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

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Show posts MenuQuote 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:
EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, true);
EffectsOverlay = Overlay.CreateGraphical(0, 0, EffectsSpriteCombined.Graphic, false);
EffectsSpriteScreenCopy = DynamicSprite.CreateFromScreenShot(640, 480);
EffectsSpriteCombined = DynamicSprite.Create(640, 480, false);
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);
}
Quote from: mode7 on Sun 10/07/2011 19:38:45Yeah... not going to finish today. I'll have to release it at some point next week. Still, might mean it gets tested first.
Need....more....tiiiimeeee...
Quote from: Dualnames on Mon 06/06/2011 20:01:43Yeah, got over 10000 views now which none of us were expecting! Puts the pressure on for the next one we do.
It seems to be getting some attention as well, which is nice!!
Quote from: InCreator on Tue 07/06/2011 09:27:09It'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.
There's too much minecraft hype around. What exactly is the thing that keeps people digging?
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