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Messages - Joseph DiPerla

#881
Pfft! Klick n Play. I never liked their software.

I remember having some wars with the guys on the board too.

I remember an E-mail war with Slaughter and Serge. Its funny, I gave up on Glumol when the team never got back to me after sending them soooo many e-mails and ICQ messages. I  looked at the screenshots and were able to re-create it in VB. After putting the evidence together, I realized it was hopeless. Glumol was a fake.

Thats why I stayed with SCRAMM. And if most of you remember me from way back when ( I was one of the first AGS EZboard members, even before MODS ! Thats old man) I never really participated on the boards except to give a billion suggestions. And I would e-mail Serge and Slaughter some suggestions. I remember at one point saying to them, why dont you just release what you have and then upgrade the program as you go along. BOY did they get mad. They started calling me all these names and really took it too far. At that point, AGS was the best just becouse the Creator, Chris Jones, never ever insulted me or anyone else like that.

Good ol Times.
#882
Sometimes you dont know you have a good thing in front of you until all else fails.

Wait.. Did that make sense.

Man, I dont know why I even wrote that comparisson and review. I just felt that the accomplishments that AGS has made are far and beyond. And I thought this should be recognized. Just a few things missing like I said;

*3d Characters built in
*Flashlight function built in
*Paralax Scrolling built in
*Resolution up to 1024*768
*A port to my favorite Computer the amiga, To the program I play on my PS2 -Dos, and my favorite handheld- PocketPC. Heres hoping.

AGS, Chris, Your still great though!
#883
Yeah, I remember waiting for SCRAMM. I liked the idea that the editor was in Windows. Your right MODS about that one. But I was still using AGS at the time. I was waiting for SCRAMM so that I can make my own Zak McKracken Sequel. It was also going to be a sequel to DOTT, in which all the characters would interact with eachother. Boy am I glad I never finished that project!
#884
Its funny that at the time that SCRAMM and GLUMOL were being developed, that noone noticed or accepted AGS as an engine as powerful as SCRAMM or GLUMOL. I mean, neither project ever showed any REAL progress and yet even people on this board, at the time, were saying how they were gonna stop using AGS and goto Glumol or Scramm.

All I have to see is, where is Glumol? Where is Scramm? They are both gone. In fact check out these pages:

http://www.glumol.com/english/
http://www.glumol.com/english/diary.html

http://web.archive.org/web/20010611154504/www.scramm.org/feature.shtml

I got both sites off of the webarchives.

Lets look at the features that Glumol offered its users:

*Includes/Defines/ Macros/Conditional Parising --- This is already possible in AGS
*New Types definition --- Possible in AGS
*Arrays -- Possible in AGS
*Global Variables --- Possible in AGS
*Classes, structures and unions -- Already possible in AGS
*Local Variables, Parameters, Return Values -- Already Possible in AGS
*Comments -- Possible in AGS
*Conditionals -- Possible in AGS
*Loops -- Also possible in AGS.
*IDE (Objects, Characters, Scenes, Script editor, etc...) -- This was always possible in AGS. The only thing not possible is the fact that it cant import SCUMM Stuff. Of course, this can be done VIA a plugin though.  But at the same time we can still support SCI Fonts I think.
*The Launcher stuff.--- AGS always did all that stuff that Glumol proposed to do.

What about SCRAMM? What features did it promise to its users? I always thought SCRAMM was going to be a Kick-Butt program. And I had faith in it becouse Serge was programming it and he was GOOD! But at the same time, I knew AGS would eventually surpass even SCRAMM. Here are its features that it promised:

*The Lechuck Language-- Modular, OO, C++ like scripting language. Intended to be able to write not only adventures, but even other programs. Engine was to be expanded by modules. --- Holy crap! AGS can do all of this and more!

*The IDE :

- Scripting editor. --- Okay AGS may not support all the stuff that SCRAMM promised, but hey, do you really need all that stuff anyway? We already got Syntax Highlighting and code completion. What more do we need?

- I have no clue what the hell the difference between the Help Tools and the AGS ease of use and manual is. I feel this was unnecessary and could complicate things.

