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Messages - Calin Leafshade

#2981
Yes but we are controlling the viewport TO follow the player. Just more smoothly.

#2982
Ive tried.

I can make the viewport move slowly but that just causes the character to stutter instead for the same reason.

Unless you feel you can do a better job at scripting it, i cant see a solution..
#2983
hmm thats a good point.

I guess we need the viewport to scroll more smoothly then instead.
#2984
When a character moves they effectively 'jump' across the room by however many pixels their movement speed is.

This causes backgrounds of scrolling rooms to stutter so perhaps it would be better if characters moved one pixel more often rather than 4 pixels less often.
#2985
General Discussion / Re: My wish for 2010
Sat 09/01/2010 00:04:22
Quote from: miguel on Fri 08/01/2010 23:55:48
World Peace is impossible as long as people still think 2000 year-old religions are the problem and not themselves.


Exodus 21:20: If a man beats his male or female slave with a rod and the slave dies as a direct result, he must be punished.
21: but he is not to be punished if the slave gets up after a day or two, since the slave is his property.

2000 year old religions are badass. Im with you Miguel!
#2986
Dude, its going to be epic... and absolutly nothing to do with rope physics

but its always good to improve your understanding of stuff like this.

I plan to capture SteveMcCrea and keep him in a cupboard for later use.
#2987
So now we have a fantastic rope sim I think someone should come up with an anti aliasing filter for it.

Since its a single line that should be within the realms of possibility. We can track the line and use an algorithm to choose points for pixels of varying tranparencies, thus antialiasing the line.

perhaps we could check if the rope has draw a pixel to the side and below the pixel we are checking and draw a semi transparent pixel there??

thoughts?
#2988
Quote from: Le Woltaire on Fri 08/01/2010 21:55:33
Maybe this is going to be the reason why other engines will beat AGS in the future?
Shouldn't we change the logo?
Bad marketing concept to use an insider object as front page sign...

Thats possibly the strangest thing ive ever heard.

Quote from: Le Woltaire on Fri 08/01/2010 21:55:33
Most people that come from outside don't even know what a blue cup is.
I've never seen one in real life.

They dont exist.

If you bring blueness and cupness together they annhilate like anti-matter.
#2989
Quote from: DrWhite on Fri 08/01/2010 20:17:14
Probably Harg did feel more offended by the comment, than by the 2-cup rating itself.
That would be the only thing I´d like to see concerning the panel reviews: that they should be written in a nice way, as this would also fit the niceness of this community.

No, that compromises the journalistic integrity of the panel.

Like any publication, the writers should be able to write what they like providing it is either true or opinion.

The only people who should have control are the panel leader (if one exists) and CJ since its his site.
#2990
As someone who has dealt with a 2 cup panel rating I have one thing to say,

Get a grip.

What possible motive could you have for removing your game?

Its either protest or simply to avoid a bad review.
One of those is stupid and the other is dishonest.

If your game was given an undeserved 5 cups would you have removed it out of protest? I fail to see the difference.

Someone reviewed your game and gave it a less than favourable review and so you remove it.
That is essentially silencing the press.
#2991
wow, nicely done Mr McCrea.

Now you just need to add weighted points and we have full rope sim :p

Then just add another dimension and you have cloth :p

Heh AGS is awesome.
#2992
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?

#2993
General Discussion / Re: My wish for 2010
Thu 07/01/2010 13:53:58
Quote from: Darth Mandarb on Thu 07/01/2010 13:47:37
World peace is impossible as long as people stick to their 2000 year old [religion] traditions.

How very inflammatory of you Darth. I love it  ;D

My wish is for more torches and less extinguishers. (See Victor Hugo for clarification)
#2994
General Discussion / Re: My wish for 2010
Thu 07/01/2010 09:43:13
Is there anything specific you'd like to know?

Im sure some of us can whip up some quick tutorials if theres something particular you are struggling with.
#2995
Spummy (worst name ever, btw),

Dont worry about the crits, man. Like i've said before, I'm a gigging musician, I can take criticism :p You guys are tame compared to drunk skinheads who dont "get it".

I'm happy with the level of interest in the game.

Gives me a good platform for my next project...
#2996
some of the post process effects it allows for can be quite spectactular.

Imagine tint, bloom and contrast.. you have a believable old film effect.. not just a shit overlay like McCarthy.

It would give us something to boast about when wintermute fans saunter over  ;D
#2997
ignore these fools. I WOULD USE IT!

no but in seriousness it would be very nice to be able to harness the GPU for full screen effects.

it would allow for

Full screen tinting,
bloom,
blur,
brightness/contrast effects
plus about a billion other things

Edit: Also displacement maps.
#2998
How come most peoples games get one liners like "Good game, really enjoyed it" and mine gets a 300 word slating :p seems rather unfair to me.

I agree with most of the points raised though. The story was fairly badly planned and so the execution was a little haphazard.

let hope i improve.
#2999
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 18:30:37
Crimsons ping was peaking at over 500ms at one point.

but your ping was pretty good at around 70 ish.
#3000
General Discussion / Re: UT Dedicated server
Mon 04/01/2010 17:27:44
changes made.

Now a ten minute time limit and a frag limit of 20.
and insta gib has been removed which should make lag less of a problem... but most people seem to have pings of about 70 which is pretty good.

EDIT: Ive also altered the maxclientrate which should improve pings alittle.. but i have an upstream of 2 meg so it shouldnt really be a problem.
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