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Messages - Crimson Wizard

#13221
Well, I guess I will work on refactoring regardless on what branch is considered "official". It's a specific task which is better done separately, at least for the first time.
IMHO.
#13222
Quote from: timofonic on Wed 06/06/2012 10:39:24
On the other hand, the fuzzie's reimplementation is dual licensed GPL/AR2. What about code reusing from all parts involved and join efforts? The non-GPL parts would need to be written (for the platforms where this can be an inconvenience, like Steam and consoles), but maybe that's better than less eyeballs and hands on the code.
Few people, including Fuzzie herself, gave me an advice not to use her code directly, but rather as a reference :).
Although I am in no position to decide such things for the whole community, I'd prefer to follow advice given.
Main problem there is that Fuzzie's code was written having only runtime in mind, plus she aimed for using ScummVM codebase. Yet there's whole AGS Editor application, and built-in compiler, which are in certain ways based on original AGS engine code.
#13223
Well, I am discussing cooperation on refactoring the engine with Sonneveld right now. It took some time for me to gather general information on code structure, but now I have certain considerations; currently awaiting Sonneveld's response in my ideas (we talk via PMs for now).

Quote from: timofonic
Now there's JJS fork becoming the de-facto "official" branch these days, gaining a developer and Linux support is improving due to that.
I spoke with JJS some time ago and he said he did not plan any refactoring, and "would rather stay close to the official SVN branch".
If plans for JJS fork did not change, I would rather stick with sonneveld for now. If we achieve what we aim for and code is refactored, then we probably will find a way to join the branches. At least I hope so.
#13224
Well, I want to refrain from jumping into something without a strict plan, this may end in doing something useless or duplicating other's work.
My main problem is that I may miss information about what exactly is going around, plus I am not as familiar with AGS "insides" as some other ppl here.
I just find this an interesting project and would be glad to participate, if I'd only know any useful thing I could do now ;).

EDIT:
Oh, timofonic, I just noticed your PM :) I will answer in a while.
#13225
As I told in PMs to Alan and WyZ a month ago, I would like to provide any help with refactoring/fixing/anythingelse-ing engine and/or editor, if such help is needed.
WyZ said he will answer when there will be some certaincy in your plans... but a month is passed so I decided to just put this here. :)

I am quite good at C++ and, let's say, average or so in C# (did not have much practice).
#13226
I suggest to check where spawn point is set in the current world. There were issues when new people (including myself) were spawned on some distant island having no protection from monsters.
#13227
Sleep? :D
#13228
Hmm can it be something to do with logging into minecraft itself?
I managed to log on to server after 100 attempts and played without any! glitch for about 2 hrs.
After I disconnected for few minutes and tried to connect back it did not let me again :/
#13229
I am sorry to say this, but I experience problems when playing on this server... or maybe it is minecraft.net which is responsible?

My game client has troubles connecting even if my connection speed everywhere else is excellent. Sometimes it shows some error message, like HTTP 500 error (which, as I found, means "general server error"), "end of stream", "unexpected end of file" etc. Sometimes my client freezes completely when connecting.

Even when I am in game it drops me every 3-5 minutes even though I experience no considerable lag.

What can be done about that? Should I fix anything?
#13230
Quote from: Ishmael on Sun 23/10/2011 10:08:26
Hate to be the local greenpeace but I'd like to bring attention to the fact that if you decide to cut down an entire forest right next to a growing settlement would be very nice if you could bother replanting it instead of leaving an open plain for monsters to spawn on aplently. And the birch trees too k plox?

Umm... I guess I am the one responsible...  :P
Anyway, are you sure monsters will spawn less in woods? I thought tree shadows increase chances for them to be spawned.
#13231
It seems health regeneration (with full food bar) increases chances when fighting vs monsters, at least when they are in small groups. I found it is possible to kill spiders and zombies without much problem even with an axe (or similar tool) :)
#13232
Haven't been here for a while (and haven't played Minecraft for a while). I tried single player, liked the food bar addition. I took some time to learn how to farm (crops, wood etc) properly and found it actually may be fun.

