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Messages - Akumayo

#261
I certainly will  :D
#262
Wow!  Thanks for the kind words about the effects!  I'm glad the module has found a use for someone!  I wish you good luck with your game (looks kinda' creepy).

-Regards, Akumayo
#263
My my, it's been a long while since I've looked at this one...

Try openening the module's main script, and replacing line 6:
Code: ags

int wild_luminance = 50;


With this instead:
Code: ags

int wild_luminance = 100;


I think that should start the object at its normal brightness, rather than automatically darkening it.  It will still darken as the module runs, but it should at least START as its normal color.  I don't think you can lighten it up though, with this module.

Quote
What a bitching Module.
Thank you?

-Regards, Akumayo
#264
I believe the tutorial that comes with the download would be useful to you at this point.  It is located in the manual.
#265
General Discussion / Re: Christopia
Sat 06/05/2006 17:56:45
Well, we could always enlave the members who haven't posted in over two years (there's a LOT of them).
#266
General Discussion / Re: Christopia
Sat 06/05/2006 17:39:35
Oh, oh, pick me!  I want to be nominated for minister of SOMETHING!  How about... minister of... random and usually useless modules?  Eh? Eh?
#267
Wow, I just noticed, that using Easy 3d and Ahmet's Fight Engine, you could make a super-basic 3d fighting game with like, two module imports.
#268
OMG, this was such a stupid mistake...  I'm used to casting %s because of .Name being a string.  Thanks for clearing it up, .Team IS an integer, afterall.  Thanks again, sorry to post such a silly mistake  :-[
#269
Well, that would depend on what exactly you're wanting.Ã,  If you want basic 3d like that seen in the early Tekken games (which had 3d looking backgrounds, and 2d characters) then you might want to check out Wretched's Easy 3D Module
However, if you're going for an all out 3d look, you'll need great coding skills to pull something like that off in AGS.Ã,  You might want to also check out The Ags 3d Module and Plugin

I've heard a lot of bad things about game maker, such as its inability to create games that are diverse, but only make clones of basic games with the same engines...Ã,  I wouldn't reccoment AGS for 3d unless you use a powerful module such as the ones I listed, and have a strong knowledge of coding in the AGS language.
-Good luck to you, Akumayo
#270
Quote
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0046B345 ; program pointer is +6, ACI version 2.71.894, gtags (1,11)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in Global script (line 150)
from Global script (line 233)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------

Global Script line 150:
Code: ags

Display("%d, %s | %d, %s", AI_Unit, Unit[AI_Unit].Team, Bogey, Unit[Bogey].Team);


Global Script line 233 runs the function that line 150 is contained in.

What have I done this time?

-Thanks in advance, Akumayo
#271
Wow Wretched!  Thanks alot.  Now I know how to go about scripting something like this!
#272
Is it possible, even with a workaround, to make AGS draw an unfilled circle, rather than the filled ones it draws currently.Ã,  The ability of the engine to do this is crucial to the user-end of my game...

-Thanks in advance, Akumayo
#273
From the manual:

Quote
int Character.SpeechView

Gets/sets the character's talking view. If you change it, the new view number will be used as the character's talking view in all future conversations.
You can set this to -1 to disable the character's speech view.

Example:

character[EGO].SpeechView = 10;

will change the character EGO's speech view to view 10.
#274
So simply changing the values to floats wouldn't directly solve anything then.  Perhaps in a later version, I will try implementing an angle parameter.  Thanks for the suggestion, at any rate.
#275
I suppose it wouldn't be difficult to implement float based gravity.  That would allow for things to be more accurate eh?  Would it be more worthwhile on the user-end, do you think?
#276
Please read the manual more carefully before posting things such as this.
#277
Strazer-Ã,  Thanks for the help, I wasn't sure how to group functions, now I know!Ã,  (I only put the Particles in the header so I could grab them from a pop-up menue)Ã,  I'll get on it soon.  (Thanks for re-vamping my post)

Dr. Scary-Ã,  I believe I mentioned it only in the .rtf file that came with the module, sorry.Ã,  You need to call "RawSaveScreen()" from your room script (probably in Player Enters Screen After fadein) in order for the engine to restore the original background before continuing with the effect.Ã,  Sorry for my lack of clarity on the matter.

Candle-Ã,  You're welcome!
#278
(This was the winner of the Particle Engine coding competition.)

This engine centers around the rendering of realistic-looking fire and smoke effects.Ã,  I've also managed to make it draw some water-based effects, and I'm sure that the end user, with some tinkering, can make even better and more diverse effects than I have managed.

