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Messages - OneDollar

#161
General Discussion / Re: XP Liberation Front.
Wed 30/11/2011 21:04:51
Windows 7 at home and work. I really like it and I can do pretty much everything I want to on it, though I have DOSBox and a virtual PC with Windows XP installed on it just in case. Oh, and a Windows 95 virtual too :D
#162
For adventure games I've enjoyed Lets Plays by hercrabbiness (who was mentioned by someone on these forums in a different thread). I recommend Laura Bow and Laura Bow 2 though the LB2 commentary is acted out by a couple of people, one of whom has very bad lag which leads to some annoying delays. She's also covered a lot of the Ben Jordan games.

For non-adventure games I've been watching TheAuZZieGamer, specifically his playthroughs of Hitman Blood Money. They're very quick (he speeds up a lot of the gameplay) and pretty funny, but he also covers lots of different ways of doing the missions, as well as fun stuff you can do. There's a lot of swearing though.
#163
General Discussion / Re: iOS5 Issue...
Fri 14/10/2011 13:21:02
If you go onto the App Store (on the iPad), go to the purchased menu and switch to 'Not On This iPad' do they show there? If so you should be able to redownload them, or at least get an error message if they aren't compatible yet.
#164
Quote from: Ascovel on Tue 13/09/2011 11:35:00
For example, in 2009 abstauber released an AGS game with greatly realized top-down shooter bits:

I think Abstauber based a lot of the code on the source of AGS-Invaders by Rocco. You can download the code from here.

I also played around with scripting a shooter a while back, but I didn't get very far. I did upload a tech demo and wrote a very rambling post on how I did it though. Not sure if either would be of use to you.
#165
Yes, it looks like Mazoliin is right. Removing the sprite's alpha channel seems to fix it, but I've gone ahead and removed the alpha channel from the overlay as well:
Code: ags

EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, true);

becomes
Code: ags

EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);

every time (6 times in my code) it occurs. Tested with all combinations of 16 and 32-bit, and DD5 and D3D 9.

Also worth noting that the code is for 640x480 res, so if your game is 320x240 you can change the
Code: ags

EffectsSpriteScreenCopy = DynamicSprite.CreateFromScreenShot(640, 480);

and
Code: ags

EffectsSpriteCombined = DynamicSprite.Create(640, 480, false);

lines to create 320x240 sprites instead.

It seems odd that AGS handles things differently at different colour depths and renderer, and using 16-bit D3D 9 with the original code gave some very odd results.
#166
The last one on 1 is Cedric and the Revolution.
#167
Great game, Ghost! Awesome art and animation as always (I love her laughing animation) and good puzzles. Nicely polished as well. Maybe a bit wordy in the intro, but plenty of gameplay in the rest of the game.

Oh, and I think I recognise that fresher ;)
#168
General Discussion / Re: How to name a game
Tue 26/07/2011 13:13:52
Use numbers and symbols at the start of the name so that it gets shown first in the games database. That's what Yahtzee did anyway ;D
#169
Do you mean something like this?

The best way would be to do it with drawing functions. Basically what you want to do is store the previous few frames (3 in my example) then draw them on top of the current frame at various levels of transparency (older frames being more transparent).

The problem with doing that while using the ShakeScreen is that its a blocking function. You could probably set something up in repeatedly_execute_always() to store and draw the previous frames, but you'd need some way of avoiding capturing the current frame's blur (turn off your overlay before taking the screenshot?) otherwise you'd get infinite ghosting. I played around with that idea for a bit, but I couldn't get it working so I just wrote a custom screen shaking function that had ghosting built in. I also cheated a bit - during a screen shake the screen is a static image, so I just kept drawing the same image, but at different positions and different transparencies.

The code's not great, but it might give you some ideas.

Code: ags

function TrailShakeScreen(int Speed, int Amount, int Length, int Severity) {
  //Speed = frames to wait after updating.
  //Amount = pixels to move each Speed number of frames.
  //Length = time in frames the effect lasts for (plus start and end).
  //Severity: Screen will shake between + and - Severity pixels.
  
  Overlay* EffectsOverlay; //Overlay to display the effect on screen.
  DynamicSprite* EffectsSpriteScreenCopy; //Holds a copy of the original screen (before bluring).
  DynamicSprite* EffectsSpriteCombined; //Holds blurred screen.
  DrawingSurface* EffectsSurface; //Surface for creating the blurred screen.
  int Timer = 0; //Timer for counting when the effect should stop.
  int Positions[4]; //Array for holding positions of previous screen copies.
  
