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Messages - Kweepa

#2941
I hate 48% of AGS users.
I love 52% of AGS users.
#2942
General Discussion / Re: what... mad
Wed 05/05/2004 11:18:39
That driving game sounds great! It would be even more fun outside of the US, where automatic cars are rare...
I'm looking forward to getting a car again!
Thanks Eric.
#2943
I still enjoy HitchHikers too.
As for the movie script, I don't think it'll be too difficult, since it started out acted, as a radio series. I love the TV series the BBC did, though partially because of its low budget. All the guide's "computer" animations were great.

I have to agree that the Pullman books are great. I think I prefer the Sally Lockhart books to the Dark Materials. That's probably because I'm a Sherlock Holmes fan.

Hmm, recent books:
"Galactic Odyssey" by Keith Laumer is a terrific old-school sci-fi adventure.
"Masters of Doom" is a great book about the history of iD software.
"Quicksilver" by Neal Stephenson was entertaining. I'm looking forward to "Confusion".
I'm currently reading "Maya Cosmos" as research for my game.
#2944
Quote from: stuh505 on Wed 05/05/2004 00:49:38
i cant think of any benefit to having it go digital.

That's like saying instead of typing a letter it's quicker to just write it down on paper.
Of course there are benefits.
- edits are easy
- keep the map with the game
- the map is always up to date
- change the room, and you change the little preview of the room
- automatically rearrange rooms without fiddling around in code

I think the best way to do this is probably to have enumerated exits like N, NE, E, SE..., UP, DOWN, then be able to drag the connections to corresponding snap points on the little room previews. In code, rather than using NewRoom(), call a new function such as LeaveRoom(MAPPER_DOWN), which refers to the map and calls the appropriate NewRoom function.

Alternatively, a connection could be set as automatic, which would trigger automatically when the player walked off the screen edge, and go N, E, S, or W appropriately. Hmm, I'm not sure that's possible.

Of course, NE doesn't have to correspond exactly to leaving in the north east direction. If a room has five doors in the upper wall, these could be W, NW, N, NE, E.

To position the character in the new room, coordinates could be set in the destination snap points.

(I was thinking about writing a graphic adventure engine before I realised how powerful AGS was.)

Shame I don't have time to work on this right now. :(
#2945
Yup, I stepped in there.
Kind of hard to check it's the right one, but if you say it looks right I'll keep checking here - I guess I'll check the top left pixel, etc.
Thanks CJ.

EDIT: I need to do this in a repeatedly_execute to see the modified sprite (#200):

Code: ags

Ã,  if (GetObjectGraphic(OBJECT_TORCH2) == 200)
Ã,  {
Ã,  Ã,  SetObjectGraphic(OBJECT_TORCH2, 201);
Ã,  }
Ã,  else
Ã,  {
Ã,  Ã,  SetObjectGraphic(OBJECT_TORCH2, 200);
Ã,  }


So it needs to change, render, change, render to keep updating. I can fake it by having two objects sharing the sprite that I toggle, or two sprites sequentially applied to the object, but it would be nice (and clean) to have some way of telling the engine that the sprite has changed.

EDIT2: Two sprites works. The two object idea failed.
#2946
I've got a similar question...
I'm trying to draw into a sprite slot, like this:
Code: ags

void
EffectsUpdate()
{
Ã,  Ã,  Ã,  BITMAP *bmp = engine->GetSpriteGraphic(gSpriteToBurn);
Ã,  Ã,  Ã,  if (bmp)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã, long w, h, d;
Ã,  Ã,  Ã,  Ã,  Ã, engine->GetBitmapDimensions(bmp, &w, &h, &d);
Ã,  Ã,  Ã,  Ã,  Ã, int p = w*h*gFireSide;
Ã,  Ã,  Ã,  Ã,  Ã, int q = w*h*(1-gFireSide);

Ã,  Ã,  Ã,  Ã,  Ã, // now write to the sprite
Ã,  Ã,  Ã,  Ã,  Ã, switch (d)
Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã, case 16:
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, unsigned short **a = (unsigned short **) engine->GetRawBitmapSurface(bmp);

Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, for (int y = 0; y < h; ++y)
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  int yy = q + w*y;
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  for (int x = 0; x < w; ++x)
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // should use a lookup table
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, int t = gFireArray[yy + x];
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, if (t < 64)
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  // purple - transparent
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  a[y][x] = 0xF81F;
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, else if (t < 64+128)
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  // red - yellow
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  a[y][x] = 0xF800 + 16*(t-64);
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, else
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  // yellow - white
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  a[y][x] = 0xFFE0 + (t-192)/2;
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, engine->ReleaseBitmapSurface(bmp);
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  break;
Ã,  Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã,  }
}

Is this all I need to do?
It doesn't seem to change the sprite (it's assigned to an object).
The code is definitely being run (I set a breakpoint).
Is there some way to tell the sprite or sprite cache to update?

Thanks,
Steve
#2947
Quote from: MrColossal on Tue 04/05/2004 00:17:46
there's my game that I've been working on for a long... long time...
...
I hear tell it'll even be done some day!

Are you kidding?
I thought you abandoned that ages ago!
Don't tease us!
#2948
Quote from: Davis on Tue 04/05/2004 01:23:37
When you're working on your subsequent games, they'll probably come to you faster. Practice makes perfect.

I'm not sure about that.
My second game is coming along much slower than the first.
Perhaps there's a wall, but it's not at game two for me.
I should probably be setting myself mini-milestones...
#2949
Quote from: Vel on Tue 04/05/2004 09:24:59
Chris, although the first one had its problems, mainly with puzzle design, I am sure that the creators will get rid of them in the second one.

That's what they said about Syberia 2...
#2950
My RON game (IIISpy) took about 6 (long) weeks, but that used a lot of graphics from the RON universe.
My current game has taken two or three months so far and it's nowhere near finished.
#2951
Like this:
Code: ags

[img width=640 height=400]http://www.2dadventure.com/ags/back_street.GIF[/img]
[img width=640 height=400]http://www.2dadventure.com/ags/screenshot.GIF[/img]

Gives this:


Looks like that first image has been a jpg before it became a gif...
#2952
If you run it at 320x200 (which *was* the default), the fonts are twice the size.
#2953
Critics' Lounge / Re: My captain, again.
Mon 03/05/2004 14:52:14


A lot of the features don't seem to align very well, which is one reason she looks different.
I'd also put the lips inside the face (maybe - maybe they just need straightening so the upper lip juts out as much as the lower), move her bun further back on her head, and make the breast look more like the 45 degree view, starting lower on her chest.

The rest of her body looks great though.

Maybe the walking pose isn't weighted right - she looks a bit too far back - but I'll reserve judgement until it's fully animated.
#2954
I thought it looked better with even line thicknesses.
You could render foreground and background separately with slightly thinner lines for the background and composite them in Photoshop.
#2955
I think there's enough code there to hazard a guess:
You need to put the added line inside the on_key_press function, not (as it appears to be) at the bottom of the global script.
Look for a line that says
function on_key_press(int keycode) {

And put it with the other similar lines after that.
#2956
Reubens... mmm...
Katz's in Austin does an incredible french dip sandwich.
I'm drooling just thinking about it.
#2957
Grrr! >:(
I downloaded SPy, then downloaded the Click and Play DLL required, then it rebooted my computer when going through the tutorial!
There goes about an hour of (art) work in Photoshop!

I blame you Wormmaster! ;)
#2958
I think they hang a green handkerchief from the exhaust pipe.
Don't tell anyone I told you that though.
#2959
General Discussion / Re: Cars
Sun 02/05/2004 15:26:18
Huzzah, unlocked!

I had an FTO in the UK:

Then I had a Riviera in the US:

Now I have these in Antwerp:

Going down in the world!
#2960
Critics' Lounge / Re: Realistic fire
Sun 02/05/2004 15:02:27
It's good that you're trying to draw it all on your own!

My suggestion is to turn up the brightness 10% and the contrast 50% (these are Photoshop settings). Basically you want to saturate the reds and yellows.

I'd also make the flames less regular in height, and more blobby towards the bottom.

Do a google image search for "fire" and you'll see some firefighting images on the first and second pages.

If you want some animated fire, the best thing might be to download one of those fractal fire demos and take screenshots. It's going to be really difficult to paint three frames of 320x240 flames and make them look good.

Good luck!
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