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Messages - Danvzare

#101
Quote from: blexx on Tue 20/08/2024 01:21:04Clicking on this hotspot will make the player walk to it, BUT the cursor will be disabled in this process. This prevents you from canceling the walk.
I literally copy and paste the same snippet of code between all of my projects, exactly because of this.

I originally stole it from the Maniac Mansion Mania template.
I'm not sure how helpful it'll be for you, but here it is:
Code: ags
function move_player (int x, int y)
{
// Move the player character to x,y coords, waiting until he/she gets there,
// but allowing to cancel the action by pressing a mouse button.
  mouse.ChangeModeGraphic(eModeWait, 5);
  cancelled = 0;
  player.Walk(x, y, eNoBlock, eWalkableAreas);
  player.Walk(x, y, eNoBlock, eWalkableAreas); // Seems to fix a bug where it cancels out early if you're already moving
  // Wait for release of mouse button
  while (player.Moving && (mouse.IsButtonDown(eMouseLeft) || mouse.IsButtonDown(eMouseRight)))
  {
    Wait (1);
    lblActionText.Text = Game.GetLocationName(mouse.x, mouse.y);
  }
  // Abort moving on new mouse down
  while (player.Moving)
  {
    if (mouse.IsButtonDown(eMouseLeft) || mouse.IsButtonDown(eMouseRight))
    {
      player.StopMoving();
      player.ActiveInventory = null;
      cancelled = 1;
    }
    else
    {
      Wait (1);
      lblActionText.Text = Game.GetLocationName(mouse.x, mouse.y);
    }
  }
  // A counter measure in case the function doesn't run correctly.
  if (player.x != x || player.y != y)
  {
      //player.Say("I am currently at X:%d   Y:%d", player.x, player.y);
      //player.Say("And I'm supposed to be at X:%d   Y:%d", x, y);
      cancelled = 1;
  }
  mouse.ChangeModeGraphic(eModeWait, 0);
  lblActionText.Text = "";
  return !cancelled;
}

You just throw that into an If statement, and there you go.
Something like this:
Code: ags
if(move_player(248, 178))
{
  player.ChangeRoom(2,7,75);
}


It would be nice if there was a function that already did this though.
#102
Quote from: AndreasBlack on Sat 10/08/2024 12:37:52I would say google one-point perspective and two-point perspective. You seem to go by feel and not by "rules". I know rules suck generally, yeah i get it, i dislike em' too :-D but when it comes to drawing, getting those angles of objects in a room to a better state will improve your stuff immensely. Take it from one that used to draw "by feel", now i'm much more proud of the bakgrounds. :) 
That is some really good advice.
I should know... because I'm one of those fools that keeps going by feel.
One of these days I'm going to learn how to draw properly.  (laugh)
#103
Quote from: Snarky on Thu 25/07/2024 18:38:40Another thread just brought up text speed (or ability to turn off automatic text advancement entirely) as another option that it would be useful for players to override.
I think adding this as an option would be a brilliant idea.
While it could potentially break some things in a few games, I think that's something that the user themselves should be able to handle on a case by case basis, and is a small price to pay for the extra accessibility it would add.
#104
Quote from: Babar on Thu 25/07/2024 10:02:24As it is right now, I am feeling morally (although I guess not legally) ok with pirating software and media from services that have made use of this current stolen data
I've heard a lot of moral justifications for pirating. So many in fact, that I'm fairly sure every pirate who does justify it, is just in denial, and doesn't actually believe it's morally right to pirate. I mean as soon as you're try to justify it, that means you're on the defensive.

Personally, I think if you're going to pirate, then just pirate. There's no need to justify it anymore than you need to justify drinking water. Enjoy and remember to use a VPN.

But I also think that the people who make and use AI, are basically just pirates. And not the good kind either. They're the scummy kind who claim ownership of what they've stolen, and charge others for it.
But yeah, piracy and AI is basically in the same ballpark for me.

EDIT:
Also, don't forget that Sterling is a huge hypocrite that didn't pay their editor properly (it take a bit of looking up, but you can find Nick's response to the whole ordeal if you look around). I wouldn't listen to anything that grifter has to say if I was any of you. Although I suppose even a broken clock is right twice a day.
#105
Quote from: Crimson Wizard on Sat 20/07/2024 14:48:07
Quote from: Danvzare on Sat 20/07/2024 12:05:21I usually just make all of the character script names four characters long, to avoid this problem.

That is ridiculous, i have recently removed a character name limit after someones request, and now turns out other users intentionally limit them to 4 characters just to avoid a stupid voice script issues.

