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Topics - Calin Leafshade

#101
Ok so i'm trying to script something unimaginably easy but I am failing.

Basically I want to move a label from off the screen (Y value of approx 210) onto the screen based on its transparency value.

which currently looks like this

Code: ags

// in rep ex
gHotspot.Y = 174 + (gHotspot.Transparency / 4);


which obviously works fine.

However I dont want the movement to linear, I want the speed to slow as it gets closer to the target (y = 174).

I know i could do this with the tween module and i know i could do it by altering the dy based on the distance from the target but surely it should be possible in one line without having to declare other variables.

If you know the target and the progression through the sequence (i.e the transparency value, which is essentially a timer in this case) then you should be able to determine the position of the label.

Am I wrong?

#102
I was thinking about something today. Allow me to relay that something to you via the intertubes of the webnet.

Due to the exponential nature of moores law we are likely within 50-100 years of being able to relatively accurately simulate a world within a computer if we so desired.

Ok so assuming that *we* could do such a thing it makes sense to believe that *other* intelligent lifeforms could also do it.

Now, if we assume that we could have *one* world being simulated then one would assume that it would be possible for us to have more than one concurrently. And ditto for our assumed aliens.

It's also not beyond the realms of possibility that the world that we simulate would develop intelligences that could also build computers that simulate worlds. It seems likely that intelligent lifeforms would want to make other intelligent lifeforms. Remember, this is not an infinite loop of computing power. The 'real' lifeforms only have to simulate the physical matter inside the first universe which would be simulated exactly the same way regardless of whether or not the 'non-real' universe also had a computer inside it. What i'm saying is that any given universe would always have a finite and constant amount of computing power required assuming conservation of mass and energy in the simulated world.

So what do I conclude?

Surely all this means that it is vastly more likely that we are in a simulated universe rather than a real one.

That is to say that the number of real intelligent lifeforms is likely to be less than the number of simulated intelligent life forms and thus its more likely that we are in the simulated section.

Is my logic flawed?

Also how do you feel about being a simulated lifeform?
#103
Critics' Lounge / Pixelling & Texture
Sun 05/12/2010 05:57:11
So I pixelled this today but I'm having a problem with general texture.. its very difficult (especially with a monochrome palette) to convey texture on flat surfaces without it just looking like someone went crazy with the spray can on paint.

Any help?

#104
Ok so i've finished a beta build of the gui editor I was working on.. I have other things to add but i'd like to get feedback on what i've done so far:

THIS IS BETA. TEST ONLY ON A BACKUP OF YOUR GAME!!!

Features Added:

Multi-section of controls - ctrl-click to select multiple controls, click one of the selected controls to make it the primary selection
Nudge controls (or groups thereof) with the arrow keys.
Controls snap to other controls left and top (press ctrl while dragging to not snap)
Controls can be locked.

(right click for the below features)
Controls can be copied and pasted (one control at a time at the moment).
Groups of controls can be aligned to the primary selections top or left
Groups of controls can be evenly distributed horizonally or vertically.

Any and all comments are welcome.

Some people have had some trouble running this file so I was hoping that CJ might be able to shed some light on that.
Basically it seems that AGS.Native is defaulting to version 0.0.0.0 in VS2010 so the runtime cant find the assembly when it tries to run... but this only seems to be an issue on certain PCs.. possibly registry based?

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

HOLA!

Ok version "2" of my editor.

REMEMBER ONLY USE ON A COMPLETELY SEPERATE BACKUP OF YOUR GAME!!!
YOU WILL NOT BE ABLE TO USE THE OLD EDITOR AFTER SAVING YOUR GAME IN THIS ONE!!

This version integrates all of ProgzMax's additions plus my original GUI editor plus:

GUI Editor
- Control grouping (which does not save with the game btw)
- Locked controls no longer move when aligned or distributed
- Locked controls draw a little X in the centre to show they are locked.
- Locking/grouping added to the context menu
- The ability to select controls with a selection box (and add to the selection with ctrl+click)

Room Editor
- Fixed some broken character dragging/selecting code
- Added a checkbox to allow characters to be moved 'normally' and not snap to the bottom centre

TODO/Known Issues:

- Control grouping doesnt save with the game due to the way dynamic groups are created.
- Add zoom to Guis
- Add the ability to select single controls within a group (although this is still possible for everything except moving since the active control will still change)
- Some refactoring.

