, clouds, doorknobs,
etc.

Composition - How well the elements in the image work
together/are positioned in relation to each other.

Functionality - How well it would work when adding sprites,
including appropriate walking distances, a good angle for
character sprites, clever walkway solutions, easily understood
exits, etc.

Technique - How well the ideas are executed in form of
rendering.


Good luck!
#3
Do you want to put schools of fish, flocks of birds or herds of animals
in your game?

This module will allow you by creating flocks and setting behavior rules to
flocks members (boids).

There are different rules: to move boid towards its neighbours, to follow a
leader, to avoid obstacles, to perching, to form a group and so on.

But by now this is non-interactive and you can only draw them on the background
of your room.

You can define another gorups of things too: a swarm o bees, a group of
ships ... Almost any kind of group where members obbey rules like the previous
ones.

This module is based on Conrad Parker and Craig W. Reynolds documents:

    http://www.vergenet.net/~conrad/boids/pseudocode.html
    http://www.red3d.com/cwr/steer/gdc99/

So i suggest you to read both of them for a better understanding on what this
module does.


Requires AGS V3.0.0 or later

Screenshots





Here is the module:
 
  Module SteeringBehaviors
 

And a demo (in AGS v3.1.1)

  SteeringBehaviors Demo Sourcecode

  SteeringBehaviors Demo  Exe


Remember that too many boids will slow down the game.


If you found bugs, errors or don't understand something, let me know.

I hope this will be useful.

Enjoy it
#4
Hi, for the last weeks i been working on it and now i share for you.

This module has been built to simulate effects like rain, waterfall, fire, smoke,
snow and others.

We can have some particle systems at the same time.
We can define some forces wich modifies particles velocity and position.
We can change color, transparency and scale of particles.
And we can choose between draw a particle system in the background of a room,
in a sprite or using an overlay.

Requires AGS V3.0.0 or later

Screenshots

Here is the module (Vers 1.00):
 
  Module ParticleSystemManager v1.00
 

And a demo (in AGS v3.1.1)

  ParticleSystemManager Demogame

  ParticleSystemManager Exe


Edit by Dualnames: Removed links that don't work

In the demo game you can do player walk around to see how slow or fast the game is using particle system.

When drawing particle system in a sprite, you can use this sprite in a room's object and do the player walk around and interact with it.

Remember that too many particles will slow down the game.

NOTE: There are some problems drawing transparent particle system in sprites


EDIT:

There is a new release of the module.
These are the changes:

<11-JAN-09> Jerakeen,

      Created original version

<08-APR-09> Jerakeen,

      Replaced RawSaveScreen by DrawingSurface functions.

<17-APR-09> abstauber,

      Add emitter_set_certain_sprites function and changes to manage
      the sprites of the first particles in the system.

<20-APR-09> Jerakeen,

      Add emitter_set_sprites_indexes function and changes to manage
      sprites with non consecutive index.

And here is the module:


   Module ParticleSystemManager v1.01 


Edit by Dualnames: Removed links that don't work


  Thanks to abstauber by the function emitter_set_certain_sprites and code modifications.

Enjoy it
#5
Hi, I just finished a module to manage particles systems. I've done documentation and now i need someone who translate from spanish to english, and if possible check the module itself to translate some comments.

Thank you!

EDIT: finally someone hepled me with translation
#6
When i draw sprites using transparency onto another, if the second one has a image background it works all right and use transparency.
But when i clear the second sprite with clear() or clear(COLOR_TRANSPARENT), the sprites i draw has transparent colour instead being transparent.

All the sprites, background etc has the same color depth
I use AGS v3.1.1

Code: ags

    DynamicSprite * sprParticleSystem = DynamicSprite.CreateFromBackground();
    surface = sprParticleSystem.GetDrawingSurface();
    surface.Clear();

    DynamicSprite  *sprite = DynamicSprite.CreateFromExistingSprite (18, false);
    surface.DrawImage (5, 5, sprite.Graphic, 40);
    sprite.Delete();

    surface.Release();

    Overlay * ovrParticleSystem = Overlay.CreateGraphical(0, 0, sprParticleSystem.Graphic, true);

   ...

   sprParticleSystem.Delete();
   ovrParticleSystem.Remove();


WhatI'm doing wrong?

EDIT:

This is an example of what im doing

     

the first image shows when i draw sprites transparent into another sprite cleared to transparent colour

the second one shows when i draw sprites transparent into other sprite with background


Please tell me something.

I'm wrong posting here, and should post on technical forum?

#7
Worm's Labyrinth in Production

Hi everybody. This is my first AGS game and i hope you to ejoy it as i did developing it. This is a huge game, that i begun three years ago and it's still not finished yet.

It all begun as a parody on the war, the army and two friends of mine who always being discussed.


Story

It's a distant world, lost in deep space. Where there are two major continents, where for many centuries were at war.

They are now in peacetime. But nothing lasts forever and the weakest continent, which has been severely devastated, want a horrible revenge on his neighbour continent.

Actually only a few are those who want revenge. Some military unhappy with nothing better to do, preparing a bomb that ends up with the enemy. But they need a mechanism for remote detonation and someone who takes good order so compromised mission.

That is where you come into play. A dealer package that will have to carry that power supply. And circumstances of life make you enlists "voluntarily" for the mission ...


Screenshots








Progress

Story: 100%
Puzzles: 60%
Scripting: 50%
Backgrounds: 95%
Characters: 70%
Dialogs: 33%
Animation: 20%
Extras: 10%


Features

800x600 resolucion.
32 Bits colur
Alpha bended sprites.
too many disk space (sorry about this)
More than 10 characters to interact with.
Characters been made using Poser.
Background drawed with Photoshop

Release date:

I don't know. May be on March 2009 there is a demo.

Trailer (In Spanish):

http://www.youtube.com/watch?v=FSa2tvUU3_I


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