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Messages - Gord10

#101
I couldn't open 3.4.0.2+linux.rar file with my WinRAR. Its says "The archieve is either in unknown format or damaged."
#102
Engine Development / Re: AGS engine Linux port
Sat 01/11/2014 21:06:58
That's bad news. So I guess I should wait for that problem be resolved before I publish Linux version of Self, if that's a common problem. I really don't want to publish something works worse than Wine.
#103
Engine Development / Re: AGS engine Linux port
Sat 01/11/2014 19:36:11
I have a question. I compiled my own version of AGS in Linux by make --directory=Engine. The ags engine file I obtained has very poor performance, sounds are jittered and framerate is low. I also tried Wine for Self, I could make it work flawless, so I know that it's not because my virtual machine is too low. Do I need to use debian/make_ags+libraries.sh for an engine with good performance? (I failed to compile by debian/make_ags+libraries.sh).
#104
You might have seen that I've implemented my own SetSpeed function for Self. I had shared my own 3.2.1 of AGS, but that was such an old version of AGS. So, I implemented those new function to the newest version of AGS (3.3.2.0).

https://www.dropbox.com/s/r827hdym9a4quxv/AGS_3.3.2.0_AudioSpeedAndFreq.zip?dl=0

Not only SetSpeed is present, I've also implemented three new functions: SetFrequency(int newFreq), GetFrequency(), SweepFrequency( int timeMS, int newFreq).

SetSpeed(int newSpeed): Default speed is 1000. It works only for OGG and MP3.
SetFrequency(int newFreq): As far as I see, default is 44100 for OGG and MP3; 22050 for MOD. Works for MP3, OGG, MOD.
SweepFrequency(int timeMS, int newFreq): Gradually changes frequency to the target, during timeMS miliseconds.
#105
Ahh, I didn't see this documentation anywhere. Thank you for quick reply, I resolved the problem by replacing my old GL/glext.h file (in VS's own include\GL folder) with the new one.
#106
I'm currently integrating my older changes to the new engine version. And I'm having a difficulty compiling 3.3.2.0 in Visual Studio 2010.

Code: ags
1>Compiling...
1>ali3dogl.cpp
1>..\..\Engine\gfx\ali3dogl.cpp(58) : error C2146: syntax error : missing ';' before identifier 'glGenFramebuffersEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(58) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(58) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(59) : error C2146: syntax error : missing ';' before identifier 'glDeleteFramebuffersEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(59) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(59) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(60) : error C2146: syntax error : missing ';' before identifier 'glBindFramebufferEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(60) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(60) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(61) : error C2146: syntax error : missing ';' before identifier 'glCheckFramebufferStatusEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(61) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(61) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(62) : error C2146: syntax error : missing ';' before identifier 'glGetFramebufferAttachmentParameterivEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(62) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(62) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(63) : error C2146: syntax error : missing ';' before identifier 'glGenerateMipmapEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(63) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(63) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(64) : error C2146: syntax error : missing ';' before identifier 'glFramebufferTexture2DEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(64) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(64) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(65) : error C2146: syntax error : missing ';' before identifier 'glFramebufferRenderbufferEXT'
1>..\..\Engine\gfx\ali3dogl.cpp(65) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(65) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\..\Engine\gfx\ali3dogl.cpp(692) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(693) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(694) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(695) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(696) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(697) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(698) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(699) : error C2146: syntax error : missing ';' before identifier 'wglGetProcAddress'
1>..\..\Engine\gfx\ali3dogl.cpp(797) : error C2064: term does not evaluate to a function taking 2 arguments
1>..\..\Engine\gfx\ali3dogl.cpp(798) : error C2065: 'GL_FRAMEBUFFER_EXT' : undeclared identifier
1>..\..\Engine\gfx\ali3dogl.cpp(799) : error C2065: 'GL_FRAMEBUFFER_EXT' : undeclared identifier
1>..\..\Engine\gfx\ali3dogl.cpp(799) : error C2065: 'GL_COLOR_ATTACHMENT0_EXT' : undeclared identifier
1>..\..\Engine\gfx\ali3dogl.cpp(801) : error C2065: 'GL_FRAMEBUFFER_EXT' : undeclared identifier
1>..\..\Engine\gfx\ali3dogl.cpp(1171) : error C2065: 'GL_FRAMEBUFFER_EXT' : undeclared identifier
1>..\..\Engine\gfx\ali3dogl.cpp(1224) : error C2065: 'GL_FRAMEBUFFER_EXT' : undeclared identifier
#107
Sure :) It would honor me if my codes were used. Nothing too much here, though, AC speed change is not implemented for wave, mod and midi.

Here is my own version of AGS 3.2.1.111. It would be splendid if you upload the compiled engine, so I can distribute the game with it :) To be honest I'm not good in Linux compiling, I consider myself lucky when I manage to run softwares in Linux, let alone compiling.

About what I changed in AGS;
AudioChannel has a SetSpeed(int) function now, 1000 is the normal speed here.
acsound.h, acsound.cpp, acaudio.cpp files are changed. You can simply search for "SetSpeed" and "set_speed" in the files to see what I've added.

Looking at the modification dates, you'll notice that some other files have been changed, too. Like Utilities.cs. The reason is, once I had added 1280*720 as a resolution, but then removed it back. It's irrelevant to the SetSpeed stuff.

ac.cpp seems modified, as well. I couldn't figure out what I changed here, it was probably about the resolution. I couldn't find any audio speed related stuff there.
#108
I am getting an error while trying to run EngineMac.app

"EngineMac” can't be opened because it is from an unidentified developer.

