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Messages - Joseph DiPerla

#521
Adding this now to http://www.adventurestockpile.com  :)
#522
This whole thing would be easier if everyone collaborated on ONE editor. Go here: adventurestockpile.com and then go here and create a project:
http://adventurestockpile.com/index.php?option=com_projectforkmpl=component&Itemid=58

Everything anyone would need to work on an open source project.

Actually, here you go. I have already created a project base for you. All you have to do is upload and edit the code.
#523
Look up GOLD Parser Generator as well. That seems to be a good one. If you like in the General Forum, I posted a topic on it yesterday.
#524
http://www.devincook.com/GOLDParser/

I am just curious. Seems awefully powerful and highly portable. I'd like to get some opinions on it. Is anyone familiar to how the grammar files work on that thing?
#525
Zak McKracken and the Alien Mindbenders --- One of the greatest classics around. Also try the sequel thats fan made at zak2.org

And these are not exactly full point and clickers... But adventure games none the less and they are great:

Mean Streets
Martian Memorandam
Rise of the Dragon.
#526
I would buy every update when its released... Even though I havent made a game, I am determined to one day do so. Buying and paying for AGS will motivate me further. I am willing to pay around $30 to $60 and $25 for each upgrade.
#527
Wow. This is sad to hear. But Chris, thanks so much for all the work you have done so far. The truth is though that I dont think you will be able to let go of this baby. You may not work on it as much as you would like, or maybe ever again. But the thought of handing this over to someone else must be killer. But rest assured you are a pioneer and a pillar when it comes to the world of Adventure Games. You have contributed more so that anyone else has in this world. You are one of the few reasons that Adventure Games are still alive today. For that, I and the rest of the forum members thank you.

With that said, I would like to suggest what I would do in this situation that you are in...

*Not release the source code. Instead, get a small team of coders that have worked on porting AGS Runtime to other platforms and others who have written great plugins and have them be a part of the AGS team of coders. This keeps it sort of Open Source, but not available to the public, yet this ensures new releases and ports to other OS's as well. This team can add new features, optimize AGS and fix bugs that will inevitably show up while at the same time CJ allowing you to do the same via a CVS system. If all progress is well documented, AGS can go on for quite a long time. Just thinking off the top of my head for good candidates for this: Electroshokker, Steve Mcrea, dkh, scotch, Scorpiorius, Abstauber, SSH, Besh, RickJ, etc.. For just some people I can think of that can take up the mantle of AGS team if they are so willing.

*I would open source the Editor completely, but remove the compiler aspects of it from the source code. Instead, I would create a whole new compiler that works as a runtime executable so that it stays in tact without being comprimised by would be hackers and allow others to edit the Editor.

* I would do one last Hoorah before going in these directions and release one more proper build of AGS with some minor new features, if possible. If not possible to release new features, what I would do at this point is then make sure to release a complete API for the AGS Runtime that would allow any user to create anytype of plugin for AGS runtime, allowing it to be in a sense, worked on to time indefinite without opening the source code. If AGS can be ported to other OS's, the plugins can then be recompiled into other platforms to work on those versions of AGS as well. One thing I would do though is remove all limits (GUI, Rooms, Items, etc...) as if this is not removed, the users will never have a %100 true ability to modify AGS with plugins only.

So essentially, all this allows you and a team to continue to develop and bugfix AGS at leisure without open sourcing it. It allows fully powerful and capable plugins to continue to add features and capabilities to the AGS engine. The editor would be open sourced without comprimising the compiler and everyone wins here. Just my two blue cups.
#528
Thats an awesome clip! Thanks for sharing.
#529
So Clar, from what I understand, XAGE is its own Game engine, yet you can convert AGS Games to XAGE and play it on several systems?
#531
MisterL I couldn't find it in this thread. But is there a website for the game?
#532
Well, I will start a small list of suggestions. Really though, there isn't much to suggest, being that AGS is awesome already. Thinking from a standpoint of newbies and also from developers who really just want to develop quickly without too much coding and use of other users modules, I think the following would work well to be implemented:

*This one I had suggested back since 1999, but now I even dare offer an advancement on how it should work: Inventory background with the option of it animating. Yes, I know, you can set a back drop. But wouldn't it be better if it could just use an inventory background image, rather than using another object?

