Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kweepa

#3081
Superb as usual!
#3082
AGS Games in Production / Maya con Dios
Sun 04/04/2004 19:29:52
Maya con Dios

Screenshots:


From the intro


Dixie gets in trouble

Dixie Schele, professor of Anthropology at the University of Texas, Austin, is investigating ruins in Mexico when she is thrown back in time to the age of the Maya. She must avoid crazy customs, evade crazed rulers, and appease cranky gods to find her way home.

Look for it sometime in 2004! [EDIT] Ok, maybe 2006 is more realistic. *Sniff*

(Now I've announced it I've got to finish it.)
Cheers,
Steve

Update 6th Oct 2005
--------------------------
This is still semi-in-production.
It's been on the back burner for a while though.
I recently went on holiday to the Yucatan and visited some Mayan sites, which was awesome.
I'll get back to working on it more when I finish IVSpy.
Realistically, I'd say Plot is only at 70%.
#3083


EDIT - But it's so cute!
#3084
DORCAN!
It's your turn!
:)
#3085
Try Eadweard Muybridge - the first link on Google has got some good animations on the right ("Moving forward").

http://web.inter.nl.net/users/anima/chronoph/muybridge/index.htm

If you find a standard Muybridge walk cycle post the link here!

Cheers!
#3086
"...time travel most likely works [this way]..."

:)

"...I could write a guideline for time travel (one theory anyway)..."

I think it's more interesting when people aren't constrained. Let's see the other theories!
#3087
In 1), do you mean the imported mask was dithered? That could be because you drew it in RGB colour, then converted it to 256 colour (with a fixed palette) to export it. When you do the conversion, you should make sure the dithering is OFF. Of course, if that's not what you mean feel free to tell me to shut up.

2) The palette RGB numbers go up to 31 in hi-colour because there are 32 possible values for each primary colour in hi-colour (some graphics cards have 64 values for green, but presumably AGS works to the lowest common denominator so it will look the same on all machines). If it was changed to 256 it would be frustrating because you would try to change a colour slightly and it might not make any difference, depending on where the actual threshold in value was.

3) You could try the character control plugin.

Thread hijack time!
A) About area importing: I'd like to be able to import 24/32 bit (I forget which they are) PCXs (so I can just save a layer in my paint package), and have the game choose the nearest area colour - so I can paint in dark blue and it comes out as area 1, green comes out as 2, &c.

B) I'd also like to be able to export areas.

C) It would be nice to be able to copy and paste backgrounds and areas too, but...

D) I noticed that if I copy a sprite to the clipboard it comes out wrong when pasted in photoshop 7, as if the header is the wrong size or the offset to the colour data is wrong - the right hand side of the image is on the left. But it works fine in MS Paint, so I guess it's photoshop's fault. Anyone know anything about that?

Oops, that came out more than I intended.
Please give GinnyW's your attention first, folks.
#3088
Here's a simpler snippet that does exactly the same thing:

Code: ags

string time;
StrFormat(time, "The time is %02d:%02d.", GetTime(1), GetTime(2));
Display(time);


StrFormat automatically overwrites the string, so there's no need to clear it with StrCopy. And %02d is replaced with a zero padded string representation of the number. So you could display a score in a pinball machine with %09d for example.

Cheers,
Steve
#3089
Critics' Lounge / Re:A walkcycle
Fri 02/04/2004 14:12:35
He still looks like he's walking backwards.
I think it's got to do with the way the legs bend - the back leg should bend and lift at the ankle before coming forward. (Still not great though.)
matzyboy's reverse animation is the best so far...

As for the shading, post your attempt then get criticism.
The static shaded guy doesn't look too bad.
Maybe you just didn't spend long enough on each frame.
#3090
General Discussion / Re:Thought of the week...
Thu 01/04/2004 15:59:13
Quote from: Magintz on Thu 01/04/2004 14:54:59
I find it will take me roughly 5 minutes to find and download a song for free but it will take me over an hour to go out and buy an album; this also costs money on transport etc...

itunes?
#3091
I for one think this is a brilliant idea.

