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Messages - JD

#21
I left it loading for 15 minutes but it does nothing for me. Must be Youtube acting up.
#22
Thanks for the links, this is great stuff. I really enjoyed the one with Jordan Mechner about PoP. I knew he did the rotoscoping with his brother, but it was fun to see the actual footage. And I immediatly recognized the fighting animation when he showed the Robin Hood bit. I always find it interesting to see how they start working on a game and then the process it goes through; the early graphics, features being added/removed, etc. Like how PoP wasn't going to have any combat at all at first. Or Diablo starting as a turn-based, claymation RPG.
#23
Reality-on-the-Norm / Re: Resource depot
Fri 25/03/2011 09:24:34
That looks awesome Progz, love the walk animation!
#24
Good to hear this Mark, good luck with it :)
#25
Quote from: Vince Twelve on Sat 06/11/2010 14:43:23
Me too.  I'm not sure if I'm VinceTwelve or vincetwelve, but probably the opposite of what you've got.

You are VinceTwelve.
#26
Minecraft Alpha 1.2.1, Minecraft Server 0.2.3

The server update is not mandatory, but you might want to update just to make sure.

This is a bugfixes only update:

* Signs on the sides of cacti no longer crash the game
* The player won’t get stuck on the top of the world in multiplayer
* Reverted mob spawning back to the old code, it was far to annoying. I have plans on what to do with this.
* Fixed the leaf particle colors
* Reduced CPU usage for monster spawning, but there’s still a lot of work to be done to reduce lag on SMP servers.
* Attempted to fix the portal dupe bug where you could exit through a different (new) one than the one you entered through.

Hurrah!
#27
Quote from: Al_Ninio on Thu 04/11/2010 04:40:46
Oh man.
If Def is playing then I am coming back to Minecraft!

Hai Al ._.
#28
I suddenly fell off the edge of the world and after that it kicked me out.. and can't get back on either :)
#29
The 700% was just an example. Though I do use 500%  :-[ You seem to be correct though.
#30
Greetings!

I have a question regarding scaling a character. I have set the .ManualScaling bool for the character to true, but when I try to rescale it using .Scaling to like 300% it gives an error: "Character.Scaling: scaling must be between  5 and 200%". Is this an intended limitation? Same for SetAreaScaling. The weird bit is that if I set an area's scaling to let's say '70-700' in the editor it works fine.

Thanks in advance,

-Def
#31
Quote from: wonkyth on Thu 26/08/2010 02:33:14
I just defined everything physical as vectors and used a few simple coordinate geometry equations to check for collisions and intersections.

This sounds interesting. As does the 'draw imaginary line between characters and see if there is a wall(region) between them'. How would I go about doing this? I'm not trying to push anyone into giving me a bit of script that I can copy n paste and be done with it, but I would love to see an example and learn from that.

Thanks again everyone,

-Def
#32
Comparing the player's coordinates with the wall-checking character's coordinates (that moves between the enemy and the player) works. Until I decide to make that checking-character transparent. The .Transparency command doesn't affect it at all, and nothing happens when the player is within reach of the enemy. Until I remove the .Transparency command; after that it works fine. Blargh this is headache inducing! Especially if I want to have multiple enemies roaming about. :( I think I'll give the regions method another try and perhaps use less complex rooms.  :-\
#33
I've been fooling around with it a bit and it seems to work. Though I would love to see how I can implement Calin's suggestion because I'm not sure if using several hidden characters that move around checking for walls (ie. multiple enemies) would slow things down or not or whatever.
#34
Quote from: GarageGothic on Wed 25/08/2010 20:05:42
Possibly you could use AGS' pathfinder to check for walls - if you have an invisible dummy character WalkStraight from the enemy position to the player, with a speed setting that makes the movement instant (speed -1? Not sure, but I did make use of it before). Then check the dummy's actual coordinates after walking. Is he at the player x,y? Then there's no wall.

This sounds like a great solution as well GG! Though I think negative speed settings just make a character move slower than 1. Using 0 seems to make movement instant though. I'll play around with this a bit, thanks again.
#35
Thank you for the quick response Calin. I understand your solution and it sounds like it's just what I need. I looked up GetPixel and I think I sort of know how to use a mask here. It's been a while since I used the DrawingSurface functions (back when you used RawDraw) so I could very well be wrong here. Do I:

1. Add another background frame to each room showing a mask of the walls
2. Use DrawingSurface *surface = Room.GetDrawingSurfaceForBackground(1); to be able to detect walls with GetPixel
3. Draw the imaginary line and use GetPixel to detect walls

Step 3 has me a bit puzzled though. Well if step 1 and 2 are incorrect then I am completely puzzled :D I hope you (or someone) can poke me in the right direction.

Thanks again!
#36
Greetings!

I am wondering if anyone can help me with this. This thing I'm working on has a top-down view, and enemies you can try to avoid. I thought I'd use a transparent character to give an enemy (red dot in the image below) a field-of-view (the yellow cone), and when it collides with the player (the green dot) the enemy will go after you. No problem in a rectangular room. But when walls come into play it gives some trouble as you can see in the image below.


Does anyone know a better way to approach this? I thought of using regions to check both the player and the enemy's position but I am not sure if that is a better/working solution (especially on more complex rooms).

Thanks in advance!

-Def
#38
Downloading here went fine, but when I try to run the installer it gives me:

---------------------------
NSIS Error
---------------------------
Installer integrity check has failed. Common causes include
incomplete download and damaged media. Contact the
installer's author to obtain a new copy.

More information at:
http://nsis.sf.net/NSIS_Error
---------------------------
OK  
---------------------------

edit: I was going to try and download it again just to be sure but now it times out when I click on 'Download'.
#39
This looks awesome! Looking forward to checking the documentation and trying the plug-in!
#40
Adventure Related Talk & Chat / Re: TSL Alive?
Fri 16/07/2010 19:17:28
Quote from: Gravity on Fri 16/07/2010 19:08:41
From what I've read it seems the view wasn't worth the climb.

How about trying it yourself  ;D I downloaded it and before I played it I read that the developers designed this to be more of an introduction to the rest of the episodes. I too expected some (more) puzzles and I hope the next episodes will bring plenty of that. I loved seeing the Land of the Green Isles again and I think the voice acting is really good. I agree with Layabout on Graham's walkcycle though; it's a bit dodgy. But looking forward to seeing the next episode!
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