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Messages - Gilbert

#1641
I think I'm going to leave this alone, to see if this can really go through.
#1642
File -> Preferences -> Sprite editor -> This program:
#1643
The reason is that the KeyboardMovement module that comes with AGS was not written to deal with looping rooms (well, AGS itself was not designed to have looping rooms either).

It uses on_key_press() to first check whether an arrow key has been pressed and if so starts moving the player. Then in repeatedly_execute() it checks whether arrow keys are being held and issues a move to the player again only when the direction has changed.

One solution to this is to hack KeyboardMovement, so that it also checks whether the player has "warped" and acknowledges this as a screen looping being taken (for example, when the player is walking towards the right and suddenly his x-coordinate has decreased instead of increasing, then a warping has been taken place).

Try to add these in KeyboardMovement_102.asc (untested):

On top of the script:
Code: ags

int player_lastx, player_lasty;


Then in repeatedly_execute(), modify the bottom part like this:
Code: ags

...
			}
                                          
			player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
		}
		KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
		player_lastx=player.x;     player_lasty=player.y;   //ADD THIS
	} 
	KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
	} else if (KeyboardMovement_CurrentDirection!=eKeyboardMovement_Stop)            //START ADDING FROM HERE
		int dx=0, dy=0;
		if (player.x<player_lastx&&(KeyboardMovement_CurrentDirection==eKeyboardMovement_Right||KeyboardMovement_CurrentDirection==eKeyboardMovement_UpRight||KeyboardMovement_CurrentDirection==eKeyboardMovement_DownRight)) dx=DISTANCE;
		if (player.x>player_lastx&&(KeyboardMovement_CurrentDirection==eKeyboardMovement_Left||KeyboardMovement_CurrentDirection==eKeyboardMovement_UpLeft||KeyboardMovement_CurrentDirection==eKeyboardMovement_DownLeft)) dx=-DISTANCE;
		if (player.y<player_lasty&&(KeyboardMovement_CurrentDirection==eKeyboardMovement_Down||KeyboardMovement_CurrentDirection==eKeyboardMovement_DownRight||KeyboardMovement_CurrentDirection==eKeyboardMovement_DownLeft)) dy=DISTANCE;
		if (player.y>player_lasty&&(KeyboardMovement_CurrentDirection==eKeyboardMovement_Up||KeyboardMovement_CurrentDirection==eKeyboardMovement_UpLeft||KeyboardMovement_CurrentDirection==eKeyboardMovement_UpRight)) dy=-DISTANCE;
		if (dx||dy) player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); 
		player_lastx=player.x;        player_lasty=player.y;       //TO HERE
}


And in on_key_press():
Code: ags

...
			}

			player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
		}
		KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
		player_lastx=player.x;        player_lasty=player.y;       //ADD THIS

	}


Edit: It's a bit hard to see, but look for the CAPS in the comments to see what have been added.
#1644
General Discussion / Re: Forum Rules Question
Thu 03/06/2010 10:58:38
Whether the hovering trick works depends on the settings of the browser. For example, when I hover the cursor over a nick I only see the link to that member's profile page.

However, you can always check one's log-in name easily by just checking his profile. The name after the word 'Summary' is actually his log-in account name, whereas the one in the 'Names' field one line below is the current nick.
#1645
I think it's part of the popular transparency problem, that the semi-transparent pixels of the text are all rendered as solid (white) when using a transparent GUI.

Since I'm not quite familiar with the problem I cannot say for sure whether this can be fixed (I think using an image with alpha channel as the background of the GUI does fix some of the problems but I'm not so sure) and you may try searching for old topics to see if they help. It's odd that it worked back in V3.1.2 though.
#1646
Quote from: icey games on Thu 03/06/2010 03:03:03
1)I do so! I put a lot of work into NNT
Then you need to try harder. The main problem is, people are used to the simplicity of training games of newbies. They wouldn't mind if these games are really small and simple, but you're upsetting a crowd by bloating your game with unnecessary (, non-original and illegal) stuff and claim that it's all your own work.
Quote
2)ok, I see what you are saying but I did a hell of work in this game alone regardless  of the music,sprites
That doesn't change the fact that A LOT of the materials are copyrighted. You can make a much lighter game by removing these stuff.
Quote
3)I really did'nt think it was the one taking up all the space
This is another sign that you haven't really read people's comments. See:
Quote from: Xenogia on Wed 02/06/2010 00:32:26
EDIT: Why the F**K do you have an 86mb music.vox file.  That is truly ridiculous.
Quote
4)true - true but I really do read'em it's just I cant see were I went wrong in my topic(s)
Read them AND listen to people's suggestions. That's all I can say.

I'm feeling tired... And it's just the morning of a working day...
#1647
QuoteWTF am I doing wrong here!?!. THis is the most stressful site! All i want to do is make a good game but I also loved other game made by other people!
Then, really try to make a good game. The main problem is, as many people have already mentioned, you didn't even try to put some thinking in the game's design and in testing.
Quotejust because i use the sprites,music,bg art does not mean i cant do it!
No, you can't if it's illegal, obviously.
QuoteI only use other music because it can fit my games, I also don't have music skill's! only art...
There are free tunes if you search (or ask) that you can safely use in your games, so you don't really need to rip copyrighted stuff, and in fact, for people's training games it's not absolutely needed to have music at all, especially when the music tracks contribute to a large fraction of the download which is just a burden to the downloader's side.
Quote
Stop hating - all I hear is forum rules-forum rules It's when people jump on my topic and talk sh!t is when I get heated then the topic becomes HOT then mod check's it out and it's stuff like this...
It's not really about hate, but rules are rules. They aren't here without a reason. If you insist on ignoring people's suggestions and such rules you are having a problem here.
#1648
HD means Huge Di... errr... Huge Dots, so icey is correct here. :=

Normally I download every completed AGS game (save for the commercial ones) for personal archival purpose (even though I may never open it), but after someone mentioning the size of this download I'm still hesitating.