Why not keep a list of all your character names in a alphabetic order, then you can notice when there are 2+ characters with identical 4-letters beginning?

And of course, this voice naming rule must be modified to allow using full character names.
https://github.com/adventuregamestudio/ags/issues/1456
Well... it's not that ridiculous. It's not just to avoid voice scripting issues. It also helps with coding, since there's less characters to write.  :-[

Besides, truncating the names of things for coding purposes, is something I've picked up due to common limitations among most game engines.

I suppose if I was working in a group though, your idea would be much more sensible.  (nod)
But what can I say. I'm lazy. I prefer to write three characters without thinking and see if it compiles, rather than check things myself to see if I'm going to encounter any errors down the line (even if said errors would be as easy to fix as using the Find and Replace function).
I never said that I'm a good coder. I was simply sharing the way I did something.  :-\
#106
I usually just make all of the character script names four characters long, to avoid this problem.

Drop the vowels, and you usually get the amount of characters you need, and still have something that's readable. "Robot" becomes "Rbt" or in the case of AGS "cRbt".
#107
The character sprites and dialog were a little off, but both were still really well done.

For some reason I was expecting the set from Season 1 and 2, rather than the set from Season 10 and above. I don't know why.

Are you considering making a full adventure game based on Red Dwarf?
If you do, I wouldn't mind lending a hand. I'm a huge Red Dwarf fan.  :-D
#108
Quote from: lapsking on Sat 13/07/2024 19:11:02And this AI "art" is the latest nail in the coffin, on which they are dedicatedly busy banging. An "art" that is made by Artificial Intelligence is artificial, obviously. Sorry if I sound like a 19th century moron.
The problem is, most people consider art to be a synonym for image. So if something can make an image, by their own personal definition, it can make art.

It's a good idea to never get into an argument about the definition of words. I've seen people argue about the difference between a garden and a yard, and I've seen people argue about how spinoffs can't be canon because they're not mainline entries. They're always arguments that no one ever wins (I should know, I've been in a few of them).

Instead just remember that when people say "Art" in relation to AI, they don't mean the same kind of art as you would mean. Instead, those people mean "Art" as in same way I would personally define "Content".
#109
Quote from: LimpingFish on Sat 13/07/2024 02:38:26https://boingboing.net/2024/07/11/ai-tool-generates-fake-painting-timelapses-lets-cat-out-of-bag.html

Nothing to see here! No sir!

It was only a matter of time before they figured out how to do timelapses.
Now the only way you can prove you're a real artist is by showing your layers. Because I highly doubt an AI is going to be able to generate an entire .PSD file with a bunch of poorly labeled layers any time soon.
#110
I feel like your request for the editor to be able to make AGI styled games, has neglected some of the more intricate workings of the AGI engine.

As an example, the backgrounds are effectively stored as vector art that can be exported at any resolution, including 320x200 (that's right, you could technically play these games in HD). Although there ends up being some obvious visual errors if you end up doing so, because the line thickness isn't a variable that it has. Also the internal logic only uses integers with a resolution of 160x200, so the coordinates for any point has to be in that area. But the lines themselves can technically be as detailed as you want.

All sprites though are bitmaps. No matter the resolution, they always look the same. Naturally this results in even more visual errors if you were to play the games at a higher resolution

While I'm not entirely sure how text works, from the seems of things, it seems as though the text is simply drawn onto the screen at the native 320x200 resolution. Meaning the entire screen is rendered at 1:1, but the backgrounds are working on an internal logic of 160x200 and by the seems of things, so are the sprites.

I'm sure the ScummVM wiki has more detail on the workings of the engine.
It'd be nice if we could import vector art as backgrounds though.  :-D
#111
Quote from: Retro Wolf on Sun 23/06/2024 23:23:07What's James Cameron got to do with Blade Runner? You mean Ridley Scott?
Doh!

You're absolutely right.
For some stupid reason I got it in my head that they were somehow the same person.  (laugh)
Probably because I saw Alien in the thumbnail and Ridley Scott directed it.

But yeah, I meant Ridley Scott.
Did Ridley work on these remasters at all by any chance, or was it all James Cameron I wonder?  ???
#112
Quote from: TheFrighter on Thu 20/06/2024 07:33:01On this french website Gabriel Knight : Sins of the Father is free to download, perhaps at least the french edition is "abandonware"...

https://www.abandonware-france.org/ltf_abandon/ltf_jeu.php?id=686
_

Quote from: LimpingFish on Thu 20/06/2024 22:16:00
Quote from: TheFrighter on Thu 20/06/2024 07:33:01On this french website Gabriel Knight : Sins of the Father is free to download, perhaps at least the french edition is "abandonware"...