Connected to the server just to check... and made creeper blow someone's work just near the spawn point :( sorry for that.
Is there any way to disable creepers or reduce amount of damage they do?  :-\

What do you think about monsters in multiplayer? Is it possible to deal with them without much ache? I remember arrows are great when dealing with mobs, but you need plenty. Melee weapons were pretty useless though.
I guess people should team up to protect the settlements from mobs. It may be pretty dangerous to fight alone.

Anyway, are there any plans for the game, like building the town or something like we had in the past on this server? I finally got some free time IRL so I may as well join.
#13233
Quote from: mode7 on Fri 12/08/2011 15:45:40
Possibility 2: Cheating
Thats right! sometimes its easier to pretend you are a skilled artist than actually trying to become one.

The principle I like most is the process of stylizing your game. It means making your weakness a feature.
Can't draw colors? Make a B/W film noir kinda game

The best advice ever!
Seriously, some time ago I myself thought I cannot draw, was always breaking my head trying to select correct colours, shading etc, until I tried to draw as freely and careless as possible. The result was this   :=


Also I agree with idea to use surrealism if you really can't draw realistic graphics right now. For example, make a game featuring weird creatures living in the weird world.
Another way is to draw tiny, miniature graphics. Check "Duty And Beyond" game to see the perfect example.


BTW, have you played Barn Runner series? Surely the author knows how to draw human figures, but the rest is quite simplisticly drawn (I won't be surprised if Ponch used MS Paint for that :) ).

#13234
Quote from: Baron on Wed 10/08/2011 15:10:37
Quote from: Studio3 on Wed 10/08/2011 07:16:25
Hey Baron do you think you can send us the source? Maybe we can work on different parts and send them into you.

That would get a little messy, in my opinion, since I would then have to reintegrate everyone's work into one game again. 

Also this is pointless, IMO. You don't need game source project to draw art, write text and compose music. You'll need project only when you are gathering all the work together and code scripts (though scripts may as well be written in the external text editor ;)).
#13235
Quote from: BaronWe need the charred remains of the base -abstract is fine- with a sprite of Merrick's hand coming up through the wreckage (for the very last scene).
I can try making this one, unless someone else wants to take it.
#13236
I'd say that the right part of the gun should also shake during fire ;)
#13237
Monkey Island I intro theme is one of those tracks from computer games I played that cause an utter nostalgia. When I listen to it I wish I could again be a child who is just about to discover the wonder of computer games.  :'(

Regarding AGS ones... few "Shifter Box" themes were wonderful (don't know their titles). I also loved an opening in "5 Days A Stranger", but I think it was taken from RPG Maker - as author stated in a readme (or wasn't it?).
#13238
Quote from: Tabata on Tue 02/08/2011 19:43:16
btw. Are you all on holiday? Where is the whole swarm hidden?  
Hey all: I am missing you!  :'(

I am around somewhere, checking this thread from time to time ;)
#13239
Quote from: Jackpumpkinhead on Wed 27/07/2011 23:12:19
But once you have created an obstacle how would you go about creating a solution that fits withthe environment with the game?

I may suggest thinking about objects and items that may be found in the enviroment. Place those all around - in your imagination, or make a list on paper. More the better. For example, if your story takes place in the modern apartment, think of all kind of things that people keep in their home.
When you have that list, put yourself on your character's place and seek for various variants of solving the puzzle.

As a slightly different approach, think of solution as a number of functions that the sought combination of items must possess. For example, if there's a locked door, that required item must be able to fit into keyhole and rotate the mechanism - OR be able to remove the door from the hinges (if you like the puzzle be solved that way). Find all the suitable kinds of items in your game's world.

Pick out different groups of items that may be useful. When you have some variants, choose depending on game's mood and genre. For example, if it is a pure comedy game, then take most crazy and eccentric one; if your game is a serious one, then take a reasonable solution.

Also, always keep in mind character's capabilites, skills and knowledge. If the found solution requires technical skills you character do not possess, then better find another one, or make a technically skilled NPC help your character.
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