So, come to think about it. Is it really necessary for you to stuff your game full of stolen graphics and music data, whilest you didn't even spend much time working on the game to make it worthwhile for playing other than just the self-proclaiming factor of 'Yay! I see my favourite characters, moving, in my own game'?

Remember, a well designed game need not be bloated with superior graphics and music. Art does help in making a game better if the game itself is good enough already, but this does NOT help if the game is poor to begin with. Also, by superior art we'd prefer something really original. It just isn't worth wasting huge amount of space with stuff we have already seen somewhere else, instead of functional and non-space wasting ones.
#1649
After checking it again I think the book could not be picked up, sorry for the confusion. (FYI The book is in the dying room.)
#1650
General Discussion / Re: Math Question!
Wed 02/06/2010 04:03:52
In fact, since you're deducting a constant in each game loop, you could also consider it discrete and use just the sum of an arithmetic series to solve it.

Say:
Initial distance moved = x0
Distance moved in loop i = xi = xi-1 - 0.1

To move until the object comes to a stop, the final loop number is x0/0.1.

The sum of an arithmetic series can be easily memorised as follows:
(1st term + last term)*(number of terms)/2

So, in your case, it is:
(x0+xn)*(n+1)/2
where n= x0/0.1 is the loop number when this stops, and the total number of terms is n+1 as the index starts from 0.
As xn=0, so it can be further simplified to:
(x0+xn)*(n+1)/2=(x0)*(n+1)/2

If x0=3, then the total distance moved is just 3(3/0.1 + 1)/2=3*31/2 = 46.5.

If x0=1, then the total distance moved is 1(1/0.1 + 1)/2=1*11/2 = 5.5, note that as your implementation is discrete, using general continuous physics formulae may yield a bit different result (such as you getting 5 instead of 5.5).




#1651
Quote from: Ryan Timothy on Wed 02/06/2010 03:06:35
An example of a game without inventory:  Loom

Well, there is a spell book (but you're not required to) that you can pick up and use it for future reference so it's like the whole game contains only one inventory items.

Note that the example Calin mentioned doesn't apply here since that 1-item deal usually means you're holding that item in your hand, without putting it in your (bottomless) pocket, but in Loom there is actually another item that you must pick up and hold in your hand, which is the distaff, making the book an inventory item.
#1652
Neku's first name is Dennis, obviously.
#1653
Looks nice. I have to click your profile to find the link in the Games page though. It's recommended that you also put the link in this thread.
#1654
Do something like this (quick idea):
Code: ags

int mousestopped, lastmx, lastmy;


In repeatedly_execute():
Code: ags

if (!gBlah.Visible) {
  if (mouse.x!=lastmx||mouse.y!=lastmy) { //mouse moved
    lastmx=mouse.x;  lastmy=mouse.y;  mousestopped=0;
    gBlah.Visible=true;
} else {
  if (mouse.x==lastmx&&mouse.y==lastmy) mousestopped++;
  else mousestopped=0;
  if (mousestopped>somevalue) gBlah.Visible=false;
  lastmx=mouse.x;  lastmy=mouse.y;
}

 


#1655
1 million elements in an array require 1MB of storage (I know, I know, that amount of installed RAM in a modern system is in the GB range...), even though the elements are just of the char type, and I think that's more than enough for "general adventure games" (AGI only provided 256+256/8 = 288 bytes for in-game states, to state an outdated reference). ;)

But yeah, there are some certain evil situations that we may need more of this. It is certainly annoying to be not able to do stuff in such occasions but anyway it can be worked around.

#1656
The problem is, current File reading/writing support in AGS is a bit limited (unless you use a plugin), that random access is not possible, i.e. if you need to read-from/write-to a certain location of a file at random time in the game you'll need to go from the beginning and read/write the file sequentially until the required information is reached.

One work around is to read everything and parse the content when the game starts, but you'll need to allocate enough memory for holding this information for the course of the game.
#1657
It's temporally (re)uploaded here. I'm too lazy to look at it atm and I don't know whether it will work with AGS V3+.
#1658
To be precise, the setup routines aren't provided by winsetup.exe. ALL it does is to launch "GAMENAME --setup". so there is little point in cloning its functionality. You can always delete winsetup.exe and either create a shortcut or a batch file to invoke the game's own executable with the "--setup" parameter.

But since the config file is just a text file, you can always make another frontend which modifies its content, and IMO any language will do. One thing worth notice is that as features in AGS change with versions, it is possible that such programme needs to be updated accordingly to reflect any additions on the format once a new version of AGS comes out too.
#1659
Advanced Technical Forum / Re: Broken Link
Thu 27/05/2010 01:44:25
Better use the official thread. Note that AGS V3.2 is NOT officially released yet (though the current package will quite possibly become the release version) so the real final version may still contain some more tweaks.
#1660
General Discussion / Re: Adventure?
Wed 26/05/2010 10:34:32
Quote from: Brocup on Tue 25/05/2010 12:03:46
Alright, I feel good.
This is nothing compared to the TRUTH.
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