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Show posts MenuQuote from: Monsieur OUXX on Mon 08/07/2013 23:13:27
The principle of the algorithm is that I start from the pixel on-screen, and calculate what pixel in the character sprite it should display. Therefore, x_on_screen (resp. y_on_screen) must always be x+i (resp. y+j).
But I can change the calculations of x_in_char/y_in_char to pick a different pixel from the character sprite. That's where the corrections steps in.
Quote
No matter how perspective_correction_y varies, the final value of y_on_screen stays the same
Quote from: Ghost on Mon 08/07/2013 22:37:27
Error (Line 19) Undefined token 'SetVoiceMode'.
Item | Old limit | New limit | Comments |
State-Saving Rooms | 300 | 999 | Max room number is still 999 |
Dialog Topics | 500 | unlimited | |
Options per Dialog Topic | 30 | unlimited | |
Controls on GUI | 30 | unlimited | |
ListBox Items | 200 | unlimited | |
Mouse Cursors | 20 | unlimited | |
Room Backgrounds | 5 | unlimited | |
Room Objects | 40 | unlimited | |
Room Hotspots | 50 | 256 | restriction imposed by palette of a 8-bit mask |
Room Regions | 16 | 256 | restriction imposed by palette of a 8-bit mask |
Room Walkable Areas | 15 | 256 | restriction imposed by palette of a 8-bit mask |
Room Walk-Behinds | 16 | 256 | restriction imposed by palette of a 8-bit mask |
Custom Properties | 30 | unlimited | |
Overlays | 20 | unlimited |
Quote from: Babar on Mon 08/07/2013 18:15:31
I think someone (Crimson?) did an interesting topic about the "Data Structure" of an adventure game as a sort of prelude to the discussion of adjusting AGS after it became open. Can't find it now.
But as far as comparing to AGS, perhaps having inventory items tieable to rooms as well (so you could have people dumping all their inventory in one room or something), and maybe having objects be tieable to multiple rooms? Or maybe just combine the two.
x_in_char = x_in_char /*+x_correction*/ +perspective_correction_x;
y_in_char = y_in_char /*+y_correction*/ +perspective_correction_y/*+ofs*/;
x_on_screen = x_on_screen /*+x_correction*/ +perspective_correction_x;
y_on_screen = y_on_screen /*+y_correction*/ +perspective_correction_y/*+ofs*/;
Quote from: monkey_05_06 on Mon 08/07/2013 15:06:09
I was going to say something about this. The whole "checks for #ifver 3.2 and I suppose that breaks for 3.3" bit filled me with unfathomable rage. Especially when no one pointed out that since its induction, #ifver/#ifnver have always meant "version X or higher". This isn't explicitly stated in the manual description text
Quote from: monkey_05_06 on Mon 08/07/2013 15:06:09
Without looking through your code, when you say you've added a constant, which of the following do you mean?
#ifver 3.2
#define USE_OBJECT_ORIENTED_AUDIO
#endif
#ifdef USE_OBJECT_ORIENTED_AUDIO
// In AGS 3.2 you do it this way:
// Audioclip *openDoorSound = aDoorsound;
AudioClip* openDoorSound,
closeDoorSound,
unlockDoorSound;
#endif
Quote from: abstauber on Mon 08/07/2013 14:06:41
Hehe - never noticed this too. I don't even know to which background that mask belonged to.
Quote from: miguel on Mon 08/07/2013 11:32:14Err, I never thought you are rude, just noting we are fixing the language a little.
I didn't mean to be rude Crimson, you're work with AGS is something fantastic.
Quote from: miguel on Mon 08/07/2013 10:57:59
If so, what I find time consuming with AGS script is looking (example here) for a function like. Although it's obvious, I keep forgetting all this specific functions and it's not easy to find it in the manual. Code: AGS SetSkipSpeech
I always get by using the forum "search" and that's okay, I end up reading and learning more than I was looking for. But I think that all code related to Speech (in this case, of course) should be extended from typing...Speech.
Quote from: abstauber on Mon 08/07/2013 10:06:39The irony...
I second this. Until then we also need to get the source .psd file for dark#1 and dark#2. Otherwise it's no better than before - nifty screen but just a flat jpeg in the end.
Quote from: Sslaxx on Mon 08/07/2013 10:29:34What kind of message do you have in mind?
Yeah, dunno where this one stands, or if it's a good idea at all (probably not), but maybe QuitGame could be extended to give a message on exit?
Quote from: Ryan Timothy on Mon 08/07/2013 05:42:21I thought about this, may be it is what we should do.
With there being so many votes in every direction of the spectrum, perhaps after voting is finished having a final vote on the top 5? Of course it's up to you though, I don't mind the highest chosen to be the winner.
Quote from: cat on Sun 07/07/2013 15:45:00I hope it won't cause any problems with OROW participation.
I upgraded to Beta5 two days ago I think, and had no crashes. But that doesn't mean anything I guess. I'll keep you informed about any issues I have.
Quote from: DBoyWheeler on Sun 07/07/2013 21:40:11How's this possibly a counter-insult? If he tied his good hand, this only means he is confident that he'll defeat you with his bad hand.Quote from: Oldschool_Wolf on Sun 07/07/2013 21:29:57Too bad it was your good hand that you tied.
To make it fair.... I'll tie one hand behind my back!
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