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Messages - Calin Leafshade

#3021
sorry dad..  :P
#3022
You need to put curly brackets around the 'else' action like this//


Code: ags
 function oFridgeOpen_Interact()
{
  if (player.HasInventory(iCheese)){
      Display("You already taken some cheese out of the fridge");
  }
  else
{
      player.AddInventory(iCheese);
      Display("You take some cheese out of the fridge");
      GiveScore(5);
}
}



otherwise the only bit being affected by else is the first command after it.
#3023
Well yeah i know that would be possible since we have direct access to the pixels on the screen.

However if we could do it with Pixel Shaders it would be lightning fast since we are using the GPU.
#3024
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?
#3025
General Discussion / Re: Game sponsorship
Tue 29/12/2009 13:14:30
I think i echo what clarvalon has said.

My blog gets many thousands of hits every month (despite updating way too infrequently) and ive still barely earnt enough in ad revenue for a few drinks. The very few people that have donated to me for my game, music and blog content actually double my ad revenue so i'm skeptical.

It would be wonderful to see indie devs getting some cash for their hard work though and I fully endorse the sentiment.
#3026
ditto
#3027
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.
#3028
Why not have the second say message include the first message too?

so like

first message "Why did the chicken cross the road?"

second message "Why did the chicken cross the road? To get to the Big Blue Cup."
#3029
The Rumpus Room / Re: Happy Birthday Thread!
Sat 26/12/2009 13:09:02
Happy Babarmas
#3030
The Rumpus Room / Re: Happy Birthday Thread!
Fri 25/12/2009 03:33:06
Praise Jeebus!
#3031
Even if you enable sprite compression, its just going to reduce the amount of compression that winrar can do. So youre going to still get a final filesize about the same.

Bottom line, if winrar is compressing it 366% you arent going to get it any smaller without getting rid of stuff.
#3032
MNG is the format youre looking for.. though it has yet to gain widespread use.

As an aside GIF images are capable of full colour.. They are not limited to 256 colours.
#3033
yeah, since your background sprites are pretty flat in terms of colour RLE compression should help alot.
#3034
there is an option that allows you to compress the sprites.. that might help alot.
#3035
which file is biggest in your compiled folder?

music.vox?
#3036
6 years has to be some kind of record.
#3037
use floats for position, velocity and acceleration.

Obviously cordinates need to be ints but do the conversion at the last second just before moving the object.

As for moving past the platform i used an algorithm to check one 'frame' ahead in increments of 1.

so if your speed is 4 pxs per frame: check 1 pixel infront, then 2 pixels, then 3, then 4.

If you dont find a platform then you can move the frame as normal.
#3038
I think AGS compresses them anyway, so it doesnt matter about the file format.
#3039
its not possible to convert MP3s to midi.

MP3s are waveforms. Midis are a series of notes which are rendered by the midi driver.
#3040
The plugin API is very well documented.

http://www.adventuregamestudio.co.uk/acplugin.htm

Since you dont actually have to hook onto any existing features of the engine it should be fairly straight forward.
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