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Messages - JpSoft

#181
I solved this  in our RTS game as follow:

Main background is 1280 x 800
gMinimap is 160 x 100, and its backgroundimage is the same as the main BG (resized with a single image editor)
bPosition (in gMinimap) is 2 x 2 and you can update its position with Game.GetViewPort.

For example, if cEgo is actually at position 200,200 in the screen,

WhereX = cEgo.X;
WhereY = cEgo.Y;
WhereX = WhereX + GetViewPortX();
WhereY = WhereY + GetViewPortY();
WhereX = WhereX / 8;
WhereY = WhereY / 8;
bPosition.SetPosition (WhereX, WhereY);

You can update 30 different things (limit controls per GUI) by this way.

You can also set gMinimap.Transparency = 50 if you want a more professional result and even set to change the ViewPort according to a click over the GUI.

Hope this helps.

Jp
#182
Quote from: monkey_05_06 on Sat 03/05/2008 20:51:04
AFAIK repeatedly_execute shouldn't be run during blocking events anyway, but you could try encasing your rep_ex function inside this condition:

Code: ags
if (IsGamePaused() == 0) {
  // ...
}


Rep_exec works even if the game is paused, i have it very clear now (at least, when the game is paused using GamePause() or any popup GUI) But all the game engine stops totally  with a single "Display" call.

I will try encasing the rep_exec; that section have +1000 lines of code and i must check if there are anything i want just continue working even when the players call a pause.

Thanks for the idea.

Jp
#183
Quote from: Rui 'Trovatore' Pires on Fri 02/05/2008 20:44:42
Er... screenies?

I updated the screenshots of the first post  :P

Jp
#184
Quote from: SSH on Thu 01/05/2008 16:59:08
Try calling PauseGame ()?

It do not work. It have the same effects as the popup GUI  :(

Im trying to create a function to pause the game with noloopcheck but I'm a little confused on how it works.

function noloopcheck gamepause();
{
bool finish_pause;  // Determines if the pause finish or not

finish_pause = false;

while (gCustomPause.Visible == false)
  {
  if (gCustomPause.Visible == false) finish_pause = true;
  }
}

This works to stop the game processing events and still keeps the animation in the gCustomPause, but nothing happens when you click the button to close the GUI (i guess because the game is in a loop)

Any help with this?

JpSoft
#185
Critics' Lounge / Re: tank sprite
Fri 02/05/2008 18:46:21
I updated the post in "games in production", there you can see how i include partially your ideas in the main map. It still requires some more work, but it looks really better, even when actually looks too green yet ::)

I will try with some transparencys in the game. I do not use direct 3d, but that is not the trouble: the real trouble is "if the final player" do not have it  :(

Thanks for your ideas and help (also to orator)

JpSoft
#186
First post updated; sorry for the images  (jpg) but pikeo only allows that format  ::)

JpSoft

EDITED i just found idivimage and uploaded the .png files  ;D
#187
Critics' Lounge / Re: tank sprite
Fri 02/05/2008 10:59:53
Its a great idea to include water, but transparencys will probably slow down the game too much  ??? Im working in a new map and i will post the results today or tomorrow. Any new idea is more than welcome (maybe ice?i cant imagine how it tiles must look)

JpSoft
#188
Im sorry, but i was unable to solve this by myself. Adding some features to the game, i decided add a custom GUI when the player pauses the game called gCustomPause  which have visible set to popupmodal.

So, at Keypress, when players press"P" i add gCustomPause.Visible = True;

But, even when the game do not process clicks or keyboard inputs and all animations stopped (only the button in the GUI to close it responds) the game still is working; The game still works in the background, and i can see that the clock is still runing ??? (internal clock routines are in the RepExec section)

But, if i change the gCustomPause.Visible = True for Display ("Pause, press any key to continue...") everything in the game stop (even the RepExec routines)

How i can obtain that when i call the gCustomPause? I check all the manual and the forums and i was unable to find something similar. And its supposed that a popup GUI pauses the game when you call it from a script.

Thanks for any help.

JpSoft

#189
Critics' Lounge / Re: tank sprite
Thu 01/05/2008 15:41:40
Ben304, thanks for your ideas. I will use it to try to improve the map appareance and i will post the results in about two days.

Any idea for water? To include it i must rewrite some code lines, but it could be done.

JpSoft

EDIT Im not thinking  to animate the turret since im still working in the down and up looks  ::)
#190
UPDATED 02-may-2008

4 Different units : soldiers, tanks, artyllery and towers (defense only). Improve your attack and your defense researching technologies, increase your money with investments, spy your enemy... a lot of different ways to win the war!!

Game user interface includes:

-Minimap to control the overall situation (game map is 1280*840).
-Wheel support to scroll the main map.
-Custom autosave, save game and restore game.
-Drag&drop windows for a better administration of the game.
-Shortcut keys for everything you can do in the game.
-Custom help.








Some graphic improvements (we hope so) and last buttons in the status bar added. Working in more graphics (main background, animations, flags, options menu) and looking for free sound effects to add.

At this point, overall progress is as follow:

Scripting: 95 % (maybe some extra features will be added before release)
graphics: 50 % (There is a lot of work to do yet)
sound & music: 0 %
Release Estimation: Around May 15th (including english translation)
Documentation will be in PDF format (Spanish only  :()

JpSoft

PS If anyone want contribute with a translation to any language, just let us know and we could send you the txt file. Its only 120 lines to translate  (nobody? just 120 lines?)
#191
Critics' Lounge / tank sprite
Tue 29/04/2008 23:00:52
This sprites are for our RTS game, any opinion will be more than welcome

Original size (41x17)


5x



Original size (32x32)


5x zoom


We used some predefined images and modify them to avoid copyright violations  ;D

JpSoft
#192
Adventure Related Talk & Chat / AGSWar
Sat 26/04/2008 22:33:33
This is our first post whit this nick, even when i already released a game as JpGames 1 year ago (march 2007). Moved from Venezuela to Spain, i decided change my nick since im not working with my old friends anymore.

Im working in a RTS game using AGS and it is almost complete; im just adding sounds, some screen effects, AI levels and more stuff. A single game takes around 45 minutes - 1 hour in the standard difficult when you are the programmer and knows how the AI works  ;D

Im looking for someone who can improve the BG of the main map. It is a 640x400 32-bit so you can be very creative. Just let me know via PM and i will send you the BMP (i prefer work with BMP's). Also, if you thing you can create a nice GUI buttons in 8x8 pixels and 30x30 pixels, i could send you the sprites (i recognize that the GUI is very poor for visual)

Finally, if someone want download  the beta-version to beta-test the game, just let me know and i will be more than happy to let you know where you could download it. Beta-version do not have sounds, fade-effects and its just the engine, but it can be played anyway (the engine have almost 4000 lines of code so i want check if there is any failure)

I checked the forums for another RTS games in AGS and its hard to find one (i think some people is working in one called "troppers" right now and thats all) so i believe the engine is, at least, original, even when i inspired myself in MS Age of Empires and a MMORPG called astrowars.

I avoided post in "in production" since the screenshots are very poor visually (yet) and i dont want you can create a poor overall-impression of the game.

Thanks for your time, and of course, thanks to CJ for AGS Ver 3.0  8) (sometimes i really dont understand why Delphi 7.0 is too complicated  and AGS is too easy >:()

JpSoft
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