- Compiler/Linker/Builder -- AGS takes care of all of this for us. And we have several options on how to build our games, as well as now we have the option to port the games to Mac and Linux. Be nice if we could get the DOS port back along with a Pocket PC port and an Amiga Port ;)

- Debugger/Tester -- If AGS has this, I have never seen it. But I wouldn't doubt that one day Chris may implement it if its not there already. We do have some in-game debug tools. But I personally use those to cheat instead of Debug. :)

- File Formats --- AGS supports all the same formats and converts it into its own format during compilation.

- LeChuck scripting -- Too much detail to go into, but once again, AGS goes far and beyond with this. IT includes everything SCRAMM promised and Far Far More. Not only that, but scripting can be enhanced via plugins as well.

- Save game functions --- AGS handles all that too and gives us much flexibility on how we write our Save/Load GUI.

- Screen modes --- AGS supports the screen modes and the resolutions etc... That SCRAMM would have supported.

-- Scrolling rooms with layers(hotspots) -- Yep, AGS always handled this. ALthough I dont think AGS has alpha blending or runtime intelligent color reduction. Also AGS does not directly support Paralax scrolling, but it does support it via Plugins.

- Font editing --- AGS has a system for this as well.

-Special Graphic effects --- Again, AGS has different room transitions and even tinting etc..

-Animation -- All the proposed Animation features that SCRAMM had, AGS currently has.

- Music and Sound --- Same as animation

- Custom interface (100% custom)--- Again, AGS can even have Text parsers in the GUI. AGS is far more advanced than what SCRAMM would have included.

- Custom mouse pointer -- Already done.

- Custom Mouse function -- Already done.

-Keymapping -- This could probably be added at one point.

- Autohighlighting of Verbs -- With a bit of graphics editing and small coding, AGS can do this.

So whats my verdict? AGS is more than what SCRAMM or Glumol were ever meant to be. On top of that, it was released far ahead of them and lasted longer. Heck, these projects never released anything.

There are a few limitations that AGS does have though that other engines have automaticaly built in that AGS doesnt. For instance like Wintermute has support for 3d characters and paralax scrolling. I have no doubt that one day though, AGS will have all these features (That are currently plugins) built in.

On top of that, AGS can create fully 3d applications. Just check out some of the modules, and completed games. I have never seen Wintermute do this. And lets not forget AGAST. In my opinion, this was once more powerful than AGS, just harder to use. But now it is in every way inferior to AGS.

Plus look at some of the great features that AGS has that no other Engine has:

*Ability to run a game inside an AGS game
*Language translations.
*Plugins
*Ease of use
*Ports to Linux, Mac and Windows.
*Game Templates
*Speech in games is possible and very easy to do.
*Easily create a PnC third person adventure or first person adventure as well as text adventure games such as Sierra's style or Questprobe(Scott Adams, Infocom) style games.

On top of that, AGS can now recreate any game from the SCUMM engine, The AGI/SCI engines, AGAST, RoBOT, Maker R2 and any other Adventure game engine.

And if thats not enough, AGS must have the record for most Adventure games ever created by an engine, a great programmer (Who takes the time to talk to his users), and a great community. And most importantly of all, the engine is FREE! And there are no Ridiculous licenses!

My final, final verdict is : AGS is the greatest Adventure game engine EVER! Thanks Chris Jones. And I hope you all enjoyed my opinions and reviews.

EDIT: Seems we are back on topic and more peaceful, so I changed the Topic name. Hope noone minds.
#885
I have a feeling this guy is a fake...

Watch the clock. Everytime he gets up to grab something and then comes back, the clock is in the same position. I might just be dumb, but shouldnt the time still be going?
#886
Well, just a suggestion to the original Author of the plugin, would it be ok to give your sourcecode to the plugin to Chris to implement in AGS? Would be good.

Really wish there was a way to use plugins in the MAC and Linux versions too... Damn Microsoft!
#887
Sweet! I like those suggestions.
#888
Advanced Technical Forum / Re: DOS
Thu 20/10/2005 00:59:29
Yeah I agree with CJ. As much as I would want it back for my pocketpc and as much as Gilbert would want it as well, I wouldn't want to give CJ the task of redoing a DOS  engine if noone has a real use for it.

I would rather have CJ program more features and bugfixes than a DOS engine.

The only thing I would suggest would be that either Steve McCrae or EvilTypeGuy would do it becouse their source would be more convertible to DOS, I would especially think ETG's source would be most useful to do it.

