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Messages - Joseph DiPerla

#341
Engine Development / Re: AGS engine iOS port
Sat 14/07/2012 07:28:55
Quote from: Crimson Wizard on Fri 29/06/2012 22:24:36
This is a problem the engine would run sooner or later, since it wasn't made with having portability in mind.

Unfortunately my only suggestion is rather for the future versions of the engine - to implement totally virtual controls that could be rebound from game setup, for example.

Much how c++ has a way to check which OS its executing an app from, can AGS do the same? Perhaps a script function that checks which platform its running under, and if its running under a mobile OS, functionality can be customized to work with that platform right from within the game. For older games that did not do this, maybe the engine for ports such as Android and IOS can have a default custom keyboard that implements shift/CTRL/ PG up or dwn, Home, End, F1-F12 keys, etc...?
#342
Nicely done Tzachs! Really like the changes you have done.
#343
I keep getting this error when compiling:

Code: AGS
1>c:\Joeys fun projects\agssource-preadvance\adventuregamestudio-ags-33da32f\Common\platform/file.h(33) : fatal error C1083: Cannot open include file: 'Common/util/string.h': No such file or directory


I made sure I updated the VC++ directories to the new common folder, however, it still says its missing. I look in the folder and its there! So I have no idea whats going on. Idea's?
#344
First off!!!! Resonance is pure genius! Originality at its best! My brother bought it for me, and I cannot stop raving about it. Now, as far as portability goes... JJS already said that the ports to the other os and mobile are pretty much as done as could be. Now its just a matter of keeping the ports up to date with each update of the engine, which seems to be happening. So, I think you are good to go V12.
#345
I think the game is actually good the way it is right now. How much improvement would a remake really do for this game? Unless you wanted to add more content and changes, some better voice acting, etc... Just seems like its not a viable commercial option.
#346
Quote from: Crimson Wizard on Tue 10/07/2012 13:31:19
I am close to finishing the "clean up" stage of refactoring (may take few more days).

Meanwhile I wrote an experimental code, introducing new classes (check commit changes to know what's new):
https://github.com/adventuregamestudio/ags/tree/pre_advance
I made the commit early so that others could check that out and tell what they think. If there are any wrong things it is important that they are known before we actually start putting this into use.
I am mainly interested in hearing opinions on coding style and general ideas.
Please, remember that most of new things there are either raw drafts or placeholders. The code may compile (I am pretty sure it will), but don't try to run it (it will do nothing or crash, I haven't actually tried, since that does not make any sense yet).

:0

I am so glad there are guys like you and JJS helping out on AGS. Otherwise I would fear it would halt in development. GREAT JOB!
#347
Quote from: Cyrus on Mon 09/07/2012 06:31:42
Joseph DiPerla's DOTT/Zak crossover (and another original project by him)

Holly Crap! I cant believe someone actually remembered that I had started a DOTT/Zak Game!!!!! That was like 14 years ago, before I was even a member of the AGS Community. Sorry to say, its not happening. As far as the other game goes... I still have the story and puzzle layout, but I think that will not be brought to light either. My big dream is to remake Zak McKracken. That at the moment is the only real project I have in my head and on paper for what I want to work on. Even though I have no team or help for it, the project will never die... Unless someone else remakes the game. :\
#348
Quote from: Jared on Fri 06/07/2012 01:23:14
Hey, Joseph, did you say you working on a DOTT-style Star Wars point and click adventure or am I thinking of someone else? Because the one-line summary of that got me interested I remember...

No, not me. I do not have the skills necessary for those types of graphics. Must of been someone else. If you want a Star Wars fix though try out www.hansoloadventures.com, they just released a demo of the game.
#349
I am still waiting for Rebel Spy.

A new Rob Blanc Game or some remakes would be great too.
#350
Quote from: Secret Fawful on Thu 05/07/2012 04:13:52
Haunted Hollow II
Legend of the Lost Lagoon
The Forgotten Element
Stranger at Midnight
Frank the Farmhand 3
The Family Treasure 2
Apprentice III
The Simpsons
Herman Toothrot's Monkey Island
Robots of Dawn
Jimmy Jam

I can't think of any others off the top of my head.


Hey my game made it out there! Dont think it will be released anytime soon. My source code is packed away some where in storage on some cd. I need to find it someday and maybe it will be continued.
#351
I just thought of something. Generally speaking, the script OO can change without too much to affect the developer. All you would need to do to the engine is detect which version of AGS is being used and adapt the scripting language to that version so it can play the game. Isn't that what JJS ports do since they can play games up to 2.5x? I am pretty sure that AGS up to 2.6 and then 2.72 and 3.0 have completely modified scripting engines. So, its possible then to update the scripting language without breaking anything, right?
#352
I say a setting in the general properties which will allow us to choose which scripting language we would be using, eg: Legacy AGS Script 3.2 and below or New AGS Script 3.3.
#353
I agree with that as well. OO could be a little improved. My question now is this, if we decided to use another scripting or embedded engine, would that break the engine's backwards compatibility? I mean, JJS ports can support games all the way to 2.5x. Will that break with a new scripting engine?
#354
I have NO idea why I kept thinking this was PHPBB. I am so sorry about that.
#355
http://phpbbsocialnetwork.com/

