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Topics - Calin Leafshade

#161
General Discussion / Life on mars.
Sat 16/01/2010 12:11:04
So it's beginning to look increasingly likely that there has been/still is life on mars and the proof is likely to come within a year.

I was just curious what that means to the people here. Do you care if there was life on mars? Would you be interested if there was still active life on mars? Or dont you care in the slightest?

If there was life how would that affect your view of the universe and mankind's place in it?
#162
ok kids.. this is a weird one.

Using 3.1.2:

For some reason alpha chanels will not work with any raw draw function. I know the drawing surface doesnt support alphas but this is on the background.. and its still not working.

Also the rain plugin just sends down white blocks and isnt using the alpha channel but alpha channels work just fine in objects.

Any ideas? Im thinking my project file might be corrupt.. anywhere particular i should look?

??? ??? ???
#163
I've been messing around with the vsync property and as far as i can tell it doesn't seem to do anything.

Is it functional? because image tearing is a real problem at the moment.
#164
Completed Game Announcements / Life
Thu 14/01/2010 04:13:32



Life is a short art project conceived by Hayley Griffiths..


Dont expect gameplay.. but i thought id put it up anyway.




http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1270&refresh1263442166


#165
Ah another maths problem. Lucky you.

When a rope is anchored in two places it falls in a particular type of curve called a caternary (its a derivitive of a cosh curve)

If both anchor points at the same height its very easy to calculate the path of the caternary since the lowest point of the rope (the origin) will be equi-distant between the anchor points.

However if the anchor points are at different heights the origin is NOT equi-distant between the points and so its not possible to calculate the curve without first identifying where the origin is.

Any maths gurus care to help me plot that curve for the purposes of a basic rope simulator in AGS?

#166
General Discussion / UT Dedicated server
Mon 04/01/2010 01:30:30
Is there any interest for an AGS UT game?

If we can get a decent number of players i'll run a dedicated server for  a bit of a game.
#167
So this is really a kind of hypothetical question but how hard would it be to make AGS support pixel shaders? Specifically HLSL shaders.

I mean i imagine the D3D driver already uses pixel shaders to some degree.. tinting perhaps.

It would be very interesting to apply certain pixel shader effects to AGS games (specifically post processing ones like bloom)

Thoughts?
#168
Advanced Technical Forum / Sprite Deformation
Mon 28/12/2009 07:49:33
Is it possible to deform a sprite in the current AGS?

So like you can like set the four corners of a sprite to be independent points?

I guess this is hackable since you have direct control over a drawing surface but im guessing that would be slow.
#169
General Discussion / and so this is Christmas.
Fri 18/12/2009 14:13:48
So is everyone ready to celebrate the birth of baby jeebus? Despite him being born in march ofcourse.

As an atheist people often get confused as to why I even bother with Christmas but frankly i love it. It somehow makes the dreadful weather of the season seem kind of nice.

Even though its dark by 3pm and you cant see your hand in front of your face due to blizzard, it illicits a kind of emotional response because you connect that horrible weather with something nice and warm and fuzzy.

I think Britain has almost avoided the mass commercialisation of Christmas since its still about family and stuff for us. We have no religion to cloud the issue (Alot of british people will say 'Jedi' when pushed about their religion) and we dont have thanksgiving to steal christmas' thunder.

So all in all im pro-Christmas despite not believing in the divinity of Christ.

Hooray for the winter solstice!

Thoughts on Christmas anyone?
#171
I have a loop controlled by a counter from 0 to 160 (i.e a 4 second counter) and i want to create a sine function based on that counter with a frequency that slows as the loop goes on.

The function must return an integer between 0 and 3 which will be passed as a power of 2 which will give me the values 1, 2, 4 and 8 (they are used as resize factors).

I kinda know how to do this but i keep getting the mathematics wrapped round my head with all the stupid floating point conversions and stuff.

Halp?!
#172
Critics' Lounge / Anti Aliasing
Fri 04/12/2009 01:43:31
My girlfriend is currently making a sprite based game for her art degree and shes recently made this sprite.



I was wondering if anyone could do a quick paint over showing how anti aliasing can be used.
It matters because the game is going to be an Xbox 360 game and the sprite looks un acceptably blocky at that res.

I do realise how rude it is to basically ask for an example but.. meh i'm rude.

Edit: also any critique or paintovers are welcome without AA
#173
-----------------------------------
The McCarthy Chronicles: Episode 1.
-----------------------------------

A film-noir inspired, supernatural detective story.

Rick McCarthy is a private detective marred by a secretive and destructive past.
He is pulled into a world of blood sacrifice and invocation.
Can he hide his past, solve the crime and get the girl?



Controls
----------
Left click to move,
Hold the left button to interact,
Move the mouse to the top of the screen to access the inventory.

Notes
-----------
The McCarthy Chronicles is quite processor intensive due to all the visual effects used. Do no run the game in a higher resolution than necessary. 320x200 is ideal though some LCD monitors may require 640x400 to avoid non 1:1 pixel mapping (Change it to 640x400 if the image appears blurry)

Ensure 'Enable Alternate Letterbox Resolution' is enabled.

The McCarthy Chronicles does not support Directx9 acceleration. Use Direct Draw mode

Download: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1243

And remember to vote after playing.
#174
I know that drawing surfaces dont support 8-bit alpha channels but is it possible to paint to the 1-bit alpha?

in a 16-bit game you would just paint (255,0,255) to the sprite to make it transparent. but in a 32-bit that doesnt work. is there an alternative?
#175
Is it possible to animate an object using a dynamic sprite?

