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Messages - Monsieur OUXX

#1121
you can use this module to have more control of different ypes of clicks on different types of objects (controls, guis, etc.) http://www.adventuregamestudio.co.uk/forums/index.php?topic=49989.0
It's bascially a fancy version of Crimson wizard's code snippet.
#1122
Quote from: Crimson Wizard on Mon 28/12/2015 01:17:07
Engine status: there is a Mac port by Wadjet Eye that can play games made with AGS 3.2.1 and lower. It is practically possible to update it to more contemporary version of engine, but it will take some work. Last time I heard about this, Janet Gilbert from WE wanted to hire programmer again to do this; also Nick Sonneveld mentioned plans to help them, but I do not personally track the progress in that area at the moment.
Alos Janet's post has been converted to a Wiki article, with added screenshots and some on-screen stuff clarified : http://www.adventuregamestudio.co.uk/wiki/Releasing_a_game_on_iOS
(PS: I apologize if I'm confusing MacOS and iOS; I'm not sure if it's the same realm or not)
#1123
I picture a game with a stereotypical Black man from the 70's (large pants and huge afro hair) holding a shotgun and dispensing justice as Black Death.
#1124
The advantage of using the "circle with color zero onto a temporary sprite" technique is the HUGE performance gain compared to drawing the pixels one by one.
#1125
I was away for some time but the ocmpetition will be resumed soon. stay tuned!
#1126
Hey I only just noticed that I got 1st place. I promise I'll post the animated result when it's finished, no matter how long it takes.
Now I need to find an idea for the next one. I've noticed that the motivation is higher when the subject isn't necessarily original, but is a bit nerdy (usual themes from adventure stories). Therefore, forgive me in advance for the lame theme, whatever it shall be. ;)
#1127
Quote from: Gilbert on Mon 21/12/2015 02:40:58
There are a number of ways to do this.
Below is a (probably not so good but) simple way:
Code: ags

//Put this in repeatedly execute always of the room:
if (!object[2].Moving){
  object[2].X = 0; object[2].Y = 100;
  object[2].Move(640, 100, 2, eNoBlock, eAnywhere);
}


I could be mistaken but I think that wouldn't work. Doesn't "Move" teleport the object instantly? Instead, as suggested, use the Tween module and recycle Gilbert's script by replacing "Moving" with whatever function offered by Tween to check if a movement is over, and replacing "Move" with "TweenPosition".
#1128
Selmiak told me that the lines are not called "vanishing lines" but "perspective lines". Sorry, in French we call both the points and the lines "vanishing". I'll try to remember that for the next episode.
#1129
I'm making a series of tutorials for game makers.

It's not focused at all on the accuracy of technical terms, and it doesn't teach you how to draw with perspective.

What it does teach you is how to slowly start using the many tricks and cheats used in 2D adventure games that aim at keeping your scene realistic and fooling the eye while reducing the need of scaling the character up or down.

Here you go:

INTRODUCTION
Episode 1 - http://youtu.be/TTVdSCOQUq4
Episode 2 - http://youtu.be/cZiDE603xVU

REAL-LIFE EXAMPLES IN EXISTING GAMES
Episode 3 - http://www.youtube.com/watch?v=G82wW90u3sU
Episode 4 - http://youtu.be/uPkTdk7qrtI
Planned: more examples of cheating from gemini rue and from Fate of Atlantis. Planned: Some examples of "curved" perspective from Fate of Atlantis and from Seven Cities of Gold.
Episode 5, 6, 7...

ACTUAL SCENE CREATION FROM SCRATCH
Episodes 8, 9,10...
#1130
Quote from: Edmundito on Sat 19/12/2015 03:57:26
Is this specific to creating custom Tweens or for other types of combinations as well? Could you give me some examples of things you were trying to do with speed that the module did not support? Can tell me more about "altitude" and how it relates in AGS?

It's strictly for Tweens, and as I said you already did it inside the module to manage X and Y simultaneously in objects (Chracters, Guis, etc.) that have both a X and a Y.
I gave an example: manage my own objects that have a X and a Y property.
Don't stay focused on "altitude". It could be anything, for example a "Z" if you manage a 3-dimensional space.

Long things short: a way to tween more than 1 property at once, based on the speed. It's alreayd possible in the module, but one has to understand how to relate speed to FPS. A tiny utility class would make that easier.

#1131
All right, so Batsy never replied. ;)

In other news: you have no idea how hard CassieBg is working to make that flying map perfect! Like every day I nag her with demanding changes, and every day she dedicates very hard to learning new things in Blender. Hurray! Meanwhile, Frikker has done a good share of the work, but he's standing by, waiting for some details. ;)

#1132
Suggestion for next version:

Make it easier to bind together some tweens (one for X, and one for Y, and why not one for altitude, etc.), based on a shared movement speed.

Let me explain what I mean:

Imagine you have a room Object that you want to move at a given speed. Then you can simply use Object.TweenPosition along with TimingType == eTweenSpeed. The module takes charge of calculating the duration matching that speed, and then updates both X and Y automatically with the appropriate ratio applied to each of them (namely: cos, and sin).

However, now, imagine you want to do the same with your very own abstract Tween object, that you will use for drawing onto surfaces. Very much the same as you do in the "Indy map example" in the first post. Then it's a pain to calculate the duration and the ratios by hand. You didn't have to do it in your example because you simply set the same duration (3.0) to both X and Y.

It's not too hard to do it, but if you created a class for an abstract (X,Y) tween (not relying on an actual AGS Object or Character or whatnot) that would be really cool...
#1133
I didn't find how to set a tween based on speed rather than duration, as advertised (I'm sure it's here somewhere but it eludes me).

EDIT: OK, found it: TimingType
#1134
Quote from: Sslaxx on Mon 02/11/2015 15:13:49
Open Quest was created with AGS 2.72 and is now updated to work with 3.3.4

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z

I would like not to see this die.
#1135
It' so sad that there are no replies :(
#1136
Engine Development / Re: interface_click
Wed 16/12/2015 13:32:17
Oh, OK, I never noticed that the event handler actually received a pointer to the control that triggered it.
#1137
I have PM'd her. Let's not clog this thread. ;)
#1138
Engine Development / Re: interface_click
Tue 15/12/2015 17:24:41
Quote from: Crimson Wizard on Tue 15/12/2015 10:12:29
you may also have 1 handler for all buttons, and then delegate actual handling to custom script.
This will work almost same way as interface_click, except you still have to input the handler's name into every button property.
I don't understand. Can you explain?
#1139

Artistic execution Grok
Playability Kumpel
Most original/creative use of fire in a scene If I could vote for myself, I would (the fire is around the scene). Otherwise I don't find the other uses very original. I'll say Mandle, not for the fire, but because of the several original light sources.
Hottest - Grok.


#1140
I never managed to finish it in time. Too bad you didn't see that palette cycling animation! I'll be sure to post it when it's finished (and as always I can't vote because my stupid network blocks half the images).
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