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Messages - Kweepa

#1901
General Discussion / Re: Math problem!
Mon 26/12/2005 00:45:41
This is a question I sometimes ask interview candidates.
To make it easier, you need to divide the problem up in two ways
- first, divide the arc into an upward and a downward portion
- then divide each part into a vertical and horizontal component






You need to use the equations (1) d = v0*t + 0.5*a*t^2 and (2) v1 = v0 + a*t.





The heights at A, B, and C are hA, hB, and hC. Then the height of the rising arc is hAC and the height of the falling arc is hCB.
Consider vertical component of the rising arc. Using equation (2), hAC = 0.5*g*t1^2, so t1 = sqrt(2*hAC/g).
You can solve for the initial vertical component of velocity using (2) to get sqrt(2*g*hAC).
Similarly for the falling arc, t2 = sqrt(2*hCB/g).
The total time is t1+t2.
If the horizontal distance is dAB, then the horizontal component of velocity (a = 0) from (1) is dAB/(t1+t2).

[EDIT] Fixed initial vertical velocity (was using hCB, now correctly using hAC). Oops.
#1902
shbaz, that is unlikely to be how most of these games are developed as it's a painstaking trial and error process, despite the 3d background data being readily available to the artists.

I suspect that the detailed scene and the simplified collision geometry are both modelled together. Then the following is written out:
- background image (which can be touched up in Photoshop or whatever)
- z buffer (for walkbehinds and shadows)
- camera parameters
- simplified 3d collision geometry
- hotspots and triggers (points and volumes)
#1903
Ah, I was afraid of that.
It looks like Ags3d is incompatible with the latest version of AGS. I'll have to take a look at that when I get home - in the new year.
#1904
sim.ka, go to the Game menu, select Plugin Manager, and check Ags3d plugin. That should allow it to build.

I tried it on this computer (I'm away from home for Christmas) and it crashed with an illegal exception 0xC0000005 but I'm not sure if that's just this computer.

Give it a shot and let us know.
#1905
Critics' Lounge / Re: Underwater background
Sun 18/12/2005 07:19:12
Last background? Woo!
I can see your dilemma - you can't blur it because it would clash with the rest of the backgrounds. Perhaps an overall cyan tint would help. And the black "doorway" shouldn't be black but a dark blue.
I think what will really sell it are the bubbles (over the vents and over the plants, and perhaps from the characters) and some fish swimming around.
#1906
It's clearly Doctor #10.
(The post even mentions Tennant.)
Pesty, excellent choice!
#1907
It's arctic explorer Magnus Sanchez and his armadillo.

#1908
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Thu 15/12/2005 17:23:31
What version of AGS are you using?
What version of the module are you using?
Post your room script here.
Cheers!
#1909
Quote from: Erenan on Thu 15/12/2005 06:32:28
I know it's probably not the best idea, but I was thinking of using AGS to make a text adventure.

You're right, it's not :=
You'd be better off starting from scratch and using M$ Visual C# Express.
Although really, the best best thing would obviously be to use one of the systems you mentioned, unless you have some previous experience writing parsers. Writing a decent parser is hard, and in AGS script would be even more of a challenge...

Sonja, it depends what you want
Inform is the classic tool, and produces highly portable games.
TADS and Hugo have interactive debuggers.
ADRIFT has more of an AGS style IDE, with lists of rooms, objects, characters etc. that you can click on to change properties. It's shareware.
#1910
Interesting to see Mika returned to the city she was drawn in!
Personally I didn't see any buskers around the cathedral, just a man telling his two children to urinate on it. And no-one batted an eyelid. Then again, urinating in public seems to be a national pasttime.
Certainly an interesting idea for a game.

Here's the downloads page for those (like me) who had trouble finding it.
http://eurobuskers.free.fr/new/download.php
Although I don't think I'm going to trust a download for "Bob's Busking Nightmare" called aaa.exe.
#1911
It's a well-known games industry term for a piece of artwork made by a programmer, to stand in for artwork that an artist hasn't supplied yet, to allow him to get on with programming. It's generally bloody awful.
#1912
Hints & Tips / Re: META
Wed 14/12/2005 06:58:39
Wow I suck.
I can't get past the first conversation with Cuppit.
Spoiler
I thought it might be to bury him in questions, but I couldn't quite manage it.
[close]
#1913
Completed Game Announcements / Re: MOTLPAA
Wed 14/12/2005 06:53:01
Quote from: Radiant on Mon 12/12/2005 17:24:50
<grin> Ever played Zork?
I feel stupid now. Thanks!
#1914
This is really a non-issue, since the user can easily change from windowed to full screen before running the game.
Also, just because it looks bad on your monitor doesn't mean it'll look bad on another monitor (eg a CRT or a 1280x1024 LCD).
#1915
Quote from: Rui "Shodan" Pires (a divine AI) on Mon 12/12/2005 13:35:09
art is what touches/changes us in some way.
[...] games do it. As I see it, it really is as simple as that.

Well said!
#1916
Best idea - Darth. Very post-apocalyptic.
Best design - Neil Dnuma. Great style!
Best functionality - Floskfinger. Perhaps it's just that seeing is believing - putting those robots in there really helped!
Best technique - Rel. The buildings in the background are fantastic. I'd love to see what else you've done - do you have a gallery on-line somewhere?

Great competition idea, Andail. You elicited a lot of good entries! I don't know what ildu was thinking really...
#1917
So he's supposed to pick a stone, then empty the sack to show the remaining black stone I suppose.
I don't see how that'll work as an adventure game puzzle...
#1918
Critics' Lounge / Re: Office break room...
Tue 13/12/2005 16:54:38
Here's what I meant earlier about reorganising the room to look more practical.



I also attempted to fix the curve of the bevel above the window and untilt one of the chairs.
Personally I like the ultrabright room - it gives it a futuristic feel which is lost with heavy shadows.
#1919
Completed Game Announcements / Re: MOTLPAA
Mon 12/12/2005 01:06:59
Maze of the long pointless arbitrary abbreviation.
#1920
General Discussion / Re: X-Men 3
Sun 11/12/2005 18:23:51
Prog, I was worried about having Venom in the next film too.
I'm glad to see there's some doubt, originating from Raimi no less.
I really want to see The Lizard, The Vulture, Electro...
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