Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DoorKnobHandle

#1921
General Discussion / Re: Live 8
Sun 03/07/2005 00:24:45
They had some good bands, but the information about the concerts were embarassingly bad. I mean, there was NO information at all for WHEN WHICH band would play WHERE!

I saw "Green Day", who I almost meet in California one time by the way, and they where playing a pretty bad gig. It just didn't feel like a proper "Green Day" concert for some reason.

I would have loved to know when bands like Coldplay or Audioslave played, but there was - as said before -  no information AT ALL. So you had to watch TV all day to find out and I don't have time for that!
#1922
Critics' Lounge / Re: C&C on BG
Fri 01/07/2005 23:34:03
Allright, allright, thanks for telling me like three-times in a row. ;)

I would resize it using the [ IMG width=x height=y ] function, but it doesn't seem to exist anymore?!

EDIT: It has actually exceeded it's transfer space. I love geocities...
#1923
Critics' Lounge / Re: C&C on BG
Fri 01/07/2005 23:07:41


I just put your picture in [ IMG ] - tags so everyone can see it right away, you should consider doing this in your original post the next time, too...

Your background looks good so far, I would maybe add more details to the empty parts (like the grass terrain or the big yellow wall) and change the clouds since their blurriness doesn't really fit to the outlined style of the rest of the image.

Good work though.
#1924
General Discussion / Re: This damned thunder
Fri 01/07/2005 20:02:30
One time I forgot my computer was still turned on while having a pretty heavy thunderstorm. After the thunderstorm was over I realized that my computer was still turned on and I noticed it was now off, which made me believe it got damaged. I tried to reboot the computer but pressing the on or reset button did not change anything. This was pretty much when I was starting to think that my computer had been completely destroyed inside. I got pretty pissed at first but then I switched the power-switch on the backside of the computer to off and then to on again and then it worked again. Until now...

I learned a lesson that day... ::)
#1925
You can record the "first time player enters room" states easily with GlobalInts or self-declared global variables, that's right.
So you will be able to use up to 1000 rooms in one game without any other limits.

Oh, and you won't need to count, just go to the room editor pane and watch the room numbers, browse your game directory and look for the *.chm file with the biggest number in the name or click on "Game Statistics" in the menu to find out how many rooms you are currently using... ;)
#1926
Advanced Technical Forum / Re: AGS 3D
Mon 27/06/2005 18:32:07
Um, I'll take this as a compliment, but really I am way to honest to become a politician... ;)
#1927
Looks great, would you maybe release a demo for day 1?
#1928
Looking good so far, congratulations, although you're not showing off too much.

Anyways, I liked it. Weiter so! :)
#1929
Advanced Technical Forum / Re: AGS 3D
Sat 25/06/2005 14:36:56
To rotate several elements of a formula get divised. I guess there is an error in the formula or somewhere else that makes one element zero when it shouldn't be zero and you have your division by zero error!
#1930
Advanced Technical Forum / Re: AGS 3D
Sat 25/06/2005 13:00:20
Well, now that I released the source code you can take a look at it for yourself.

The rotation works sometimes and sometimes it doesn't but even when it works (ie not returning a division by zero error ) then it will only screw up the scene. You'll see what I mean.
#1931
AGS 3D source code is released!

All the details are here!

All the released stuff is looking great so far. I loved Bernie's game!
#1932
Advanced Technical Forum / Re: AGS 3D
Sat 25/06/2005 12:29:46
AGS 3D SOURCE CODE IS RELEASED!

I have decided to release the complete project including the source code, because I don't have enough time now or in the nearer future to go on with the project.

I'd love to see other members here including new functions or functionalities and using it in their project, so you could kinda look at this as a community project to add 3D to AGS, because it IS possible...

Major additions that still aren't included or don't work yet are:

- Backface culling ( Implemented but not working properly )
- Rotation ( Implemented but not working properly )

Also note that there is documentation, but the source code is pretty heavily commented so you will be able to understand everything. If not then ask in this thread please...

But now finally to the link: HERE is it!

Have fun!

#1933
Completed Game Announcements / Re: Rapstar 1.5
Mon 20/06/2005 19:57:09
You're welcome, it's always good to know that developers can handle crits, that's important.
#1934
Completed Game Announcements / Re: Rapstar 1.5
Mon 20/06/2005 19:32:53
Ah, this really reminds me of why I listen to rock...

No, seriously, I love how the game is so ironic that it seems to be a critique for Hip Hop or whatever you call that...

Let's not talk about music, but about the game:

First of all it seems to be created in a very quick amount of time ( immense spelling errors, graphics ) and also - although it is atleast a little creative, it simply can not fake the fact that it lacks game design. Saying three words in a different order is not even enough game sense for a flashgame (and I'm not saying flashgames can't be good).

Good is the scripting (although the who-is-winning part seems to be kinda random with the last guy?) and that's about it.

I'm really not trying to offend you or the game and I am not saying anything anymore about the music part of the game, just keep on doing stuff and adding features or just work on a different game and you'll improve your skills.
#1935
320x200 I think, but this does really not belond here at all.
#1936
You can use any background if you want to use this method:

- Record yourself with any background and any clothes on doing the animation (eg. walking).
- Watch the video and take as many screenshots as you want the animation to have frames later on.
- Now trace those shots and fill the outlines with your character colors and you are done.