Updates so far:

Version 1.5:
Ã,  -Added the ability to spawn particles continuously, rather than having to call the emision from repeatedly_excecute every time
Ã,  -User can now define how many particles to emit, rather than always having to emit all available particles
Ã,  -Cleaned up some minor errors and re-wrote the commentary

Some screenshots:

'Torch Flame' from the demo game:


'Rising Smoke' from the demo game:


'Falling Water' from the editor interface demo:


'Rising Fire' from the editor interface demo:


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

Notable Features:

*User can define how many particles to render, so that different systems can render more or less particles
*Every part of the particle movement can be customized, so no two effects have to have anything in common
*Particles have the ability to 'fadeout' as they move across the screen, making fire/smoke far more realistic than particles that have a static transparency
*Changeable X and Y gravity allow particles to fall sideways, up, down, and at almost any angle
*Particles can be emited continuously by a function, for easier user-control
*Number of particles to emit can be defined
*The entire module is commented, so that the user can better understand how it works
*The .rtd that comes with the download details every function in full, and offers examples of how to implement each one
*Editor Interface Demo allows the user to play around with the module without having to upload it to a game, and lets them tinker with every variable that the particles use.
*Effects Demo lets the user jump right in and see five of the effects in action (geyser, rising smoke, campfire, torchfire, and waterfall)
*By tinkering with the variables, the user can make fire/smoke for every occasion, water effects, and beyond!

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

Now, a brief overview of how it works:

Akumayo's Particle Engine works by emitting particles at a user-specified point, and giving them user-specified stats that control how they behave.Ã,  The particle transparency values can change by the fadeout value, so that things like fire and smoke can get more transparent as they reach the end of their lifespan.Ã,  The particles' speed counteracts gravitational forces acting on them, so a higher speed makes a particle more independent.Ã,  The particles' speeds will drop though, as they succumb to gravity, and then they will fall/rise accordingly.Ã,  The particles' ability to deviate gives them a more natural look.Ã,  Deviation on one axis or another can be the difference between a flat column of fire, and a roaring blaze.Ã,  A user-defined lifespan can remove particles after they have been on the screen for a while, allowing flames/smoke to disappear after rising on the screen for a bit.Ã,  They can also be removed by crossing user-defined x and y lines on the screen.Ã,  By default these values are the edges of the screen, but for effects such as waterfall, the particles would need to disappear as they hit the water, rather than when they left the screen.Ã,  When Emit_Particles is called, all inactive (dead) particles are placed on the screen at the user-defined coordinates, with the user-defined stats, and begin to move about.Ã,  Combining all these variables and stats together, realistic looking bodies of particles can be rendered in your game with the tinkering of a few functions.

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

The download features:
-Akumayos Particle Engine Bulk File

Ã,  Ã, -Effects Demo Game (Uses V1.0)
Ã,  Ã,  Ã,  -Demo game of effects (.exe)

Ã,  Ã, -Effects Editor Demo (Uses V1.0)
Ã,  Ã,  Ã,  -A nice little editor that lets you create and test effects without having to code them (.exe)

Ã,  Ã, -Akumayo's Particle Engine Documentation, a help file containing information about all the functions that come in the module, and how to use them together to make effects (.rtf)

Ã,  Ã, -Effects Demo Sourcecode (Uses V1.0), the sourcecode of the Effects Demo game.Ã,  This will allow the user to view the way the effects in the demo were generated.

Ã,  Ã, -Akumayo's Particle Engine V1.5(.scm) The module itself.

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

User Experience Recommended:
-Basic understanding of the RawDraw commands, especially RawSaveScreen()
-Basic understanding of how the sprite manager works

Advanced User Experience Recommended:
-Understanding of how the module works, by reading the comments within it

Download Here (2.7 Mb when unzipped) Contains all the stuff listed above

(Mirrors removed because the last upload was slightly corrupted, this has been repaired in the download above)

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

I hope you enjoy it!

-Regards, Akumayo
#279
First, the technical stuff...

Here are the rules:
1. Must be open-source. We can hardly inspect your coding if we can't see it.
2. Must contain instructions for how to add to an existing game; this will obviously be easier if the scripting is done as a module.
3. Only use of the 3D, TCP/IP and maths plugins are allowed.
4. Must provide sample game using your code.
5. Team efforts are allowed, and you're probably expected to get help for sprites, etc from elsewhere.
6. As far as possible, entries will be judged on their scripting and gameplay rather than GFX, SFX, music, etc.
7. Winner will be decided by 1 week of voting at the end.
8.Ã,  Please add your entry to the wiki page upon entry.

Right then, now down to the good stuff.

We've already had a comp for turn based battle... but not everyone likes turn based, some people I know hate it... so...

This biweekly's topic:
Real-Time Battle

I want to see real-time battle systems, like in Legend of Zelda, even like in Mario/Sonic, just some type of battle in which the player and enemy do not have to take turns attacking, but can attack at the same time and dodge each other's attacks, such as in old space-style shooters, etc.

So, do your research and planning, build your system, and let's have at it!

Good luck to all participants (yes, I DO expect participants...Ã,  :P)Ã,  There will be trophies for 1st, 2nd, and 3rd, assuming of course, that at least three people enter...

-"Nerezza Acqua" Akumayo
#280
Hooray!  ;D

Today I am a happy man (teenager, whatever)!

I'll start the next comp soon, thanks for the votes guys, and awesome module as well dkh!

-Regards, Akumayo
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