No, the entire Gabriel Knight series is still available on Steam, so the copyright on the IP is still very much in effect, regardless of region. Jane Jensen herself has commented on the difficulties of trying to obtain permission to continue the series from Activision as recently as 2022.

So we can definitely mark that one as still in effect.

Quote from: Snarky on Fri 21/06/2024 07:22:56
Quote from: LimpingFish on Thu 20/06/2024 22:16:00No, the entire Gabriel Knight series is still available on Steam, so the copyright on the IP is still very much in effect, regardless of region. Jane Jensen herself has commented on the difficulties of trying to obtain permission to continue the series from Activision as recently as 2022.

Well, abandonware is not a legal concept in the first place.

Here's a little clarity as to what "Abandonware" means for those unaware.

When you provide copies of a game without permission, the rights owners can take you to court for the damages incurred by your illegal activity.
The thing is though, if the game isn't available through any legal means, then theoretically the total amount of damages would be equal to zero. Therefore if you were taken to court, you would have to pay a grand total of nothing, and if you continued to provide copies of the game, you would no doubt be taken to court again and be forced to pay nothing again.
This is where the term "Abandonware" comes from. It's a logical conclusion people have drawn from their understanding of the current state of copyright law.

The problem is that as far as I'm aware, it has never actually been tested in a court of law. There is no case law or prior rulings for which to draw a definitive answer on whether or not that would indeed be the case.
This is because if someone actually does get told to stop distributing copies, they usually will (for fear of having to pay a court fee), or the copyright holder will find some other method to get it taken down (with the person who was distributing the "abandonware" just giving up).

So yeah, Snarky is completely right.  (nod)
#113
Quote from: FortressCaulfield on Wed 19/06/2024 21:32:07...and here's me galumphing in with my sloppy, janky nonsense :D
I know how you feel.  (laugh)
#114
Quote from: LimpingFish on Sat 22/06/2024 03:10:33I can't believe that James Cameron signed off on these (though, as highlighted in the video, he really didn't seem to give a shit) but it's proof that "cheaper" trumps "better" every time, when AI is involved.
Considering how he butchered the colour-grading in Blade Runner The Final Cut, I'm honestly not surprised.
The guy seems to have no appreciation for the benefits of analog or traditional filmmaking. With modern digital tech always being superior in his eyes.  :-\
#115
Quote from: FortressCaulfield on Wed 19/06/2024 16:37:23This makes me quite nervous as well. I don't use any of their graphical assets, and have no plans to try to monetize, but I do want the name Space Quest on there, and I don't want to have to cease and/or desist.
They could send a C&D your way. But you've got to keep in mind whether or not they will.
To my knowledge, there hasn't been a single Space Quest fangame that's ever received a cease and desist (please correct me if I'm wrong). There hasn't even been a King's Quest fangame that's received C&D either (as far as I'm aware), and that franchise received it's last entry in (check's Wikipedia) 2016. which honestly isn't that long ago. Space Quest on the other hand has been dead since (check's Wikipedia) 1995.

So not only has the right's holders shown a lot of leeway with Sierra Quest fangames already, but they also have little to no reason to even be on the hunt to protect their IP in the first place, since they clearly have no intention of leveraging said IP.

So with that in mind, as long as your Space Quest game is free, and doesn't get ridiculously super popular (we're talking the levels of Palworld), then chances are you won't get a cease and desist. You've probably got a better chance at winning the lottery than getting a C&D. So don't worry about it.  :-D

(Now if it was Nintendo we were talking about, I'd tell you to give up now. Those guys love sending C&Ds.)
#116
General Discussion / Re: MS Paint and TT Art
Sat 15/06/2024 11:31:25
I remember using MS Paint back when I first started doing pixel art. I also remember preferring the original version of MS Paint from Vista and earlier, rather than the newer crappier version they introduced in Windows 7 (and don't get me started on the even newer Windows 10 version).

But then as time passed, I realized that it was kind of limiting. I really wanted transparency... and layers. But I also really liked that ease of use, especially the easy way you can assign a colour to both the left and right mouse buttons. So I looked around and found PaintDotNET. I've never looked back since.

