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Messages - DoorKnobHandle

#961
Hahaha, Die Popformeln, by Volkmer Kramarz! I got the book a few years ago as a present as well and then, last semester, turns out he was my lecturer at University for a semester! ;D
#962
Quote from: Radiant on Sun 22/03/2009 11:49:50
I'm going to vote for new books, women, and candy. Yay!

Drop the books and I'm in! [/Fez]
#963
No, you don't. It's perfectly okay to make and even release one or more games WITHOUT making up some imaginary company name first.
#964
General Discussion / Re: I made a cartoon
Tue 17/03/2009 14:47:21
That was really great! You should send it to Comedy Central or something! :)
#965
General Discussion / Re: I'm Sorry!
Mon 16/03/2009 15:25:40
Quote from: Akatosh on Mon 16/03/2009 15:16:00
I started at 15, and now I'm 18. In unrelated news, I'm also striding towards my 2nd semester at university.

I started at 15, now I'm 20 and striding towards my 4th semester at university. :P
#967
Well, abs is really nothing more than:

Code: ags

float Math_Abs ( float value )
{
      if ( value < 0.0f )
            return -value;
      return value;
}


So it's very easy to work around which is probably the reason why it doesn't have much priority.

EDIT: Sorry, misunderstood your post there. :) (I could've sworn I was in the AGS next version feature suggestion thread).
#968
Haha, I did. It's not a bad game either. I also liked Jill in the Jungle a lot, that one you could play with two-players where on guy is responsible for the movement and the other one for the shooting.
#969
I'm gonna drop this now because I really don't think it's worth arguing about but it just doesn't look right when, in the original, a character is at least twice as big as the others (in terms of "body width") and in an inspired piece, he has the same body dimensions (even though a little belly is suggested vaguely). Of course, there are cartoon dimensions and there are real life dimensions but it is in fact fully possible to draw really fat people in real life style - if "the cartoon-cartman would snap at the knees" then make his legs bigger - like in real life fat people have big legs to stand on.

I really like the piece though, great technique and love the details and everything, best drawing of the four guys I have ever seen.
#970
Quote from: cosmicr on Mon 09/03/2009 04:05:18
Quote from: dkh on Sun 08/03/2009 21:55:55
I can't believe nobody has pointed out yet that you made Eric thin.
he did? dunno which picture you're looking at. he looks fat to me!

Compare the width of his body to Kenny's in the picture. Then do the same with a still from the series.
#971
I can't believe nobody has pointed out yet that you made Eric thin.

Looking awesome!
#972
General Discussion / Re: PixelArt editor
Tue 03/03/2009 14:50:51
Maybe this thread could help you.

Somebody suggested SDL/Allegro but I have to say that I'd be all for a real windows application (multi-platform or not). Personally, I'd use Windows Forms and the .Net framework that comes with the free MS Visual C++ 9.0 (sometimes called 2008 express edition). I have used it and it works great.
#973
Here are various WIPs:



Flashback; Helm helped me a lot on this one, it was inspired by one of his drawings on Pixeljoint...


Heavy WIP there...


Gameboy restrictions...


NES restrictions...


Troopers is not dead, this is the design document for the all new GUI...

Hope this pumps some life back into the thread! Let me know what you think!
#974
Oh, damn, I just figured the problem out. I had uploaded the DLL and was preparing to post and tell you that you don't need to call any command in order to get the crash because the plugin calls the two problematic lines itself on AGS_EngineStartup and then it came to me... Sorry.
#975
Just something I'm not 100% sure with. I'm writing a plugin and the following two lines used to work perfectly fine with the latest 3.1.1 versions but now crashes the engine with 3.1.2 SP 1:

Code: ags

BITMAP *texture = engine->GetSpriteGraphic ( 1 );
unsigned short **shortbuffer = ( unsigned short** ) engine->GetRawBitmapSurface ( texture );


More precisely, the second line there crashes the engine. I try it out in a 16-bit testgame which has a normal placeholder sprite imported in slot 1 (imported at 16-bit as well). Since the same thing worked on the older version of AGS is it possible that some fix or whatever broke this?

I'm not sure all the way because I also updated my compiler from Microsoft Visual C++ 6.0 to 9.0.

And this is the crash information:
Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004453C5 ; program pointer is -23, ACI version 3.12.1074, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


#976
Just use struct like you'd use it in C++ and leave out the private, protected and public keywords because AGS does not (yet) support them.

Member functions also require the import keyword.

Take a look at this example and the syntax should become very clear if you are already knowledgeable in C++:

Code: ags

struct Window
{
      int width, height;
      int x, y;

      import function Init ( int x, int y );
      import String GetTitle ( );
};


However, custom structs can never be the type of members of another struct unfortunately. There are some further limitations but you'll find out about them soon enough.
#977
Reminds me a lot of Black Mirror. If you have not played this game, GET IT SOMEHOW AND PLAY IT! Especially if you try to produce a game that similar! :)

Really, anybody interested in adventure games should play that game though. It's my candidate for most underrated adventure game ever.

Anyways, looking sweet, I'm very interested. Who did the graphics for this?
#978
Tune contests used to run for two weeks maximum, however in the last months they have frequently been set with deadlines often not sooner than a whole month later (and in some cases even then allowed extensions). I believe that this is way too long and that a set running time for this (and possible all/most competitions should be said). For the tune contest, I would go with two weeks.

The reason I dislike the month-long running time is mostly that it means that in the first two or three weeks nobody will enter. In addition, two weeks are more than enough for anybody to compose a song. People make whole games in (less than) a month, if you take that long with one tune, you're doing something wrong (or working at such a professional level that you're entry is not appropriate for the contest anyways). Also, more frequent change of topic means that I, as a potential participant, can find something I like more often. And it doesn't mean waiting for weeks after having posted an entry to wait for the results. I feel it would make the whole thing a lot more fluent and less... "dead".

All in favor? Any voices against this?
#979
"if else" doesn't exist, did you mean "else if"?
#980
Ah, okay. All the better! :)
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