For those that are upset or worried that it will ruin the community or invalidate your current projects, you should really visit the register page or the AGS main page and read carefully CJ's arguments in favour of the move to shareware. I think you'll be convinced.
#3092
Farlander said that last week!

[EDIT] I think saying "best sprite jam ever" is kind of arrogant when you have a submission. And insensitive to past winners.

[EDIT2] Mage! Don't tell me you and your girlfriend have better things to do on your date than judge sprite jams!
#3093


I couldn't find a picture of Frank Muir :(
#3094
Ummm, what does GTD mean? Is it Game Theory Discussion?
I searched the forums but only found more references to GTD.
#3095
Quote
If units = 23 and thousandths = 567 the whole function would gimme = 23.567?

Correct.

Quote
How does it then still stay an integer? And if I give it 23 and 1000 respectively, will it = 24?

Yup.

Quote
What kind of voodoo is this? Hmm... perhaps it is just a fake floating point number that I could forge on my own by multiplying all my relevant numbers by a 1000 (which I could also fuck up royally by forgetting to divide later on)....

No, it uses the same technique as the old math plugin - a processor low precision floating point number stored in the int, which will look like garbage if you try to use it as an int.

Quote
Does float_to_int rounds up or down discriminantly?

Always down. I recommend this to round to nearest (assuming positive):

// add 0.5, then convert to int
int integerNearest = float_to_int(fadd(floatingPointValue, ints_to_float(0, 500)));

Or, you could do this:
int ival = float_to_int(fmul(fval, int_to_float(1000)));
int units = ival/1000;
int thousandths - ival%1000;

Quote
What does fcomp(int a, int b); return? I assume it s a bool checking if variables are equal, and I could concievably give it a test run - but hey - who has time nowadays?!

That's the same as the old math plugin for backward compatibility.
a < b, returns -1
a == b, returns 0
a > b, returns 1

Quote
How many decimals does pi() run?

About seven I think - the accuracy of 32 bit FP numbers.

Steve
#3096
All I could find was this link to the game announcement.
The download link seems broken :(
http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=9845
#3097
FFAST = SSH.
Oops, wrong thread.
#3098
Well said Evil.
If my brain wants to tell me something I wish it would have the courage to just come out and say it. I've had enough of subliminal messages disguised as dreams of sleeping with sheep.
#3099
Critics' Lounge / Re:Critique my mechanic
Tue 30/03/2004 00:05:40
If you're going to rip something off, make it something good!
And obscure! :)
#3100
Here's a dll that should work for you.
Download here.

Use

int ints_to_float(int units, int thousandths);
int atan(int radians);
int fmul(int a, int b);
int float_to_int(int floatingPointNumber);

Here's the full list of functions:
Ã, "import int GetTextExtentX(int font, string text);
"
Ã, "import int GetTextExtentY(int font, string text);
"
Ã, "import int int_to_float(int a);
"
Ã, "import int ints_to_float(int units, int thousandths);
"
Ã, "import int float_to_int(int a);
"
Ã, "import int fadd(int a, int b);
"
Ã, "import int fsub(int a, int b);
"
Ã, "import int fmul(int a, int b);
"
Ã, "import int fdiv(int a, int b);
"
Ã, "import int fneg(int a);
"
Ã, "import int fabs(int a);
"
Ã, "import int fcomp(int a, int b);
"
Ã, "import int fgreater(int a, int b);
"
Ã, "import int fless(int a, int b);
"
Ã, "import int sin(int a);
"
Ã, "import int cos(int a);
"
Ã, "import int tan(int a);
"
Ã, "import int asin(int a);
"
Ã, "import int acos(int a);
"
Ã, "import int atan(int a);
"
Ã, "import int atan2(int y, int x);
"
Ã, "import int exp(int a);
"
Ã, "import int log(int a);
"
Ã, "import int pow(int a, int b);
"
Ã, "import int sqrt(int a);
"
Ã, "import int pi();
"

EDIT: As I recall, the old math dll didn't have atan (tan^-1)...
SMF spam blocked by CleanTalk