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Messages - Akumayo

#281
I like your forum rharpe!  The contests seem like they will be neat (if enough people get interested).

Do you have a topic similar to this one on any other boards to attract members?
#282
Quote from: rharpe on Thu 27/04/2006 06:43:19Post the games you're working on in the: "POST UNFINISHED GAMES IN HERE!" area.

Ahh, I see, that wasn't there yesterday...
#283
Quote from: rharpe on Thu 27/04/2006 00:56:58
Quote from: Glacies AkumayoPPS:Ã,  Is there a place to post 2d games we are currently developing (in the forum)?
From what I know about the forum... or forums in general, you can just create a link to your download from the place your game resides.

I'm sorry, I should've been more direct, I meant is there a specific forum we should post the games we're working on in.
#284
I don't think the fact that I didn't know what a particle engine was should have anything to do with the voting, but I am definately not complaining!  Thanks for the comment anyhow.
#285
Well, I love seeing new communities form, and this particular community looks like it will be massively productive.Ã,  I registered, I'll come on when I see something I likeÃ,  ;D

PS:  About the forum, will you be making any posts soon?Ã,  I'd like to see what transpires...

PPS:  Is there a place to post 2d games we are currently developing (in the forum)?
#286
Oooookay.... will at least you vote Steve?  It HAS been over two days since the deadline for entries... :-\
#287
Now you've accidently reversed the sign on trans, and your symbol was backwards.Ã, 

Like this would work, I think, for fading the character back in:Ã,  (changes in red)

int trans = character[MELT].Transparency;
while (trans > 0) {
Ã,  trans--;
Ã,  character[MELT].Transparency = trans;
Ã,  Wait(1);
}
#288
You need to change your while statement to:

Code: ags

while (trans > 0) {


I think that should solve it.
#289
C'mon people!Ã,  It's the last day, surely there will be at least one more entry?

I despise only two entries, it means I can't vote, not really.Ã,  Neither can dkh, not really.Ã,  We can only vote for one another, and that is pointless... there had better at least be some interest in the voting/playing community!Ã,  I had better see votes from SSH, and Rap4Life42o, and Rocco, and Steve (of course)!Ã,  If I do not see votes, I will be very very... not angry but... dissapointed.. or something...


Okay, I'm done now, go back to your lives...Ã,   :P

-Regards, Akumayo
#291
Firstly,

NAGer - Not someone who nags a lot, but rather, a Non-Adventure-Gamer.Ã,  One who makes, or prefers to make, non-adventure games from time to time.

At the needs of a few people in the RPG thread from Beginner's Tech Ques, I have created a small resource (forum based) for all the NAGers in the AGS community.

If you have a module or template that you think would be useful in a non-adventure game (such as a battle-system, first person shooter template, platform engine, etc) then feel free to post it and its information in the "Contributions" section.

If you are currently working on, or have completed a non-adventure game, and would like comments/critic, etc on it, or just want others to see a new approach at using AGS, then post the link to the developement/release topic in the "Links to Non-Adventure Games you've completed/are working on" section.

Last and least, if you have any ideas at all on how to improve the NAG forums, then please drop a line in the "Suggestions" section.

So, if your interested at all in making non-adventure games, or just have something to share with your fellow NAGers, feel free to come by and join up.  When you release your templates/modules, keep in mind that you don't have to make them open source, even though we'd like you to, no pressure.


NAG Forums


-Regards, Akumayo
#292
Do they have to be Lord of the Rings style orcs, or will any gruesome, trollish looking monster do?
#293
Yay!  The wait is over!  Kudos Krysis
#294
I've never had such an encounter... In fact, I think Edmundo is the only person within my state that it would even be POSSIBLE for me to encounter  :P
#295
It's been a long and tedious process, but there will be another entry now in this beautiful topic.Ã,  I love the idea Steve!Ã,  Now, after I used Wikipedia to actually find out WHAT a particle module was, I was very interested in making one.Ã,  May I present:

Akumayo's Particle Engine

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.

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
*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
Ã,  Ã,  Ã,  -Demo game of effects (.exe)

Ã,  Ã, -Effects Editor Demo
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.Ã,  (RTD)

Ã,  Ã, -Akumayo's Particle Engine (.scm) The module itsself.

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

Download the bulk file, which contains the stuff listed above (1.15 mb in size):

Akumayo's Particle Engine


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

I hope you enjoy it!

-Regards, Akumayo
#296
Critics' Lounge / Re: 3 robots for crit
Sat 22/04/2006 03:15:52
I do like the updated versions better, but IMO, the security robots + and - symbols, as well as that red line at his base, are far too bright compared to the rest of him.  Maybe dull them to less saturated colors, so that they don't stand out much, or something of that sort.
#297
Thanks right back buloght, I was beginning to think that interest in such a place had died off.  I do hope it will help out.
#298
So... Stefano died then?
#299
General Discussion / Re: About Sprite Jam...
Tue 18/04/2006 00:12:11
Quote from: Stefano on Tue 18/04/2006 00:08:39
Quote from: Glacies Akumayo on Mon 17/04/2006 23:54:02
I don't think he was cheating, no one really believed that he'd made it, it seemed more like a joke than an entry to me.Ã,  I didn't think he was entering, at least...Ã,  :-\

Call me stupid, but I did belive it was a good entry. A bit 90's arcade, like BigBrother said, but I though the guy was just a fan with a gifted eye/hand.

I was talking about Corey's entry in the sprite jam before this one   ;)
#300
General Discussion / Re: About Sprite Jam...
Mon 17/04/2006 23:54:02
I don't think he was cheating, no one really believed that he'd made it, it seemed more like a joke than an entry to me.  I didn't think he was entering, at least...  :-\
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