I'm on 10.9
#110
Talking about resolutions in AGS Games page; 1024x768 isn't among the list of game resolutions. I think it should had been there, as it's an officially supported resolution.
#111
Thank you everyone! I am currently uploading a .zip archive to itch.io, so it will also be a mirror.

I left the gaps in the story on purpose. I want players to form their own theories about the backstory. I've left some subtle clues about what the Brotherhood is.

The game has another ending, too. It doesn't show credits, just quits after a short time.
#112
Hints & Tips / Re: Self
Tue 21/10/2014 16:54:24
No. :sad:
#113
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is like an espresso; short, but intense. The story is definitely for adults who can endure playing a game about self-harm.

In-game screenshots






Cut-scene screenshots





Story
“Time” lost its meaning a long time ago.. And space, too. Between these four decaying walls, they became one with my soul.

Some things become meaningless when you hate yourself so much you want to die. Your accomplishments, loved ones, possessions… And who you are. All that remains now are your crimes and your disgrace. No pain you can inflict on yourself is strong enough to drown out your guilt.

Techical details
Game resolution is 1024x768.

It's made with pre-rendered 3D scenes (Source engine) and 2D game engine (Adventure Game Studio). 3D textures and models from leading Source games (Half-Life 2, Counter-Strike: Source, Left 4 Dead) and FakeFactory Cinematic Mod are used while creating the rendered scenes. Garry's Mod also has been quite useful.

AGS's source codes has been modified so that it will support changing the audio clip playing speed in-game. That has been used for increasing/decreasing the speed of music at various scenes.

Download
Download .rar (210 MB) from GameJolt
Download .zip (240 MB) from itch.io

Website
Self @ Aslan Game Studio
Facebook page of Aslan Game Studio
#114
Project:
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is almost completed, it will be released as soon as its proofreading is completed. You can have detailed information about the game from its topic or GameJolt.


Details:

"It has been a long time since "time" lost its meaning. And space, too, between these four rusty walls those became united whole with my soul.

Some things begin to lose their meanings when you hate yourself to death. Your successes, loved ones, possessions... All those remain are the crimes you committed and their disgraces now. No harm you give yourself is not severe enough to subdue your guiltiness."

Position available:

I need someone who knows English good enough to proofread the English translation. The translation file is 655 lines, some of the lines are non-proofreadable things like @overhotspot@. As the game is short (about 10-15 minutes to complete), I don't think it will be a hard work. I will send you both the game's beta and the translation file.

Deadline:
I need it to be done before the 20th of October, though, because it's the deadline of a contest I intend to join (something like the Oscars of Turkish game development).

Comments:
Interested parties can reply to this thread or contact me via PM. Or even Facebook, anywhere I can hear you.
#115
Thank you, everyone :)

Progress update:
Game is currently in beta. I am still looking for proofreaders. Game text is really not long, but it has to be proofreaded till the 20th of Oct.


#116
AGS Games in Production / Self
Sat 11/10/2014 22:03:17
Update:
This game is completed :) Please see this thread.

----
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is like an espresso; short, but intense. The story is definitely for adults who can endure playing a game about self-harm. It will be a freeware game.

In-game screenshots







Cutscene screenshots






Story
"It has been a long time since "time" lost its meaning. And space, too, between these four rusty walls those became united whole with my soul.

Some things begin to lose their meanings when you hate yourself to death. Your successes, loved ones, possessions... All those remain are the crimes you committed and their disgraces now. No harm you give yourself is not severe enough to subdue your guiltiness."


Technical
It's made with pre-rendered 3D scenes (Source engine) and 2D game engine (Adventure Game Studio). 3D textures and models from leading Source games (Half-Life 2, Counter-Strike: Source, Left 4 Dead) and FakeFactory Cinematic Mod are used while creating the rendered scenes. Garry's Mod also has been quite useful.

AGS's source codes has been modified so that it will support changing the audio clip playing speed in-game. That has been used for increasing/decreasing the speed of music at various scenes.

What's left?
- English translation (%95)
- Proofreading
- Beta testing

Release date
Before the 20th of October, 2014.
You can follow the game from GameJolt or Aslan Game Studio's Facebook page (yep, it's my indie studio).
#117
Hints & Tips / Re: Dakota
Sun 12/01/2014 22:43:59
Aah, thank you!
#118
Hints & Tips / Dakota
Sun 12/01/2014 22:08:27
I'm stuck in

Spoiler
Where a detective is investigating the two bodies. Detective concluded that she was killed by someone hiding beneath the bed, avenging the drowned kid. I examined the bodies, computer, blood stains and bed.
[close]
#119
Engine Development / Re: AGS engine iOS port
Thu 05/09/2013 01:05:49
I have been struggling to port an old game to iOS for a long time. Finally, I've managed to compile JJS's AGS engine version in Snow Leopard (the actual machine is Mountain Lion. I had to use virtual machine for a lower OS). I can see the "Unable to find game" error in my iPad now. That's something! I couldn't manage making ac2game.dat and other files be visible in iPad or simulator, despite I had put them on Resources/game folder.

Then I have tried Janet's version. I am getting errors like UInterfaceOrientationMaskAllButUpsideDown, I think it's because I'm using iOS SDK 4.3.

How can I get those ac2game.dat files compiled with engine (in other words, what should I have done besides placing them under Resources/game)? Or how is that UInterfaceOrientationMaskAllButUpsideDown problem solved?

---

#120
Could you also upload the compiled one? I'd love to use this module, but I couldn't manage compiling the source code.  :cry:
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