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Messages - Kweepa

#3061
My reading of it is that yes, you could write an AGS plugin that would allow AGS scripts to access the rendering engine. You'd need to describe a scene, materials, camera etc to the rendering engine through C code and then tell it to go away and render it.

I guess if the scene was simple enough the rendering could be done in real time. It would probably be much the same as linking to an OpenGL renderer. It would be much slower though because it's using ray tracing, not hardware acceleration.

What would you want to achieve?
#3062
Damn, I shouldn't have left the name as Maya - that's just the codename of my current game.
All the trig functions take radians, and the log is a natural log.

As for overflow and underflow, I do nothing. I just call C math library functions directly. So divide by zero is going to be a problem too...
#3063
Looks perfect Rick.
I've never been good at documentation :)
#3064
Quote from: RickJ on Fri 09/04/2004 18:15:43
I disagree with the use of BMPs for AGS import because theyare excessively large.   The abilty to import PNG files has recently been added to AGS and I find these files to be much more compact and of relatively high quality.
For a couple of hundred smallish bitmaps, I don't think most people will be hurting for disk space. BMPs have the advantage that they are loaded and saved natively by all paint packages I know.
As for PNGs, they are lossless, so they should be high quality!

Quote
PNG files have the added advantage in that they are also web viewable.
That's true. And you can preview them in Windows.
It's horses for courses!
#3065
That's my plugin :)

Here's how you'd write some of your code with it:


position.orientation = fadd(position.orientation, positionchange.orientation);
if (fgreater(position.orientation, int_to_float(6))){
position.orientation = fsub(position.orientation, int_to_float(6));
}

dxrely = fmul(cos(position.orientation), positionchange.y);

// I haven't tested this but it should work CJ says it just passes it to the C sprintf function
Display("dx = %f,%f", dxrelx,dxrely);

position.x = fadd(position.x, fadd(dxrely, dxrelx));


One thing you should keep in mind is that cos() takes radians so you should convert from degrees with:


int radians = fmul(fdiv(pi(), int_to_float(180)), degrees);


See this thread for the rest of the functions in the plugin:

http://www.adventuregamestudio.co.uk/yabb/index.php?board=2;action=display;threadid=12673

Steve
#3066
It doesn't look like a floating point plugin...
But then it could just be a big mess.

Note the use of +, - and > which wouldn't work with floating point numbers.
#3067
In that case, I vote for earlwood.
But surely the host just decides...
#3068
Electric Monk,
Most beta testers should be on the lookout for grammar problems.
If I wasn't a stickler for getting it right first time myself I'd definitely enlist you to beta test my next game :)

Back on topic, err, I haven't actually downloaded this game yet. Carry on...
#3069
Critics' Lounge / Re:need advice on background
Fri 09/04/2004 16:47:04
It's too dark :)

I like the brickwork, but you should really consider redoing the cobblestones. A plain gray fill would be better, with maybe a few patches of cobblestones sketched in. Or draw them all like the ones in the bottom right, which seem to have the correct perspective and aren't so huge.

I'm not sure what the focal point of the background is, but the centre of the image is quite empty.

The lamppost needs some detail, and the near rooftop needs some contrast or thicker outline to pull it up off the ground.

The stripey bin is a bit odd too.

Is it a shopping area, a residential area, a cultural area? I can't tell.
#3070
Critics' Lounge / Re:Mags Character
Fri 09/04/2004 09:15:32
Looks great!
As usual for a paintover of "that" walk cycle, the wrists are too floppy.
Also
- when your left arm comes back, the shoulder rotates at too low a point. (I think the same is true of the right.)
- your back foot bends the wrong way when it lifts off the ground.

In the standing pose, it looks like you're shrugging. Maybe some definition to the shoulder would help. And bend the arm perhaps, keeping the hand the same height.

EDIT: eric, maybe you could update that tutorial?
#3071
Here's a character I did a couple of days ago next to the "sketch".



I wanted a swedish look so I scaled down a picture of Max von Sydow as a head reference.
The nice thing about Photoshop's scaling feature is that when you zoom in you can move the scaled image around sub-pixel and get different features popping out of the resampling. Obviously I wanted to see the eyes, nose and mouth...

Cheers,
Steve
#3072
Here's an unfinished one from 2001:

Yawn!
#3073
Superb!
The shorts look a little flat maybe...
#3074
I d/led 2.0 yesterday.
You put a lot of good work into this!
Unfortunately on the first playable screen, I got the too many overlays error.
I think it was during the urinating idle animation.

Cheers,
Steve
#3075
Very cool NPCs!
+1
#3076
I think the best thing would be radio buttons in the general settings that say

Arithmetic precedence
[ ] AGS historical
[ ] Standard
[ ] Error if ambiguous (default)

The error should say something along the lines of "Ambiguous arithmetic operation. Add brackets or split over several lines to indicate your intention. See the manual [ref] for details."

A note in the manual is never going to be enough - people do not know to look for that sort of thing.
#3077
AGS Games in Production / Re:Maya con Dios
Mon 05/04/2004 21:38:50
modgeulator,
I was thinking about some mystical style midis, with something more dramatic in the same style. A couple of examples are mystisky.mid and newage1.mid which you can get here:
http://web2.iadfw.net/aars1/Midi/Universe/
I'd love it if you could help out - I won't be *needing* music for months though.

James,
Cheers, I think.
The GUI is pre-your mockup, honest. I'd just been playing one of foz's games, so I ripped him off, not you :)

Totoro,
I should play Maniac Mansion. Maybe I'd get some ideas!

mätzyboy,
It sure is a Swedish army knife! Following on from the Norwegian army knife in III Spy...
#3078
AGS Games in Production / Re:GuardDuty
Sun 04/04/2004 23:03:53
Mmmm, looks lovely!
Your sig had me intrigued a while back - nice to see some info.
I can't wait!
Cheers,
Steve

Aah, reciprocity!
#3079
AGS Games in Production / Re:Maya con Dios
Sun 04/04/2004 21:59:20
Kairus, yup it's a play on words. Sorry. My style.
It's not a final name necessarily, but it's growing on me...

jaz, the name Schele comes from Linda Schele, who was a UT professor as described, see for example
http://www.famsi.org/research/schele/

Darth and Petteri, you can surely be beta testers. I might need some music too (later)...

Cheers,
Steve
#3080
Good stuff!
You're improving rapidly!

Maybe that window could do with a frame...
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