People always seem to be too hasty to write MS Paint off as being useless. But it's actually a pretty good tool. It's simple and easy to use for starters. Sure, it's lacking a few basic features, but other than that, it's still pretty good in my opinon.  :-D
I can definitely understand why some people never move on from it.  (nod)
#117
Quote from: LimpingFish on Fri 31/05/2024 00:08:36
Quote from: Danvzare on Thu 30/05/2024 14:03:12Ah the Gameboy Colour... I still have mine. And the box it came in. And all of the games. And all of those game boxes. And all of the manuals. All in almost pristine condition as well. (Am I sitting on a gold mine?)

Yes. Yes you are.

...

Maybe...

Buying and selling Gameboy games is apparently a minefield, and everybody is suspicious of everybody else, due to the amount of fake cartridges floating around. But authentic boxed games in very good condition can fetch hundreds of euro/dollars, depending on the titles. Even boxes and/or manuals can fetch decent prices, without the cartridge.

You can use a pricing website to gauge how much a game is worth, such as this random one here.

Cool. I guess my hoarding finally paid off for once.  :-D
I never threw away the boxes because they looked too... for lack of a better word "important". I mean, they had a picture on the front of them. (It's very nice looking packaging.)
Clearly my sister thought the same thing, since she kept all of hers as well (she didn't keep any boxes for the consoles themselves though, unlike me).

I remember buying Pokemon Red for around £5. I liked Pokemon Gold, it was cheap, so I figured why not buy it.
Using that website you linked, I can see that now it's worth £200.  8-0

Now if only I wasn't still a hoarder, I'd probably consider selling them. Too bad I buy my games to keep them.  (laugh)
#118
Quote from: LimpingFish on Thu 30/05/2024 01:30:15Nice!

I still have a bunch of GB/GBC carts...somewhere.
Ah the Gameboy Colour... I still have mine. And the box it came in. And all of the games. And all of those game boxes. And all of the manuals. All in almost pristine condition as well. (Am I sitting on a gold mine?)

I haven't used it in years. Mostly because let's face it, you can't see anything on the damn screen unless the lighting is perfect. (Speaking of which, it's nice that the Switch emulates the actual colours you'd see on the real screen, instead of what the colours were supposed to be.)
It's a good thing I also still have my Gameboy Advance SP, so I can actually play the games with a backlight if I want. (Also surprisingly it still has a charge in it, despite having not been used in over a decade.)


Quote from: Khris on Thu 30/05/2024 10:00:01I also found my silver Gameboy Pocket and it's still working fine but the screen is so dim! Being used to bright phone screens it's kind of incredible how unreadable the screen is without a bright lamp close by.
Trust me, it was unreadable back then. I can never forget the eye strain.
The horror of the lack of a proper backlight on the Gameboy is up there with the horrors of having to use a rubber ball mouse.
Optical mice and backlights are the BEST... MODERN... CONVENIENCES... EVER!  :-D
#119
Quote from: Babar on Wed 29/05/2024 09:53:49Would also be nice to implement a dyslexic-friendly text system. There are a couple of open source dyslexic friendly fonts available online, but it takes some effort to optimise them to work in AGS. Beyond that, the difficulty dyslexic people have with reading text isn't just down to the font, so some system that highlighted text on screen would be nice to implement in-engine.
My sister is dyslexic and I can tell you that those dyslexic fonts are bullshit. Typically, they're harder to read than a normal font for dyslexics.

Also any font that helps dyslexic people read (like Comic Sans), helps everyone to read. If I recall correctly, Courier New is the easiest to read font. Also, what people consider easy to read and what actually is easy to read, are two different things. As an example, people tend to prefer to read black on white, but blue on pale yellow is easier to read.
I know this because I read a few studies on it. In them they gave people various texts to read with different formatting while tracking their eye movements to see how fast they were reading, then giving them surveys to full out.

If you want to make the engine dyslexic friendly, introduce an option in the setup to alter the text speed or make it so the text doesn't move forward unless you press a button, overriding any ingame setting. Also a text-to-voice function would be very useful as well.



Quote from: Babar on Wed 29/05/2024 09:53:49Talking about fonts, I don't know if this changed, or if I misremember how outlines work, but it would be nice if the colour of the outlines was also configurable (instead of just being black?).
You can change outline colour.
It's "game.text_shadow_color" that you're looking for to do that.
#120
Personally I'd love to see a modern take on what The Hobbit (1982) for the ZX spectrum did.

It's funny how back then, people tried to simulate the world despite how weak computers were. Now that computers are strong enough to actually do that, we'd all rather just tell a story. (Me included.)
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