  //Take a copy of whatever's on the screen so we can draw it later
  EffectsSpriteScreenCopy = DynamicSprite.CreateFromScreenShot(640, 480);
  
  //Draw it offset on Combined sprite
  EffectsSpriteCombined = DynamicSprite.Create(640, 480, false);
  EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
  EffectsSurface.DrawImage(Amount, 0, EffectsSpriteScreenCopy.Graphic, 0);
  
  //Now draw a slightly transparent copy on top of that one at the original location
  EffectsSurface.DrawImage(0, 0, EffectsSpriteScreenCopy.Graphic, 25);
  
  //Release the surface to update the sprite
  EffectsSurface.Release();
  
  //Update the graphics of the overlay to reflect our drawing
  EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
  
  //Wait while the effect displays on the screen
  Wait(Speed);
  
  //Draw screen and transparent offsets, show and wait
  EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
  EffectsSurface.DrawImage(2*Amount, 0, EffectsSpriteScreenCopy.Graphic, 0);
  EffectsSurface.DrawImage(Amount, 0, EffectsSpriteScreenCopy.Graphic, 25);
  EffectsSurface.DrawImage(0, 0, EffectsSpriteScreenCopy.Graphic, 50);
  EffectsSurface.Release();
  EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
  Wait(Speed);
  
  //Set 'Positions' of the four screen copies
  Positions[0] = 0;
  Positions[1] = 0;
  Positions[2] = Amount;
  Positions[3] = 2*Amount;
  
  //We are now ready to loop with three 'ghost' screens
  while (Timer <= Length) {
    //If the screen has moved 'Severity' pixels to the left or right, reverse the motion
    if ((Positions[3] > Severity) || (Positions[3] < -Severity)) {
      Amount = -1*Amount;
    }
    //Update the positions of the screens
    Positions[0] = Positions[1];
    Positions[1] = Positions[2];
    Positions[2] = Positions[3];
    Positions[3] += Amount;
    //Draw screen and transparent offsets, show and wait
    EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
    EffectsSurface.DrawImage(Positions[3], 0, EffectsSpriteScreenCopy.Graphic, 0);
    EffectsSurface.DrawImage(Positions[2], 0, EffectsSpriteScreenCopy.Graphic, 25);
    EffectsSurface.DrawImage(Positions[1], 0, EffectsSpriteScreenCopy.Graphic, 50);
    EffectsSurface.DrawImage(Positions[0], 0, EffectsSpriteScreenCopy.Graphic, 75);
    EffectsSurface.Release();
    EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
    Wait(Speed);
    //increase timer
    Timer ++;
  }
  
  //Slow blurring back down
  while (Positions[3] != 0) {
    if (Positions[3] < 0) {
      //Need to go right to get to center. Make Amount positive.
      if (Amount < 0) Amount = -1*Amount;
    }else{
      //Need to go left to get to center. Make Amount negative.
      if (Amount > 0) Amount = -1*Amount;
    }
    //Update positions
    Positions[0] = Positions[1];
    Positions[1] = Positions[2];
    Positions[2] = Positions[3];
    Positions[3] += Amount;
    //Draw screen and transparent offsets, show and wait
    EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
    EffectsSurface.DrawImage(Positions[3], 0, EffectsSpriteScreenCopy.Graphic, 0);
    EffectsSurface.DrawImage(Positions[2], 0, EffectsSpriteScreenCopy.Graphic, 25);
    EffectsSurface.DrawImage(Positions[1], 0, EffectsSpriteScreenCopy.Graphic, 50);
    EffectsSurface.DrawImage(Positions[0], 0, EffectsSpriteScreenCopy.Graphic, 75);
    EffectsSurface.Release();
    EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
    Wait(Speed);
  }
  //Returned to center, fade out screen copies.
  EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
  EffectsSurface.DrawImage(Positions[3], 0, EffectsSpriteScreenCopy.Graphic, 0);
  EffectsSurface.DrawImage(Positions[2], 0, EffectsSpriteScreenCopy.Graphic, 50);
  EffectsSurface.DrawImage(Positions[1], 0, EffectsSpriteScreenCopy.Graphic, 75);
  EffectsSurface.Release();
  EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
  Wait(Speed);
  EffectsSurface = EffectsSpriteCombined.GetDrawingSurface();
  EffectsSurface.DrawImage(Positions[3], 0, EffectsSpriteScreenCopy.Graphic, 0);
  EffectsSurface.DrawImage(Positions[1], 0, EffectsSpriteScreenCopy.Graphic, 70);
  EffectsSurface.Release();
  EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
  Wait(Speed);
  
  //Dispose of sprites and overlay
  EffectsSurface.Release();
  EffectsOverlay.Remove();
  EffectsSpriteCombined.Delete();
  EffectsSpriteScreenCopy.Delete();
}

function room_AfterFadeIn()
{
  Wait(40);
  TrailShakeScreen(1, 5, 100, 10);
  Wait(80);
  QuitGame(0);
}