What do you think? Worth it or not? I say go for it. Its a good alternative to twitter and facebook and offers a way for members to alert other members to what they are doing.
#356
I was thinking that the forums can perhaps use this over here: http://www.phpbb.com/community/viewtopic.php?f=70=2097006&sid=be6af7dacc21b9e3d70815a20c3efa54 as a way to do recruiting rather than have a whole forum dedicated to it. Just a thought.
#357
Is there anyway to add a +1 to the bug tracker for the bugs and features we want most worked on? Just a thought. I guess this could complicate things a bit as there might be some who would +1 everything. Perhaps also adding a -1? I guess not really %100 necessary or urgent, but would be nice.
#358
Ah ok. Gotcha. Sorry CW. :P
#359
Are we doing this one feature at a time or just popping in here and giving a list? If so, here is my list of suggestions that I have mentioned over the years that would make game development for *me* easy and *Possible*.

Editor:
*Point plotting for walkable area's, regions and hotspots. - Basically clicking a point on the screen at one location, then another and the editor would draw a line from that point to the next and continue doing so until the last point connects to the first and there you have your hotspot/region/walkable area, etc...
*A somewhat simple interaction editor. It doesn't need to be elaborate, but I would love to see this return even in minimum form to increase production time. Its a great little tool for those of us who can do AGS Script, but would rather do some minor stuff without scripting. Perhaps it can convert the interactions into AGS Script as a way to integrate this.
*Cross Packaging/Compilation. As I mentioned in another thread, AGS Seems to be just an EXE that loads up the AGS Data files, And single EXE's just seem to have the data appended to them at the end of the executable. If this is the case, The editor can be used to create cross platform packages to Linux and Mac. All that would be left to do is also include a way to compress it. The same would apply for Android (Maybe IOS? Do not have experience with IOS development). All a user would need to do is download the SDK/NDK and install it, tell The editor where the directories are that contain the compilers, put a couple of settings into the Editor and then let the editor do something to compile AGS, package the game with AGS in an APK with your own package name and key and you are set to go. Of course, this sounds simple in theory, but possibly not easy to do. However, when people see that AGS can be used not only to make games for other platforms, but also easily compile them, this would attract them more to it.

Engine:
*Particle effects. The Rain/Snow plugin is a great example of a particle engine, but something a bit more complete would be nice, particularly for fire and explosions and even things like Tornado's. This would simplify the process of drawing more graphics and coding the function into the game manually. A Particle engine could really spice up what AGS can do.
*Limits. Although I have no intention of using up the limits currently, I do want to see others that are using other engines also use AGS. I would like to see a big game developer use AGS for a commercial game (Think Runaway). I think that people do not realize that the limits are not unreasonable. They just see "What if I need more than that?" and they shy away from AGS. Its a shame because I really see AGS as the best Adventure Game Engine and the easiest to use. If others would look past some limitations, more would use it.
*Unlimited and Custom Resolutions. This has plagued AGS for a while. Its not a big deal as most developers would prefer to use the Resolutions that are already supported. But I have seen many complain about this and seen even some leave AGS for a different engine or custom engine (The Journey Down, is an example) so they can use a higher resolution. Anyone is free to do so, but it would be nice if AGS had gotten rid of this limitation as well. Since AGS is now 13 years old, I think its time that this feature was modernized a bit. The options I think should be included are either you input the custom resolution manually, or select it from a list. The list can give you idea's of what a good resolution would be based on the platform you are targeting.
*2.5D. Not necessary. I would use this, only if it supported MD2 files personally. However, having a 3D Animated object or character on screen nowadays is a lot simpler and faster for development than converting it to sprites. Well, in some cases I suppose. I wouldn't even know how to approach this or how to implement it. OpenGL would be one way, another one way that seems very good is Ogre 3D and/or irrlicht 3D. The file types I recommend for this, since it can support animated frames or bones are MD2, MD3, 3DS, .X.
*Playing across multiple discs. Although I heard many ask for this, with the release of DVD's and Blu Ray as well as more and more stuff being downloaded from the web, I do not see a big need for this. However, I have seen this being asked for and it probably should have been included years ago. But for some reason, I am starting to think this is already doable anyway.
*Translations for Movie voice overs and sprites.
*Sub Titles for Movies.
*Paralax Scrolling.

A much shorter list than what I have ever suggested, but I think its the essential ones for now.
#360
Quote from: timofonic on Mon 25/06/2012 22:15:53
Quote from: AGA on Mon 25/06/2012 21:46:56
Running a local Git server is an option.

What about running one in adventuregamestudio.co.uk subdomain? Like git.adventuregamestudio.co.uk

I was actually thinking this would be a good idea too.
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