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Messages - GarageGothic

#2701
Welcome back guys. I hope you had a good time. I'm sorry that I couldn't be there, but it looks like I'll be stuck in Canada for another couple of months. Looking forward to hear about the trip - from the photos it seemed great. Oh yeah, and Goldmund's girlfriend is really cute :)
#2702
Use a timer (see SetTimer and IsTimerExpired commands in manual)
#2703
Make sure that the variable you set is a Global one, not a local. You won't be able to check for it in room 19 if it's specific for room 17.

For the taxi coming from outside the screen, just use negative x starting coordinate (if from the left) or coordinate larger than 320 (if from the right). Then when you move the taxi object/character to an x-coordinate inside the screen area, it will come driving from outside the screen.
#2704
Advanced Technical Forum / Re: AGS 3D
Sun 21/08/2005 06:07:42
Quote from: HeirOfNorton on Sun 21/08/2005 05:34:19
Quote from: Darth Mandarb on Sat 20/08/2005 21:35:57lastly, would it be possible to use a background (starfield) that would loop/scroll (AGS can already do this) so that as Cosmo navigates around the scene the stars would be moving in the background?

I already have this sort of thing working, as long as you do not change the pitch of the camera (ie, look up or down). If you need to be able to rotate in any direction, then it becomes significantly more complicated to get right. If this is adequate, though, then I've already got it. It will be included as part of the AGS3D with Texture Mapping !!! mod that I'll be uploading soon.

This would pretty much be like a standard FPS skybox texture (I imagine that it would work as in Doom/Duke3D - that is no deformation when looking up/down). Basically this could be done as a big scrolling background, but there would need to be some code to connect the scrolling to the camera rotation.
#2705
Advanced Technical Forum / Re: AGS 3D
Sun 21/08/2005 01:24:04
Quote from: [ ... ] on Sat 20/08/2005 22:39:42That's wierd, I could've sworn (sp?) that objects are drawn behind. Anyways, it's better this way... I'll recheck what I did to draw my object behind the RawDraw lines/triangles.

I think that the only way this would be possible, would be to have a pre-existing walkbehind for that part of the screen.
#2706
Hints & Tips / Re: emily enough
Sun 21/08/2005 01:17:49
Rosie:

Spoiler
You will need to tell the underwear man to call off the lawsuit. Then tell this to the lawyer, and he will print out the papers for you. Or have you already gotten them from the printer. Not sure of exactly where you are. I had to talk to the boss again to give him the papers after signing.
[close]
#2707
Hints & Tips / Re: emily enough
Sat 20/08/2005 21:45:03
Spoiler
Ah, pixel hunting. Found it. I was right about the hungry guy though.
[close]
#2708
Hints & Tips / Re: emily enough
Sat 20/08/2005 21:29:01
Ok, so I need to find a pen to sign the papers. I assume that the hungry guy has one, but I don't have any sadwiches to give him (I lost my single sandwich coupon when I got the rest of them). So what do I do?
#2709
Advanced Technical Forum / Re: AGS 3D
Sat 20/08/2005 20:06:40
Amazing. This is starting to feel like a real game now. Is the collision detection done at the base of the object, or would it be possible to walk up a sloped surface?

Also, I was thinking about the sprite deformation and texturing that we'd discussed: An addition of perspective deformation of dynamic sprites would also allow for "flat", non-facing sprites, which were used heavily in the Tex Murphy games.
#2710
Glad to be of service :)
#2711
Did you notice the button "Delete last loop" next to the "New loop" button?

Either way, an extra loop shouldn't make the game crash. Are you sure you haven't made other changes?
Unless: The problem could be that the game finds the 5th loops, and concludes there should actually be 8 loops in all (for diagonals) and tries to use 6, 7 and 8 as well. Make sure that "Diagonal loops" isn't checked for you character in the character editing screen.
#2712
These screenshots remind me of Conspiracy of Songo, which certainly isn't a bad thing in my book. This could be very, very interesting indeed, but I'll refrain from praise until I've played the beta.
#2713
Advanced Technical Forum / Re: AGS 3D
Fri 19/08/2005 23:27:14
That's really a totally different discussion. The md2 format might support animation and textures, but getting them into AGS is an entirely different issue. I see no way that this could be done using the 3D script. It would most likely require a total rewrite of AGS, and we've been through that issue many times before.
#2714
Advanced Technical Forum / Re: AGS 3D
Fri 19/08/2005 21:28:40
Quote from: mätzyboy on Fri 19/08/2005 21:07:27How about 3D characters on 2D?

But everybody does that these days, and without textures or antialiasing, it would probably look like crap. However, what about 2D vector characters, like in Cruise for a Corpse? Now that could be interesting. It wouldn't require as much processing as 3D, and the vector character could even use a hidden sprite-based character at it's feet to work out all the walkable-area/region stuff and get all the benefits of bitmap characters.
#2715
I think the best way to protect your work is to make sure that it's widely distributed and well-known before anyone can claim it for theirs.
#2716
Advanced Technical Forum / Re: AGS 3D
Wed 17/08/2005 16:08:58
Quote from: SteveMcCrea on Wed 17/08/2005 15:44:57[EDIT] Allegro has plenty of options (probably triangle3d() is the best). But part of the point of this 3d engine to see what can be done with AGS, not to start changing AGS to add features just to support it that would be no use to anyone else.

Actually I had a hidden agenda asking this, as I could really use this kind of sprite deformation for my own shadowbox script :)

Nice to hear about the to-do's
#2717
Yeah, and dialogue from hi-res games is so much betterÃ,  :P

Actually, I think it should be enough to write "This game is copyright (c) 2005 YourNameGoesHere"Ã,  on the title screen.

Try checking out these two pages:
http://www.copyright.gov/help/faq/
http://www.templetons.com/brad/copymyths.html

This passage in particular relates to what has been discussed:

I've heard about a “poor man's copyright.” What is it?
The practice of sending a copy of your own work to yourself is sometimes called a “poor man's copyright.” There is no provision in the copyright law regarding any such type of protection, and it is not a substitute for registration.


And this one is just plain weird, or perhaps the government does have a sense of humor:

How do I protect my sighting of Elvis?
Copyright law does not protect sightings. However, copyright law will protect your photo (or other depiction) of your sighting of Elvis. Just send it to us with a Form VA application and the $30 filing fee. No one can lawfully use your photo of your sighting, although someone else may file his own photo of his sighting. Copyright law protects the original photograph, not the subject of the photograph.
#2718
Advanced Technical Forum / Re: AGS 3D
Wed 17/08/2005 15:30:24
Awesomeness. Hat's off to you guys. This is already looking better than the 3D engine in Facade. How realistic do you think it would be to add texture mapping, if CJ implemented a few more dynamic sprite deformation commands? Or would the framerate go subzero if you had to deform and rawdraw perhaps 8 or 10 sprites per frame?

Edit: I just remembered what these graphics remind me of: The old Freescape engine games, like Castle Master and Total Eclipse.

By the way: How about adding a simple (8 sides or so) cylinder primitive?
#2719
The only times that I have experienced gross out-of-memory messages like this is when I've tried to resize graphics either using RawDraw or the ned DynamicSprite functions. What kind of script are you running in room 7? And could any part of your global script be triggered here and not elsewhere?
#2720
Would that first slash take you to the root directory? I didn't know that. But wouldn't banning the first character from being a backslash guard against that? Or do you mean that autoexec.bat is in the path so it's accessible from anywhere?
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