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

Ok heres a version including all the updates done so far.

You should of course check to see if I have made any fuck ups combining the code (this is very possible ^_^)

http://www.thethoughtradar.com/AGS/Editor/AGSChristmasEdition.zip

I have also added some other things:

- Code folding in the script editor (yay)
- Updated the formatting in the script editor to make things a little more readable.
- Characters and objects now display their co-ords when dragged around a room.
- Fixed GuiControl copy/paste
- Some minor refactoring of ProgZ's code.
- Fixed the IrrKlang error.
- Tidied up some of my atrocious code whilst in awe of Tzachs' coding skillz.

There is probably more to mention but i havent slept yet.. sleep naoplease.

Will release src later today.


#105
It occurs to me that with the release of the source code everyone may be experimenting and doing new stuff, which is cool.

However that means we might all be doing the same thing which would be totally stupid.
So it might be a good idea for ideas to be in the open a little so that people aren't doing something that someone else is doing.

It also might be nice if we had some kind of list of things that people think the editor is missing.

So in that vein I thought I would declare that I'm working on updating the gui editor. If anyone else is working on the same thing then feel free to PM me and discuss it.. or just do what youre doing anyway just for gigglez.

I've already implemented a few things like control locks and control snapping but is there anything else that people think the gui editor (or indeed any part of the AGS editor) is missing?
#106
Critics' Lounge / Logo Design
Tue 26/10/2010 18:23:55
This is entirely unrelated to games so it could possibly be moved to General but meh.. here i go.

Ok so I'm designing a portal website for a company and my visual design skills are fairly poor.
I want to go for a corporate look using the colours red, black and white.. possibly grey.

The original logo can be seen here : http://www.skillsuk.org/

I think we can agree that that in fact says "Kills Suk" which is not really the message they are going for.

here is my attempt to keep the same basic style but try to alleviate that problem



I clearly failed.

So my question to AGSers is if you were redesigning this logo from scratch, how would you do it?

#107
I'm doing research for a game and I was wondering if you guys could help me out a little.

The game is going to be a crime thriller in the vein of Zodiac and Se7en and I'm looking for other examples of movies or games which follow that format.

And as a side note which serial killer from fiction is your favorite in terms of characterisation and MO?
#108
I am very much an inexperienced adventurer. Not quite a virgin but embarrasingly close.

So I'd like people to suggest adventure games for me to play pleeeease.

I like games that are serious, investigative dramas. Plot and dialogue quality must be high.
I like games with a psychological edge. If they were movies they would be called 'Psychological Thrillers'

Graphics wise I'd really like them to be VGA or later.

I have no issues with gore or objectionable material so they can be as X-rated as you like.

I throw myself at the mercy of the AGS community's frightening impressive adventure game knowledge.
#109
General Discussion / World of Warcraft
Thu 07/10/2010 23:52:12
Sooo.... Does anyone play?

We could make a guild and graduate from casual geeks to super nerds!
#110
General Discussion / Don't ask, don't tell.
Wed 22/09/2010 02:11:03
Alright ladies and gentlemen it's one of *those* threads.

The US Senate recently voted to deny debate on the DADT rule which essentially states that you cannot be openly homosexual in the military. i.e "We wont ask you if you promise not to tell anyone."

This issue divides my brain a little.

As far as I'm concerned the law is clearly discriminatory in the same vein as the lifetime ban on gays giving blood in the US.

However it is possible that having openly homosexual soldiers may negatively affect morale and therefore conceivably put lives at risk.

So my question is this:

Should a discriminatory law be struck down even if from a pragmatic perspective it is a bad idea?

I heard someone compare this to not allowing drunk people to drive because it endangers other people. Do you think thats a fair comparison?

Note: I'm not necessarily convinced that striking down the law *would* have negative affects on morale but it is possible that it would.

#111
A re-working of the MAGS game I did in 2 days.

