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Messages - Charity

#141
General Discussion / Re: PixelArt editor
Thu 05/03/2009 03:18:28
All of the following are fewatures I use frequently or wish I could use:

Multiple layers of Undo/Redo.  The more the better.

A quick way to convert tiles of a specified size into layers and layers into tiles.  This way you can stack frames in an animation or display them side by side.  Possibly, this should generate a new image.

Autosave backups.  I use the Gimp, and it crashes on me constantly, but even if you manage to construct a stable program, it is nice to know that if you do crash, you will never lose more than a couple minutes of work.

Simple lighting/tinting options with HSV and Brightness/Contrast.

Selection tools should constrict the area affected by tools and other functions.  Color picker should probably be immune.

Add/subtract/invert selection.

Transparency and alpha channel support.

At the very least, bmp, png, and gif support, and at least one lossless format capable of storing multiple layers with alpha channel.

Ability to adjust opacity of layers.
#142
Quote from: Renegade Implementor on Fri 06/02/2009 16:37:31
4 â€" Non-adventure games â€" A section for games that are non-adventure: quiz, rpg, action, platform, strategy, etc.

This seems like an odd distinction to me.  Putting quiz games in a separate category makes sense, I guess, but all the other categories deal with the degree to which each game reflects the established canon, whereas this category clearly deals with gameplay genre.  It seems to suggest that all non-adventure games deserve the same canon status (I'm assuming non-canon, since I'm sure at least some definitely belong there), but is there any reason why a well crafted RPG or platformer, for instance, that does nothing to contradict the established canon, should be barred from the Stand-Alone and Canon categories?

I get that RoN is primarily an Adventure Game series, and that it might be useful to distinguish games made in different genres from the standard type, but I don't think this is the best way to do it.  How difficult would it be to add another dimension to your database, so you have a canon dimension and a genre dimension?  Some sort of labeling system?  Or even just a button that allows you to filter out non-adventures while you browse?

Maybe that makes things too complicated, I dunno.  Just my thoughts.
#143
Advanced Technical Forum / Re: Unicode support
Wed 18/02/2009 16:21:21
I've taken a bit of Japanese, and occasionally I've considered using AGS to make a game or application that uses it.  For example a flashcard or quizzing program.  I don't have any ideas in the works, currently, but I'd like to add my voice to the group that supports and might make use of this functionality.
#144
I would use regions.  Put a region over all the walkeable areas behind the wall.  Set the wall's baseline to the highest point on the wall that a character can stand in front of.

In the room script, make a function something like
Code: ags

function BehindWall (this Character*) {
  if (region[1].GetAtRoomXY(this.x, this.y) (
    int offset = this.y - [[a number greater than the difference between the wall's baseline and the lowest point where you can stand behind the walll]];
    if (offset<1) offset=1; //Experiment with removing this line, but I'm pretty sure it will crash you if you go to close to the top of the screen.
    this.baseline=offset;
  }
  else this.baseline=this.y;
}


Then in the room's repeatedly execute script, run the BehindWall function on every character that has the potential of standing behind the wall.

I haven't tested this, and depending on how the layout is, it might produce some weird results.  But something along these lines might work for you.

If you can make it so only one character ever goes behind the wall, you can just use the region and reset the wall's baseline with SetWalkBehindBase.
#145
That day, Arlene Campbell and Edward Yamamoto learned a very important lesson about Equivalent Exchange.  Mankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.  And to bring life to a party, someone must die.

Ah.  Three guesses where that came from.  Heh.

On to the evaluations:
jakerpot -
Pros: The animation nominally depicts smalltalk/flirting, which fits the theme.  Some of the blood spurts flowed well.
Cons: The sprites remain basically static.  The animation could be smoother and tidier.

rharpe -
Pros: The animation is smooth and aesthetically pleasing.  Both characters are thoroughly animated.
Cons: The animation does not depict typical Work Party behavior or tie atypical behavior into the theme in a visibly coherent way.

Conclusion:
Gold medal - rharpe


Silver medal - jakerpot


Congratulations, both.
#146
I always get this incomplete feeling in voice acted adventure games where the narration is plain old text.  I'm not sure if the contrast would be more or less jarring in the context of a thought bubble from a character whose spoken lines are voice acted, versus a big block of text from an unidentified narrator in same.  In a way it might help, because you would never have to ask "did they just say that line out loud or did they think it?" if you happened to miss the visual cues.  Though that could also be accomplished with some sort of echo filter and a "thoughtful" vocal inflection.

It is hard to say.  It might feel appropriate and it might feel jarring.  I think that voice acted thoughts would create a fuller experience (supposing you get good voice actors), but even if the player missed the voices at first, I think most players would adjust fairly quickly, and stop thinking about it.  I would consider it a valid corner to cut, if it saves you a considerable amount of time and effort.  It certainly wouldn't make me any less likely to buy this game.
#147
Default win Hurrah!  Thanks for the trophy, Twirly.  I had fun with that sprite.  The new competition is up.
#148
Arlene Campbell and Edward Yamamoto have just met at a boring work party.  It's your job to entertain them.





Show them talking, drinking, flirting, dancing.  Anything two professionals might do at a semi-formal social function.  Or if that's just too boring, see if you can help them find a creative (or destructive) way to liven things up a bit.  The sky's the limit.