But then again, I am not a very good C/C++ programmer and may be wrong. But if we are going to have a DOS engine, then I think someone other than CJ should do it so that he has more time for more bugfixes and features.
#889
I like the new suggested way. It would be more... Comfortable.

But whatever you choose to do CJ is fine by me.
#890
Advanced Technical Forum / Re: DOS
Mon 17/10/2005 22:39:45
Not that I would want to push this too far. But I use to play games which were fully compatible in DOS (IE: no plugins). Reason for this is becouse I have a dos emulator for my PocketPC and my brother has a DOS emulator for his Palm and we run the >2.62 games under dos on the emulator.

Thats why I personally liked it. And I still play those games made with that version.
#891
Hey DC, just want to say your doing a bang up job! I love what this game is becoming so far.

Dont worry about when its released. A good game always takes time to be released. In the end you will be more satisfied with it. Trust me.

Keep up the good work. If there is anything I can do, let me know. I dont mind even funding something if necessary. Of course I prolly couldnt give more than $10 but thats something.

Anyways, keep up the good worki and thanks for giving us something to hope for.
#892
Try this site, it has every type of game engine around:

http://ambrosine.com/resource.html

And I think the engine you might be looking for is Clean:
http://www.cs.kun.nl/~clean/platformgameinfo.html
#893
Yeah Minimi, dont take my posting in a bad way before. Just when I saw that topic title, I felt my heart jump out of my throat. I never met CJ personally, but being in this community for so long makes you feel like you known the guy your whole life.
#894
I agree with Andail. Kind of a sick thing to say.
#895
Lol, yeah... You need to download swunlimitedrpg.com/swu-cp.zip then after you unzip and install the program, download swunlimitedrpg.com/swu-cp.exe and replace the current EXE that you have in the program directory with the one you just downlaoded.

I will put the program up for download on the download page when I reach Client Version 0.10.

You can register using the client.
#896
Nipper:

Well I dont need help Programming it. I need people to join or give me feedback.

Yakspit:
Its sort of like a Mud, but not. MUD most of the time have text parsers. This is my own client I made that runs on my own payed for server. It still in beta stage. But for a weeks programming I think its pretty far developed.

And yes, I have been around since EZboard. I am making the simpsons game. I have been here longer than MODS. I still remember the first time MODS made an appearance on these forums.

I had been here since the beginning. Since before AGS was called AGS. Its so far back, I cant remember exactly, but I think it used to be called Adventure Creator or ACEdit or something along the lines. I still remember the very first Demo game where you start in that alley. I fell in love with AGS even in its primitive stages, and my god, it has gotten so far. Congrats Chris!
#897
Hey Guys, Uhmmm... I think this is only the fourth time I ever posted in the General Forum. I read the rules and I hope that what I am about to post is following the rules. I really hope this is not considered Spam.

If it is, I do apologize and moderators may delete this post. Anyway, I am inviting several people to play an Online MMORPG/MUD/MYOWNCREATION of a game. It is based on Star Wars like the Title says.

I am basically looking for 1)Help in maintaining, adding to and improving this game 2)Feed back on how well I did in programming the game 3)Players to join.

On most other RPG's my character's name is Keibak Aruu. This will be my name as an administrator and character in this game. I am curious to hear feedback from all of you on this game. Just also try to bear in mind that all graphics and the rules written so far and even the database and webpage have all been created and maintained by me, and the program that you are able to download was programmed in less than a week.

For anyone who is curious, I programmed the game in Visual Basic, using ODBC 3.51 drivers to connect to a MySQL database.

And again, I really hope this isn't considered Spam. I pretty much think that Spamming is advertising someone elses product and is also completely pointless to advertise as well. I hope this is not considered that.

Anyway, feedback is appreciated. Thanks.

EDIT:
It would probably help if I gave a link: www.swunlimitedrpg.com . Read the news page to see where to download the client. It is similar to Star Wars Combine or Star Wars Unleashed.
#898
I was using AGS 2.71 beta 4. I got it working now. Like I said, I dropped the Character[cHomer].Think to cHomer. Think and it worked.
#899
Actually Monkey, I tried those, and thats what also gave me this error for some reason.
#900
You know what... I just figured out. I feel like an idiot. The script language changed and I have to the new scripting, which makes the script into : cHomer.Think. Sorry. You could delete.
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