Bad part about this is that you are just creating your own "reference images" - you could use any free ones in the net. SO this method is maybe considerable if you already own such a video camera and want to do some heavy animation like a kick followed by a duck and two other kicks or something even more complicated.
Also you have to think about this: Imagine your character is supposed to be fat and you are skinny. That won't work, so you'd have to find somebody big enough to represent your character in order to get the proper outlines...

If you want to have real actors in the game than you'd use this method:

- Record yourself or your actors with all the costumes and stuff and use a complete white/blue background.
- Now use Photoshop or something ecquivalent to check on every frame if the background color really only consists of one single shade (which is gonna be transparent later on). You could maybe fill the background with red/pink/yellow to check whether it really is one shade or not (when filling it should fill everything in the background and not leave some parts blue).
- Then you probably want to change the proportions and maybe think about deleting some unimportant frames (not necessarily - if you want to delete frames, then do it before modifying them to save time :) )

This method is probably the better one (and it is the 'real' one), but it still is a lot work to check 32 frames if they all have the same background color and you'll need all your characters as real life people (friends)...
The outcome will probably pretty crappy, but it's never been tried before (as far as I know), so if you have the video camera and some costume floating around, why not try it out?
#1937
You can always write a function to fade out an object (especially useful when you want to fade out more than one object in your game)...

Code: ags

function ObjectFadeOut ( int ObjectID, int Speed, int SoundID )
{ 
   if ( SoundID > -1 )
      PlaySound ( SoundID );

   AnimateObject ( ObjectID, 0, 0, 1 );

   if ( Speed < 1 )
      Speed = 1;
   
   if ( Speed > 10 )
      Speed = 10;

   int i = 0;
   while ( i <= 100 )
   {
      SetObjectTransparency ( ObjectID, i );
      Wait ( Speed );
      i++;
   }

   ObjectOff ( ObjectID );
}


Now you can call the function whenever you want to fade out an object like this:

Code: ags

ObjectFadeOut ( 3, 1, 2 );


That would fade out the object 3 with a speed of 1 and play the sound 2.

So the first parameter is the object number, the second is the speed ( from 1 to 10 where 1 is the fastest and10 the slowest ) and the sound number that you want to play with the fade out animation ( use -1 for no sound )!

Also note that the function is blocking...

#1938
Sorry, for that. It will look a little wierd if the car is facing in only 8 possible directions and is driving in 360 degrees but it is possible, that's true.

I'll update the tutorial. Check it out and see what changed!
#1939
That is not possible in AGS unless a new version of AGS comes out where dynamic sprite rotation is supported!
#1940
MINI-TUTORIAL

Introduction

This tutorial will make you control a car. It will be controlled with the cursor keys (UP to accelerate, LEFT to turn left and RIGHT to turn right).

Things that need to be done in AGS Editor

Start by adding a character to your game. Set it up how you want it, but make sure its script name is "CAR".

Let's get started with coding

First we'll add some variables that will store the cars velocity and the cars angle.

So add at the beginning of the global script file:

Code: ags

#define CAR_MAX_VELOCITY 3

int car_velocity;
int car_angle;


Now we'll need some constant variables, that will simply define a maximum car velocity for forward and backward gear.

Add underneath your first line:

Code: ags

#define CAR_MAX_VELOCITY_FORWARD 4
#define CAR_MAX_VELOCITY_BACKWARD 2


Now we scroll down to the 'repeatedly_execute ( )' function and handle the events when the player hits a certain key.

Add these lines to your 'repeatedly_execute ( )' function:

Code: ags

if ( IsKeyPressed ( 377 ) == 1 )
// right cursor key pressed
{
   // let the car turn to the right
   car_angle += 1;
}

if ( IsKeyPressed ( 375 ) == 1 )
// left cursor key pressed
{
   // let the car turn to the left
   car_angle -= 1;
}

if ( IsKeyPressed ( 372 ) == 1 )
// up cursor key pressed
{
   
   if ( car_velocity < CAR_MAX_VELOCITY )
	car_velocity++;
 
}
else
// up cursor key not pressed
{
   // make the car slow down unless it is already stopped
   if ( car_velocity > 0 )
      car_velocity--;
      
}

// now update the cars position
character[CAR].x = character[CAR].x + FloatToInt ( IntToFloat ( car_velocity ) * Maths.Sin ( Maths.DegreesToRadians ( IntToFloat ( car_angle ) ) ) );
character[CAR].y = character[CAR].y + FloatToInt ( IntToFloat ( car_velocity ) * Maths.Cos ( Maths.DegreesToRadians ( IntToFloat ( car_angle ) ) ) );

// make the car "look at" its angle value
cCar.FaceLocation ( character[CAR].x + FloatToInt ( IntToFloat ( car_velocity ) * Maths.Sin ( Maths.DegreesToRadians ( IntToFloat ( car_angle ) ) ) ), 
character[CAR].y + FloatToInt ( IntToFloat ( car_velocity ) * Maths.Cos ( Maths.DegreesToRadians ( IntToFloat ( car_angle ) ) ) ) );


The End

Compile it and everything should run fine. If not then tell me what is wrong, it is likely that I forgot something...
SMF spam blocked by CleanTalk