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Messages - Kweepa

#2101
Heh, reminds me of Back to the Future 3.
That guy's trying just a little too hard to blend in.
#2102
Looks great. I love the style.
There are just a few elements that seem oversaturated. Here's what I would do to tone them down:



Darkened the mat outline colour then desaturated the mat.
Desaturated the curtains.
Desaturated the blacks.

(I agree that the curtains should be longer.)
#2103
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Mon 26/09/2005 03:29:16
A fully texture mapped world would need just a little more work...
Presently you can only assign a texture to one face of a cube, or to a sprite (which is essentially one face of a cube). I'm not sure what the best interface would be to extend that. A fully textured cube? Texturing all primitives (but how to assign UVs?)? I want this to still be scriptable...

For the swinging out of bed, I played the game, writing out the camera positions as script commands, then cut and pasted those into script. Spline support would be a nice addition, but it's difficult to set up a spline without visualizing it. I guess I could add splines to the editor.
#2104
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sun 25/09/2005 20:28:58
I forgot about 640x480.
With the module, it was all handled automatically by AGS.
I need to write specific support for it in the plugin.

[EDIT] The previous plugin called AGS functions to draw the triangles, so yes, you're right, it did support 640x480.
#2105
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sun 25/09/2005 01:49:37
I could add a function to invalidate the cache for a sprite.
I could also add transparency if you need it.
#2106
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sat 24/09/2005 23:59:04
Sort of. I let Allegro do it :)
It was painful to get right though. Texture maps have to have power of two widths and heights, so I had to create a texture cache. And, AGS's Allegro version is old, so the BITMAPs aren't interchangeable.
#2107
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Sat 24/09/2005 22:43:51
Thanks strazer :)

I worked on the plugin (not the module) some more...



http://www.steporg.com/step/ags/games/IVSpy.zip

[EDIT] Fixed url. Damn server requires capitalization.
[EDIT] Added alleg42.dll.
[EDIT] This version is using a plugin and a module combined... for extra ease of use.
#2108
Quote from: Pumaman on Sat 24/09/2005 13:05:18
QuoteWhile we're on dodgy error messages, if I accidentally refer to the type of a struct array instead of the array itself, I get the unhelpful message:
...at the end of the day, the compiler can't really provide a full explanation of every possible mistake you can make (though it would be nice if it did). I'll leave it for now.

Perhaps it would be better to just say "Syntax error" rather than an error message that is inaccurate or misleading.
Then users won't think there's something wrong with the compiler.
#2109
General Discussion / Re: Hurricane Coming!!!
Sat 24/09/2005 03:26:14
I think evenwolf is here in Austin.
We're probably going to get 30mph winds - we're way off the predicted path. Nowhere near as bad as the hailstorm that took out my roof in April.
We are getting a storm of refugees, first from N'Arelns, now from Houston, including my girlfriend's family.
#2110
Adventure Related Talk & Chat / Cauchemars
Sat 24/09/2005 01:25:14
(Short?) French point and click adventure in Flash.
Lovely production values, but I'm not so sure about the gameplay.
I do like that clicking on an exit results in a second of walking animation followed by an immediate jump to the destination. Sort of like MI2's escape key shortcut.

http://www.i-am-bored.com/bored_link.cfm?link_id=10301

(I was bored waiting for a disk defrag.)
#2111
Quote from: SSH on Fri 23/09/2005 09:41:27
My experience is that it is much harder to do if you want to have serious responses, rather than jokey ones.

I think that depends.
It's easy to write jokey responses, but hard to make them consistently funny.
It's easy to write serious responses, but hard to make them fit a style and convey a mood.

It's particularly difficult, I would imagine, to write serious responses to ridiculous player actions.
I think that's why a lot of serious games rely on default responses to random item combination, etc.
#2112
Other suggestions for the banner:
A in the G of F W
No Action Jackson
Perils of Poom
#2113
Before release, I'd recommend importing it into a clean test game to make sure it works.
That way you don't have to remember to put #ifdefs around test code. Speeds up the debugging process.
#2114
Hints & Tips / Re: POE
Fri 23/09/2005 23:20:26
Principles of Evil, from the description.
#2115
No, most people are making free games so it makes sense to not limit their options.
Most people also don't want to footer around with non-standard file formats like ogg.

If you want to sell it, that's when you need to worry about mp3 royalties, and that's when you get the special engine.
#2116
BB, you were born 10 years too late... :P
#2117
Surely we can find someone to choose a pick of the month every month?
Perhaps Jozef Purdes could be persuaded?

It makes the web site look dead when the pick of the month is 6 months old...
#2118
He said 1 minute (real) == 10 minutes (game), i.e. 6 seconds == 1 minute, so I'd change the ">= 400" to ">= 6*GetGameSpeed()".
#2119
Great, more RoN!
I'm disappointed that my "foxes playing poker" has morphed back to dogs playing poker.
#2120
Critics' Lounge / Re: Walkcycle sketch
Tue 20/09/2005 21:55:15
# frames == # colours?

Awesome walk cycles.
I think you got a little carried away with the head movement in 10...
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