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Messages - Crimson Wizard

#13841
I guess I found a small flaw in this module.

When it does pixel-perfect check, it assumes characters are originally Clickable. Non clickable characters and objects won't be tested at all, because GetAtScreenXY is used.
What if an option be added to allow module test non-clickable characters and objects by temporarily set Clickable flag?
#13842
Completed Game Announcements / Re: Downfall
Sun 27/12/2009 15:24:51
Do you know, are they going to leave english language there as an option?
#13843
I have a game template made for using such mouse control :)
I can give it to you if you like.

Here: http://www.box.net/shared/13f5pq38x7
Simply put it into your AGS/Templates/ folder and use it to create a new game.

Alternatively, if you have your game already created, create a dummy game, then copy scripts and guis to yours.
#13844
Quote from: Flappi282 on Sat 26/12/2009 18:07:56
What am I doing wrong?
Your code you posted there is correct, so problem is something else.
There are various possibilities and unless you give more info, people may only guess.
#13845
Quote from: monkey_05_06 on Sat 26/12/2009 05:43:01
Hey CW it's cool to see that you're making use of the Stack module here, though I'm curious as to how.
Stacks are used as common dynamic arrays to store instances of custom structs - enemies, projectiles, other classes will be added futher.

Quote from: monkey_05_06 on Sat 26/12/2009 05:43:01
I also have a question regarding the "Enemies walk only on walkable areas". Is that hard-coded or is that optional? I imagine for a shooting gallery like this the player probably doesn't need to walk around and so using walkable areas as a guide for the "rails" seems like a good idea IMO, but just curious if that's customizable.
Walkable areas do not actually define rails, because enemy's AI is what makes them walk along ones. Walkable areas are used rather to determine blocking regions, i.e. places on rails where enemy cannot pass futher and have to turn back (or change rail).
#13846
The Blackwell Convergence in the same magazine "Strana Igr":
http://www.gameland.ru/pc/the-blackwell-convergence/reviews/46498/

circa September 2009
#13847
This was problem for me some time ago, I wanted to show video from my postponed project to another guy.
Usually I used Fraps before, shareware version that allowed to capture 30 seconds of video (that could be enough for a very short preview). But for some reason it started to crash AGS game every time I tried it; not sure why (I successfully used it with AGS games before).

So, I started to download various trial/free screen recorders; some I couldn't make to work properly, others missed some features, so in the end I was able to capture by 2 free programs.

1. VirtualDub (last version is 1.9.8, I used 1.9.7). It must be powerful tool, but is quite complex. After tweaking configs I was able to capture game video, but still made something wrong, because audio was nearly missing.
2. CamStudio. This one was success, but it has one problem: you have to define captured region manually all the time, if you are capturing windowed game (not sure about full-screen, I don't remember why but I haven't tried to do that).
Hmm, I see CamStudio is in your list. Have you any problems with that one? Because my videos were quite good.
#13848
Downfall review in russian magazine "Strana Igr" ("Game Land"):

http://www.gameland.ru/reviews/45714/
It was in July, but I found this only now by reference from other place.

Don't expect me to translate it though ;)

#13850
I noticed, there's is a mistake in code tips that show function prototype. When return value is of managed type, it shows no pointer sign (*), like

Code: ags

Character Character.GetAtScreenXY(int x, int y)


I guess this may confuse "newbie" users.
Also I actually made a mistake in code because of that when first used Game.GetViewFrame function. It showed ViewFrame return value, instead of ViewFrame*.
#13851
The answer should be found somewhere inside license mumbo-jumbo;
however, thinking on it, if someone release an MS Windows application, that application still would require a non-open source commercial product to run, wouldn't it  ;D

PS. Question is really interesting and not stupid at all, btw.



EDIT: http://sourceforge.net/apps/trac/sitelegal/wiki/What%20projects%20qualify%20for%20hosting%20at%20SourceForge.net?
#13852
My progress here was delayed a bit, but here's some update:

http://www.mediafire.com/file/exxi3y0ddy1/ShootingGallery_Demo3.zip
http://www.box.net/shared/slas6fjj2d

New module features:
+ Now it uses SSH's PPCollision module
+ Enemies may be started either sideways or spawned right in player view with certain spawning animation played;
+ Customizable projectile classes for enemies to shoot with;
+ Enemies walk only on walkable areas;

What's new in demo game:
+ 2 ugly shooting monsters;
+ Room has a gap in walkable area to simulate an obstacle;
+ You can shoot down enemy missiles as well.

NOTE: I removed music this time to decrease download size.


Also, I have a question. If I ever release this module in public, should I put modules it use into the package or just write dependancies in the readme?
#13853
AGS 3.2 RC2 manual states:

Quote
readonly bool AudioClip.IsAvailable;

Gets whether this audio clip is available on the player's system.
This will normally be true, unless the clip was bundled in the external AUDIO.VOX file and the player does not have the file on their system.

You do not normally need to check this property, since the Play command will silently fail if it cannot find the audio clip to play.

However, if I remove VOX from game's folder, game crashes:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00407C4B ; program pointer is +1004, ACI version 3.20.1099, gtags (0,49)



Just in case:
This happen if I write Audio.Play.
This does not happen if I make IsAvailable check first.

So, either it is a bug, or manual is wrong.
#13854
Khris, you have a typos there in your code:

y = IntToFloat(target.x - origin.x);

should be:

y = IntToFloat(target.y - origin.y);
#13855
I recall you wrote "After I did these drunk effects that were animated backgrounds like 10 frames".
Maybe it is possible to make this somehow differently? What are those effects you were doing?
#13856
Quote from: Ryan Timothy on Thu 24/12/2009 21:43:44
One could say this is a stupid question, isn't False considered 0 and True is 1? 
But of course.
#13857
Nevermind ;)

Hey! by the way, I saw that fourth background in Alient Time Zone game by Babar.
Now I am confused. Is that background some kind of public resource?
#13858
That's really weird to see rooms made in different styles. I mean, comparing first screenshot and second (looks like pre-rendered 3d background). Usually this is not a very good thing.
#13859
Quote from: jamesreg on Thu 24/12/2009 13:29:27
I understand the basics of doing a mini game where you use the command launch another ags game from within a game.

To be honest, I never did this myself, but from what I know about AGS, I guess it is not really obligatory to make mini-game a separate AGS executable. You may as well make it a part of a single project. The only problem I see will be a need to distinguish resources and code of main game and mnigame(s), and depending on minigame complexity that could be not hard at all.
#13860
Quote
My resolution is 320x240, but my room is 640 in width. As the character moves (with pressed arrow keys), the view follows them, and when they get to the edge, I told it to do this:

if (player.x>640)cEgo.x=-3;
if (player.x<0)cEgo.x=643;

Nothing seems to be happening, though

Do you mean that character does not change the coordinates?
Character cannot actually leave the walkable area (unless told to walk "anywhere"), so if you do not use "eAnywhere" option for walking, your character will never pass by 0 or 639 coordinate.
If you don't like him/her to walk "anywhere", you may change condition to, like

if (player.x>=639) and if (player.x<=0)

Viewport shouldn't be a problem here, because even locking Viewport at cettain position won't prevent character from changing its position.
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