The portraits are by the talented Alan v.Drake

Have fun!



Download: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1355

#112
Good morning ladies and gentlemen, I have a question for your noggins. You may also use other body parts but I suggest you engage your noggins first.

So far, with Nexus, I have worked on the principle that a game should not appear on the service unless explicitly added by the author.

However, I have noticed that sites frequently take freeware indie games and offer them up for download elsewhere entirely unsolicited.

Now, in theory, I could rip all the AGS games from the gamesdb and add them into the nexus database. Would this be unethical? or even illegal?

Authors would still have the option to remove their games if they so wished and the only consequence would be more players of their games.

Your thoughts on the matter would be appreciated.. and then uploaded to a database without your permission.
#113
I know there were a couple of projects floating around with regards to the acsetup.cfg file.

Did anyone manage to compose some kind of spec of what the various values do and more specifically which values are required for different versions of the engine?
#115
Critics' Lounge / My little mushroom house.
Thu 26/08/2010 22:21:43
A while ago i released a game for MAGS and now i'm just going through it touching up some graphical stuff for a proper release.

So i was wondering if I could get a little critique on this background.

A few things I have problems with:

-It looks a little 'simple' with not a great deal going on.
-I cant figure out how to do a sky pixelly (i.e without a gradient)
-My colours seem a little 'off'
-the roof doesnt look round like a mushroom top.

Help is appreciated.

#116
the ags API doc states:

Quoteint GetWalkbehindBaseline (int area);

    Returns the baseline for walk-behind area number area. This is always in character-resolution, ie. the maximum value is 200 in all resolutions.

What is character resolution? and how can the maximum only be 200? what about scrolling rooms and stuff?
#117
General Discussion / L4D2 right now!
Mon 23/08/2010 12:59:50
If anyone wants to play right now add me on steam: steviepolts

BEYOND THIS POINT LIVE ZOMBIES!
#118
Modules, Plugins & Tools / [PLUGIN] - D3DVSync
Sun 22/08/2010 16:40:53
Ok so i'm not 100% sure this works since my computer and graphics card are too fast to make it tear but it should fix it in theory.

So can people test it in a game that they know to tear in D3D

Including the plugin in your game will automatically turn vsync on.

http://www.thethoughtradar.com/AGS/AGSD3DVSync.zip
#119
http://svn.thethoughtradar.com/Nimbus.zip

Hola!

Here's a new version. If this one seems to pan out ok then I'll prepare a real release.

I would advise that you delete the existing Nexus folder entirely and start again (this should be the last time you need to do this since the system is extensible from here on out.)

If you really want to keep your existing games then you can rename the Nexus folder in My Docs to Nimbus and delete the IconCache folder which will be regenerated next time you run Nimbus.

feedback would be nice.



ok, so firstly I understand that all of what i am about to say falls under the category of unnecessary but hear me out.

What do people think of a steam-like system for ags games?

because AGS games are so small and so numerous I find I have loads of folders scattered around the place with ags games in.. I tend to download them and extract them where ever they are and just play them for 10 minutes or whatever and then forget to delete them.

So what if we made a system like steam for AGS games?

There would be a central repository of games that you can search.
If you like the game you can download it from the list with 1 click.
AGSteam downloads the game for you and extracts it to its own folder within a shared folder.
If you want to read the readme you just have to right click the game and click "show read me"
You could have a global set of settings for all the games if you wanted so you didnt have to run the winsetup everytime to set it how you like it.
if you *did* want to run the setup you could just right click it in the library and click 'setup'

if you liked a game you could rate it highly and all your 'friends' on the system would see that you just played the game and you liked it.
You could search for the most liked game that week.

plus loads of other things I can't think of.

What do you think?
#120
General Discussion / System Shock Reborn!
Thu 12/08/2010 20:11:21
I am a huge System Shock 2 fan but found it hard to get into SS1 due to the awful (by modern standards) interface.

HOWEVER:

I just found something called System Shock Portable which includes mouselook and higher resolutions so you can actually *read* the text.

The interface is still not perfect but i highly recommend adventure fans take a look

http://www.systemshock.org/index.php/topic,211.0.html
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