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Messages - Gilbert

#1461
As far as I remember, DDDDD did this at the beginning of the game and it worked.
#1462
Interesting though, that this thread was never replied to until more than 6 years have passed.
It must have been programmed to resurface from the lost junk yard with a count-down alarm clock attached to it, so that people will be reminded of it at a more appropriate time. (Since when did we have a time-capsule feature in these boards? ;D)

Anyway, back "on topic" (not that it is that important to post relevant info. in this ancient thread any more). I remember that the original DOS 3DS had crazily stupid hardware protections (thingies plugged in the parallel port or whatever, which would possibly be replaced by USB dongles nowadays) and most (all?) of the "obtainable" versions weren't completely cracked and strange things would happen from time to time (such as your models would all of a sudden become corrupted, and your kitteh will be shape-shifted into a murderous goat), and I don't know whether you can find perfectly working versions nowadays, even though the software is so old.
#1463
Have you tried re-importing the backgrounds from the original image files?

Just a wild guess. It is possible that at one point some of the backgrounds were imported as 8-bit and then the game was changed to 16 or 32 bit in the editor, which may cause things like this.
#1464
Well, I never watched any of this genius's masterpieces, and I don't even know how to pronounce his name correctly, but as I've heard, he put actual footage of the original video game in a certain movie, together with the spectacular 'INSERT COIN(S)' text and the like, what else would you expect? :=
#1465
Apart from the flatness and how say her arms would flip in front and behind the torso(understandably considering how the images are produced; I also find the arms a bit too long though), one problem is it seems that she's vibbbbbrrrrrrattting and the animation actually makes me feel dizzy. I'm not sure why, maybe it's the frame rate, maybe it's with her movement that somewhat sways in the horizontal direction (there's a notable jump at a certain moment in the cycle that's quite jarring).

Also, while the whole body is quite vibr dynamic, that her head is locked dead on the body rigidly may be a problem too.
#1466
Spoiler

Is this game unwinnable? (Reasonable since it's an OSD game though.)
I've found that clicking your own character regens some of your hp and mp, and attacking without using magic regens a bit of mp, but it's really so hard.
[close]

Nevermind, got it done. Nice game! ;D
Spoiler
For some reasons I played with sound off (don't know if this matters) and I got a crash at the end. Is it intentional?
[close]
#1467
Quote from: Khris on Thu 04/11/2010 09:35:45
ALSO: FIND SOMEBODY WHO SPEAKS ENGLISH AND SPANISH AND GET THEM TO HELP YOU POSTING.
Even though this may well be the case for him/her, is it really necessary to put this in all CAPs? Think before you post. :P
#1468
Should be a problem with the 'dissolve' screen transition (errors may be misleading though).
I'm not quit sure, but would it happen that a room change occurred during a save/load operation?
#1469
That's mainly because the road is scaled (line-by-line) horizontally but it is not scaled in the vertical direction.

I haven't read your codes thoroughly, but to my understanding it's something like this (Behold my great M$Pain masterpiece :=):

What you do is the top one, but in fact to give a correct sense of perspective it should be something like the bottom one. Of course, what you're doing is a bit different as you scale horizontal strips 1 pixel tall for the effect, and in that case the correct behaviour would be something like skipping more and more lines of the source when the y-coordinate goes up (i.e. farther and farther away from the viewer) and even possibly repeating some of the lines at the bottom of the screen.

An alternative (and possibly easier) way of faking this is, if you don't care about the perspective issue that you don't need to scale in the vertical direction, you need to derive some formula for the original width of a strip at a certain y-position (to be scaled to 320 pixels) instead of your current linear one, so that the resultant road will look straight.

I don't have the time to check these atm but I may attempt if I have the time, or else some other wizards could help you solve this.
#1470
By AGIWiki did you mean the one hosted on agigames.com? It seems to still be functional, though not much information is available. Okay, it's not functional, and I think the site hasn't be maintained for years now. (Hint: Seems that you can use the Wayback Machine to recover some of the pages.)

SCUMMVM supported AGI since it absorbed Sarien, and as you mentioned the AGI pages on their pages has a fair share of information (technical ones at least).

Personally I'll say that the best and most up-to-date document comes from the manual of Winagi, the AGI Specification part of it has updated information not seen elsewhere (most other places only has the old versions, including SCUMMVM's wiki), like for example in the PICTURE resource format part it has the exact line-drawing algorithm from the original engine (though with a very nasty typo, obtained via reverse engineering), not the "approximate" version.

#1471
You have already posted in the Beginner's Section. Do not cross-post.
#1472
We should make an OSD sub-forum from now on, as this HUGH collaborating series is being actively worked on, more so than what we call R.O.N. ;D
#1473
I never tried to really read your codes in-depth, but one thing I've noticed is that:
Quote from: Scavenger on Wed 27/10/2010 01:12:20
Code: ags

          colorDifLut[128+i] = colorDifLut[128+128-i] = i2 * (30 * 30);

became:
Code: ags

          colorDifLut[127+i]     =  i2 * (30 * 30);
          colorDifLut[127+128-i] =  i2 * (30 * 30);

There're a number of instances where 128 in the original codes being changed to 127 (and 256 being changed to 255 too). Is that necessary?
#1474
There're still methods to run the Windows Editor, like Wine and Parallels (or whatever solutions that I don't dare learn about), though whether the Editor could be run without any problems is another matter. Given the amount of work that may be involved in making native versions of the Editor to these platforms it's arguable on whether this is needed considering the user base of such platforms.

Also, as this is only the first step in open sourcing the AGS stuff it may still be possible to do such porting later, just not at the moment.
#1475
The manual doesn't explicitly state where the restart point is, but with good reasons it can be assume that it's at least after the whole game_start() script has ended.

The implementation of this feature is just the engine saving a (temporal) save game (numbered 999) at the beginning of the game (so it's probably like just saving the game at least after the first game loop in the game), and when you use SetRestartPoint() the engine just saves to that save game entry when the next unblocked loop arrives.
#1476
From the manual:
QuoteNOTE: The restart point cannot be set while a script is running -- therefore, when you call this it will actually set the restart point at the next game loop where there is not a blocking script running in the background.

So, the restart point will be set after the whole game_start() script has ended.
#1477
Well... Actually there is indeed a reference to AGS, though not in-game:
#1478
THIS, above everything...
Spoiler
...unless it is a zombie pirate phoenix...
J/K obviously, and I couldn't add a smiley here to make the spoiler too obvious. I just couldn't imagine how a serial killer could be one's favourite, otherwise.
[close]
#1479
Quote from: blueskirt on Sat 23/10/2010 01:40:18
Go play the original AITD, Gilbet!
Yeah, I know that. As I have played 2 and 3, I know that these two games are much more restrictive in the gameplay, as the stories are forced to advance in a linear way, yet I still like them for their atmosphere.

I've tried playing 1 a bit and what I immediately learnt from it was that it's more like an adventure game than the sequels, in which you had to wander around and look for items to pick up, etc. I like this kind of games also, as I also like those shameless imitators of it the Bio Hazard games and the LBA games (of course, as they're by the same people, though LBA had more action), so I'd like to play AITD1 for sure, but I wasn't ready to really try to play it for real at that time and decided to leave it alone for a while... and it's been years.
#1480
Quote from: Calin Leafshade on Fri 22/10/2010 19:48:53
Is there anyone on earth who hasnt played the original Alone in the Dark?
* Gilbet V7000a raises his hand as he had played AITD2 and 3 but never 1.
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