Edit: Changed code to work with DX9 and 32-bit colour depth. Also this is for 640x480 res, so change the EffectsSpriteScreenCopy = DynamicSprite.CreateFromScreenShot(640, 480); and EffectsSpriteCombined = DynamicSprite.Create(640, 480, false); lines to reflect your game's resolution.
#170
This thread is really useful. Quite a few games I've missed. What I want to know is who's going to add all this info to the AGS wiki?
#171
Quote from: mode7 on Sun 10/07/2011 19:38:45
Need....more....tiiiimeeee...
Yeah... not going to finish today. I'll have to release it at some point next week. Still, might mean it gets tested first.

Congratulations to the people who did manage to get things out, there's some awesome things in this thread.
#172
This thread is so awesome.

The something I'm working on is almost finished, but I don't know if it'll get done today... just under 12 hours left in my timezone...
#173
I'm going to post a load of screenshots from some of my old abandoned/forgotten/on hold projects, hope that counts as 'something'. Click the images for full size.


Screens from a sci-fi game that was going to be my second AGS game.


The first of many non-adventure games I tried to make in AGS. I played Mods' Games Galore! demo and loved the idea, but didn't like all the text. I tried to make graphical interpretation (which mostly works), but I didn't really know how best to do things within AGS's limits and made a lot of early choices that I regretted later. Led to...


Little Simulated People, a demake of the Sims I did for MAGS. Technically I already released this, but I'm putting it here because it never went in the games database and I don't think many people played the tech demo. Was supposed to have more objects and features, but importing the required artwork for an object is a pain, and due to the rush to finish for MAGS the code got a bit unreadable towards the end. Also the last time I played it crashed.


Attempt one at jumping on the OceanSpirit Dennis bandwagon. Tried to do an origin story for Ray, but it clashed with other people's games.


OSD attempt two. Was supposed to be more RPG-like. I coded an RPG Maker 2000-like control system and did a load of graphics, then discovered I didn't have a story.

I am planning to release an actual game for the 10th, but it isn't one of the above. Fingers crossed.
#175
Quote from: Dualnames on Mon 06/06/2011 20:01:43
It seems to be getting some attention as well, which is nice!!  ;)
Yeah, got over 10000 views now which none of us were expecting! Puts the pressure on for the next one we do.

Quote from: InCreator on Tue 07/06/2011 09:27:09
There's too much minecraft hype around. What exactly is the thing that keeps people digging?
It's a communal building tool, working with a bunch of other people to build something impressive. I get really bored playing single player, but the multiplayer is a load of fun with the right people. Plus we're now using it to build sets and shoot movies, so we're creating our own challenges and rewards.

We'll have a better ending for the next movie ;)
#176
Thanks guys! To be honest my main contributions were some of the sets and playing the extras.

By the way the shorter pilot video we did before this one is on the same channel: http://www.youtube.com/watch?v=fyvUIxA1z80
#177
Some friends and I used Minecraft to make a short video. It's called The Yawning Dark:


http://www.youtube.com/watch?v=_vxWLkCPFpw

What do you think?
#178
General Discussion / Drawing on an iPad 2
Sun 08/05/2011 22:01:49
I got an iPad 2 recently and was wondering about using it as a graphics tablet for drawing and painting. Does anyone have any experience doing that? I don't expect it to be anywhere near as good as something like the Cintiq, but is it possible to draw accurately with something the size of a capacitive stylus?

Also does anyone have any recommendations on apps and styluses? I've played a bit with SketchBookX (the free version of SketchBook Pro) which seems pretty good. Wacom are bringing out the Bamboo Stylus shortly, do you think it's worth waiting for some reviews for that, or are there styluses out there that are cheaper and work fine?
#179
Working my way through them. Peter Molyneux's story about how he started developing software was pretty crazy. Ron Gilbert's talk answered a question I've wanted to know the answer to for a long time - why did LucasArts never make a Star Wars adventure game?

Thanks for the link GG, fascinating stuff.
#180
Right, I think we've seen the last of the 18th of March for a while, so time to bring this to a close.

DuncanFX: A nice, simplistic style, but still showing lots of character. I think Austin fits the cartoony style you went for quite well.
Sughly: Love the detail you've put into this, and the face is great. I suspect it would be a nightmare to animate, but it looks really good.
Anian: I can see Tyler in there, a nice clean sprite with good proportions. Nice work on the mockup too, 'Steal' instead of 'Pickup' is a cool touch.

All good entries, but I'm going to pick Sughly as this Jam's winner. Congratulations!
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