I planned to use an object at (0,240) to draw to so that the particles were always on top of everything else but for some reason it just doesnt seem to want to update in rep_ex.
#176
Advanced Technical Forum / A visual effect.
Fri 27/11/2009 09:41:13
Im not sure if anyone has asked for artistic critique on some code before but i'm trying to create the classic 'Lets go have a turn based battle" visual effect found in most JRPGs but i feel it could use some improvement.

The code should be pasteable straight into a game, it has no dependencies. It must be a 320x240 game or you must alter the values.

I apologise for the messiness.. i havent cleaned it up yet.

'paintovers' and ideas are very welcome

Code: ags

function DoBattle(){
  int Displacement[241]; //displacement for each line
  int Transparancy1[241]; // Transparencies for edges 
  int Transparancy2[241];
  
  
  DynamicSprite *ScreenShot = DynamicSprite.CreateFromScreenShot();
  DrawingSurface *ScreenShotSurface = ScreenShot.GetDrawingSurface();
  DynamicSprite *CurrentFrame = DynamicSprite.CreateFromDrawingSurface(ScreenShotSurface, 0, 0, 320, 240);
  DrawingSurface *BG = Room.GetDrawingSurfaceForBackground();
  int i = 0;
    DrawingSurface *CurrentFrameSurface = CurrentFrame.GetDrawingSurface();
  
  while (i < 241){
    Displacement[i] = 0; //reset displacement
    i++;
  }
  
  bool Loop = true;
  Displacement[0] = -5;
  while (Loop){
    i = 1;
     CurrentFrameSurface.Clear(16); //clear surface with black each frame
    while (i < 240){ //for each line
         
    DynamicSprite *Line = DynamicSprite.CreateFromDrawingSurface(ScreenShotSurface, 0, i, 290, 1); //take a line from the screenshot
    DynamicSprite *Line2 = DynamicSprite.CreateFromDrawingSurface(ScreenShotSurface, 270, i, 40, 1); // take 2 more chunks for fading out the lines
    DynamicSprite *Line3 = DynamicSprite.CreateFromDrawingSurface(ScreenShotSurface, 300, i, 20, 1);
    
    if (Displacement[i] > -320) { //if the line has started to move
      Line.Tint(255, 0, 0, Displacement[i] * (-4) / 8, 100); //tint the lines
      Line2.Tint(255, 0, 0, Displacement[i] * (-4) / 8, 100);
      Line3.Tint(255, 0, 0, Displacement[i] * (-4) / 8, 100);
      CurrentFrameSurface.DrawImage(Displacement[i], i, Line.Graphic); //draw line
      
      CurrentFrameSurface.DrawImage(Displacement[i] + 270, i, Line2.Graphic, Transparancy1[i]);
      CurrentFrameSurface.DrawImage(Displacement[i] + 300, i, Line3.Graphic, Transparancy2[i] );
      
    }
    Line.Delete();
    Line2.Delete();
    Line3.Delete();
    i++;
    }
    
    Overlay *myOverlay = Overlay.CreateGraphical(0, 0, CurrentFrame.Graphic,  true);
   
    BG.Clear(); //clear BG.. probably not necessary.
   
    Wait(1);
    i = 1;
    Displacement[0] -= 5;
    while (i < 240){ //update displacement array
      
      if (Displacement[i-1] < -5) {
      Displacement[i] = Displacement[i-1] + 5;
      Transparancy1[i] = 50;
      Transparancy2[i] = 80;
      }
      i ++;
    }
    if (Displacement[239] < -320) Loop = false; //if last line is offscreen
  }

    ScreenShotSurface.Release();
  ScreenShot.Delete();
  CurrentFrameSurface.Release();
  CurrentFrame.Delete();
  BG.Release();


  
  
}


EDIT: I apologise for posting in the wrong forum but I have to question your rationale for putting it in the the Talk and Chat forum.

Surely the Technical forum or Critics lounge are the only two applicable forums?
#177
Advanced Technical Forum / Possible Minor Bug
Thu 26/11/2009 19:27:50
Guis seem to stay non clickable after being made visible until the mouse is moved.

So you have gActions which has a button "End Turn".
You press end turn and the gui is made invisible and the turns moves are carried out.
After the turn has finished the gui is made visible again.
If you then try to click a button on the gui WITHOUT moving the mouse (i.e the same button you just clicked, in this case "End Turn") the mouse click is ignored.
If you move the mouse and then click again the button becomes responsive again.

I can upload my game if you need to see it reproduced.. its only small since ive only really just started it.
#178
Advanced Technical Forum / Defining Functions
Wed 25/11/2009 23:47:48
So, I have two functions which call each other a couple of times.

the problem is that functions need to be defined higher in the script than the place they are called.

Obviously the two scripts cant be higher than each other so is there a way to define the functions in the general defs like a global script variable?
#179
Critics' Lounge / Critique my american accent.
Wed 25/11/2009 14:55:12
British voice actors on the internet are not really in massive demand so i decided i needed to perfect my american accent.

Do i sound american? or like a british boy faking it?

http://www.thethoughtradar.com/AGS/american.mp3
#180
Advanced Technical Forum / Sorting Algorithm
Wed 25/11/2009 00:59:25
I'm having a kind of mental block.
I know this is a simple thing to do but for some reason my brain isnt working.

I have an array of characters with various attributes (agility etc. Characters[0].Agl )
however they also have a boolean flag which indicates whether or not they have had their turn in combat yet. (Characters[0].HadTurn)

I need to find which character in the array has the highest agility but also has not had their turn yet.

Helpz? lolz ^___^ kthxbi
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