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Messages - Kweepa

#2061
Oh well, K_N, perhaps your politics will be changed by growing up a bit.
As for these things happening to you
- you got into the discussion
- you didn't bother to read his argument
- you resorted to insults
so I'm not surprised.

Try reading these articles for some more information on the deaths in Iraq.
http://www.socialistworker.co.uk/article.php4?article_id=6271
http://tbrnews.org/Archives/a1706.htm#002
#2062
That's a great collection.
"Dare to Slack"!
#2063
Critics' Lounge / Re: Zombie Epic needs crits
Sat 08/10/2005 15:05:49
There's a bit starting "Orange... you...". It's shorter than I remembered. Four sentences.
There's also an earlier sentence that is probably a typo - "A third voice cut through".
#2064
Critics' Lounge / Re: Zombie Epic needs crits
Sat 08/10/2005 04:14:58
It's a well written story, but as you feared, you slipped from present tense to past tense about 2/3 of the way through, and after about a page, back to present.
There are some typos - an "it's" where there should be "its", a stray "a" in "of a the last of the", and a missing full stop at the end of the third to last paragraph. Unless I misunderstood, the end of the second paragraph should be "Six." not "Thirty-eight."
I didn't have any trouble keeping the characters straight.

Thanks! I enjoyed it!
#2065
The lure of the fan game is obvious...
- you don't have to make your own ip, which is difficult to do successfully
- you enjoyed the original games and want to continue the stories
- a well done fan game will get ten times the attention of a well done original game
- you might get your fizzog on the gogglebox!

I too apologise to anyone that worked on the game. I was half joking that it didn't exist. As for rebranding, perhaps they are doing that but changing website, company name etc. Perhaps Vivendi will pay less attention to a product if they don't know it was once a fan game.
#2067
There's always the possibility that the game never existed outside of a few screenshots, and this Vivendi letter is a fabrication...
#2068
Good point. Seems he got it working anyway!
#2069
AGS Games in Production / Re: Maya con Dios
Thu 06/10/2005 15:42:27
Thanks for the encouragement - update in the first post.
#2070
Quote from: Vince Twelve on Thu 06/10/2005 13:44:05
um, games hardly interest me anymore.Ã,  I feel that I've done everything.Ã,  I've killed zombies, flown through space, been in wars (several of them, many fictional), saved civilizations, etc.Ã,  The gameplay is not interesting anymore.Ã,  It's all the same stuff with new graphical bells and whistles.
You could say exactly the same thing about any entertainment - books, films, music, art, tv, comics, what have you. Read that before, heard that before, seen that before. If it's well done, it'll entertain.

Quote
Now, don't you all feel belittled?
Ummm, no?
There seems to be a fascination with convincing people that they shouldn't enjoy what they've been enjoying. Firefly is bad. Harry Potter is bad. Racing games are bad. These statements are not going to make a blind bit of difference.
#2071
You need to be careful with Random().
If you call Random(5), it returns one of 6 possible values 0..5.
So, in that code you should use Random(IDLE_NUMBER_OF_VIEWS-1).
#2072
Firstly, you should write
Code: ags
if (i == 320)
rather than
Code: ags
if (i = 320)

Secondly, if you're using v2.7+, you can write
Code: ags

if (oSodaBottle.Visible && gJubalon.View == 23 && gJubalon.Frame == 5) oSodaBottle.Visible = false;

in repeatedly_execute.
#2073
Adventure Related Talk & Chat / Re: pixel art
Thu 06/10/2005 00:19:06
Is pro motion really limited to 256 colours?
I was so happy when I stopped having to worry about that limitation back in 1997.
#2074
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Wed 05/10/2005 18:13:15
Right now, only the Cube and TexCube can have textures, and as Geoffkhan says, you can't adjust the UVs.

I'm not sure what to do about the other primitives. I'd prefer it if everything was scriptable and you didn't have to rely on an art package. It's getting pretty limiting though.
#2075
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Wed 05/10/2005 14:28:28
Should have mentioned I was using Novodex. :=
I've played around with it before and it's really easy to get going - and lightning fast.
#2076
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Wed 05/10/2005 04:12:27
Glad you liked it!
Here's a little update:



Push the objects with the right mouse button...

Steve
#2077
General Discussion / Re: Serenity NOW!
Tue 04/10/2005 03:01:31
Buffy was a fantastically popular show, so using "from the creator of" really only turns off the small number of people who tried and didn't like Buffy/Angel. I'd say it was more of an asset than an albatross.

I watched the film last night and it exceeded my expectations - I was hoping for at least an extended episode. I liked it a lot.
#2078
I vote Krysis.
I love loominous' piece, but the focus hardly seems to be on the fortress, and anyway, he used the opportunity to insult Sky Captain and the World of Tomorrow which I rather enjoyed.
#2079
Quote from: GarageGothic on Sun 02/10/2005 23:32:56
Would I need some kind of 3D calculations to get the z value?
Yes, that's normally how it's done. I'd have to see/understand how you're doing your 2d calculations - there might be some way to pull the z value out from those.
#2080
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sun 02/10/2005 23:36:28
Quote from: GarageGothic on Sun 02/10/2005 23:21:18
The interesenting shapes are quite impressive. I don't remember even seeing a first person shooter engine that handled them so well! Didn't see a single clipping error even after adding tons of primitives on and within eachother. Great work.
Hmm, anything that uses a graphics accelerator will do the same. Probably better than this, because they adjust the z buffer range.

Quote
Also, there seems to be some funky stuff going on with the Yatzheebrand sign. The text disappears when seen from certain angles (from outside the bar).
That's due to the resolution of the z buffer I think, and the zbuffer compare function that allegro uses (less than rather than less than or equal). I should just change that yellow box so the text is on it.

Quote
Edit: Holy crap, it's fast as well. I just kept on adding primitives to the scene (you can do some awesome looking trees with clusters of spheres by the way), and the framerate didn't drop until just before the engine crashed (and still at 33fps!).
I really should fix that crash. I can remove the arbitrary limit to the number of primitives now. I can probably speed it up a fair bit - it's still basically the script code in a cpp file. It's about 20x the speed of the script.
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