*I suggested this one in January 2009: GUI Preview window. I use mouseover images on the gui and I would like to be able to see what it looks like when the mouse is over the GUI without having to test the game. Can this be done?

*Another one from the same time period: Choosing Random idle/Blink/Thinking view. Instead of having it scripted, can we just specify multiple idle views that are comma seperated and the idle view will play one randomly? Also can we have the ability to then say how much time should go by between different views?

*Views-- Can we just have an option to copy one loop to the next? Most of the time my Right loop is a copy of the left loop just flipped. So rather than have to put in all the frames, can we just have a copy function?

*Can we have an option for a character that allows his eyes to follow the mouse? I know, its stupid, but I feel it adds better user interactivity and makes it more fun. Basically an option called "UsersEyesFollowMouseCursor?" with a true or false option. And then you just create a view as normal. Then when you move your mouse to a certain part of the screen, the characters animation will play accordingly. Basically its just to draw the loops where the characters eyes follow the mouse.

*I always make this suggestion as it would simplify room area editing: Point Plotting. You click one spot, then you click another and a line is drawn from one point to the other and you continue until the last point meets the first and then fills in the area within the points. Gimp 2 has an option like this called "Paths Tools" only its for creating selections. Basically I want that concept, but to draw and fill in area's in the rooms.

*I dont know if this is possible at all, but it is a nice feature to have. Instead of just assigning an image to an inventory object, can we also assign a view to it so we can have inventory that animates? Good for carrying cell phones that ring, etc...

*Built in paralax scrolling support.

*I personally would like to suggest Inventory Categories where you can assign an inventory item to a category such as Magic, erbs, weapons, etc...Then you can choose what category the inventory window can display. This way the character can easily have multiple inventories rather than creating another character and displaying his inventory.

*Can we have a feature where we can have a video playing in a particular region? For instance, lets say there is a tv somewhere. We just draw a region on its screen and assign a movie to play on it.

*Video Dubbing and Text. Can we dub the video sound for game translations? Also can we add Sub-titles to a video?



I know this is jumping the gun, but perhaps for AGS 3.4 or higher:

*Bring back some sort of interaction editor. I miss that thing. It made my life easier when I was working on my Simpsons game.

*Patching system-- If I created a template or game, and I update it several times, I hate to have to upload it each time, or even to have to have my users download it again. If a file is about 100 megs to download, its a pain. Especially like games we saw recently updated like "Kings Quest 1". So this is an all around good feature for the developers as well as the gamers.

*This would be very useful to me, but at the same time I can see this being a pain in the butt to code. None-the-less, I am putting it out there as a suggestion at some point. Object and character scaling that is not specific to a region or hotspot. Perhaps in the character and object editor itself add an option to enter a scale size. Even a script that will change the scale size. Helpful to use rather than editing an image and shrinking it and useful to do a Sam and Max effect where they are in a house where they keep shrinking down and enlarging and so forth.

*GUI transitions: Similar to the rooms transition, only applied to how the GUI Shows up. A particular transition would be a SLIDE in from Top/left/bottom/right to X Y (Mouse coordinates valid too).

*New screen transition: SLIDE IN (Much like the IPhone). Screen slides in from left/Right/Top/Bottom.

Thanks again for listening.
#533
For those of you following, I have updated to the latest CMS version, so the site should be faster and secure. I also got the chat working again and the memberlist is working properly as well. More stuff to be done. Keep watching.
#534
Yeah, right now I got some videos and lots of downloads. I am working on adding that sort of content first and then I will add some of my own blogs and reviews and such.
#535
OK, thats fixed too. Just go into your profile and select your Sex.
#536
Yeah, I might have accidentally removed that statistic from the profiles. I will put that back in there soon.
#538
Ok, I figured out where the problem is. Now I Gotta fix it.
#539
Hmmm. I need to look into that. I will report back soon.
#540
I see you as registered and approved. Try clearing the cache, going back to the site and logging in and you should be all set to go. Hopefully.

By the way, we have around 80 downloads so far and counting. By sundays end, I hope to have over 250. Look for older versions of AGS, some AGS game award winners, Garfield and some SCUMM/SCI/AGI stuff.
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