But here are the other limits:

Official Rules:
-A sprite is supplied, with a theme.
-Participants must use the given sprite for their animation.
-The starter of each competition will decide on the winner.
-The winner, who will decide on the next competition's theme, must also supply a sprite.

My additional rules:
-You must use both of the supplied sprites, but you can reposition them as you see fit.
-You are free to resize the canvas.
-Both sprites must be at least minimally animated (That is, if one sprite is responsible for most of the action, at least make the other blink or laugh or something.)
-You may introduce additional sprites, be they props or other co-workers as you see fit.
#149
Thought I'd contribute one if it's alright.  I know this is a little late.

Visitors to the North Pole will clearly discover that even Santa Claus needs to practice proper hygiene.




#150
To make your own enumerated types:

In the module's  Header put something like
Code: ags
enum Alignment {
  eAlignJustified,
  eAlignLeft,
  eAlignChaoticNeutral
};


Then in your function do something like
Code: ags
function SetAlignment(Alignment alignhow) {
if (alignhow==eAlignJustified) etc. etc.
}


Hopefully that makes sense.

Can't help you with your first question though, I'm afraid.  Maybe if you documented it well you could release it as a "Some assembly required" sort of module?  But there might be a more elegant solution that I have no idea about.
#151
Thanks!  Works like a charm.
#152
I'm trying to update a script to work with the new DrawingSurface functions, but I am having trouble getting the DrawSurface function to work.

I made a function that, among other things, draws an oval on the screen and a second function that, among other things, is supposed to take the oval away.  Previously, I could simply use RawSaveScreen at some point before the oval was drawn and then RawRestoreScreen in the second function to take it away, but I'm having trouble duplicating the effect.

At the top of the script I have:
Code: ags
DrawingSurface *screenBackup;


Then in the oval creation function:
Code: ags
  screenBackup = Room.GetDrawingSurfaceForBackground();
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  surface.DrawingColor=31;
  surface.DrawEllipse(AnchorX, AnchorY, RangeX, RangeY);
  surface.Release();


And in the later function:
Code: ags
    DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
    surface.DrawSurface(screenBackup);
    surface.Release();
    screenBackup.Release();


As far as I can tell, this should produce the desired result, but instead, when I call the second function the game crashes and I get the error:
Code: ags
Error: DrawingSurface.DrawSurface: cannot draw surface onto itself


What am I doing wrong?
#153
Looks pretty epic.  I mean, lots of planets to explore, and stuff.  However, the title feels a little uninspired.  It's obviously a spin off of "Knights of the Old Republic," but you don't really take it anywhere.  It's kind of a mouthful, it isn't humorous, and it doesn't say anything unique about the game, other than implying it takes place before the movies, which is basically all "KotOR"s did, too, I guess, but for KotOR it was "original".  Star Wars isn't exactly known for its inventive titles, but still.

Then again, I always felt A Tale of Two Kingdoms had a bland title, and that was a brilliant game, so even if you decide to keep it, you're in good company.

Hope that didn't come off too harsh.  You're obviously putting a lot of work into this, but I'd hate people to see your title and think "oh, just some KotOR rip-off" without giving it a fair chance.
#154
On a dead forum.

I wish for world peace!
#155
I've got my fingers crossed for dynamic lens flare support.

Nice try.  <_<

EDIT: Really looking forward to the new Linus.  I felt that the 'first draft' lacked originality and I feel that these changes will present us with a fresh take on a frankly rather stale product.
#156
I too would like to voice support for the ability to access walkableareas/regions/walkbehinds/etc. from the script.

If DrawingSurface controlled areas/regions, would we be able to create them from a predrawn sprite (similar to how masks work in the editor)?

Edit: How did I miss that?
#157
I would.  I'm the sort of guy who rereads his own live journal and chat logs for the jokes.  And though I've yet to finish a game, I will occasionally go back and watch the short movie I made in AGS, like forever ago.  It's always interesting to see what has aged well and what has not.
#158
Only for practical, immediate sorts of suggestions, I think.

Anyway!

Item #1. Tentative suggestion: Would it make any sense to have pointers to functions?

Item #2. And another odd one: What about something like
Code: ags
function String.AsScript(String code)
which would read the String (as it would be displayed on the screen, in the case of characters like % and ") as if it were a line in the script.  Coupled with an input box you could do all sorts of Debug type functions really easily (like getting/setting variables, for instance.)  I'm sure it would also be useful in a ton of work-arounds, though no specific examples come to mind, immediately.

A function that checks whether a given String will crash the game (or whether it would have compiled as a normal, preexisting line of code) would probably also be a handy accompaniment, if not strictly required.

I have no idea if such a function is technically possible or not, but I thought I'd throw it out there.
#159
I apologize in advance if a function request is beyond the scope of this thread, but it seems to me the drawing functions could use a color getter.  Something like:
Code: ags
function DrawingSurface.GetColor(int x, int y)


Which would return the slot number of the color at (x, y) in a 256 color game or the AGS Colour Number, otherwise.  I know I personally would find it useful if it isn't too complicated to implement.
#160
Penn & Teller's Bullshit says the AA's longterm success rate is pretty comparable to the success rate of quitting alcohol without AA.  Getting statistics from television shows is awful form, mind you, and Bullshit has a somewhat variable trackrecord, but if you are considering attending AA, hunting down some reliable success statistics would probably be a good idea.
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