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Messages - Radiant

#41
Quote from: CaptainD on Sun 03/03/2024 21:51:23All the best with development! I love making AGS do non-AG stuff. 7 days is a really tight deadline though!
Thanks! Well yeah, but the AGS forums does one-hour game designs sometimes...

Quote from: Danvzare on Mon 04/03/2024 12:02:20Good luck!  :-D
Thanks as well! Yeah, it's like NaNoWriMo; you can "win" simply by completing the challenge.
#42
At orders of Prince John the usurper, the Sheriff of Nottingham has staged a surprise raid on the Merry Men's hideout, scattered them, and taken Robin Hood captive.
Only Much, the miller's son, was not at the hideout and remains free. Although a cook rather than a warrior, it's up to him to gather the Merry Men, sneak into the Castle, and rescue Robin.
After all, the Prince's men are many...
...but they're not Much!


If you enjoy this game, please consider voting in the MAGS contest!

A stealth roguelite for the April MAGS contest.
  • Enemies can see, hear, and/or smell you!
  • Stun soldiers with rocks and steal their stuff!
  • Procedurally generated areas!
  • Bribe common enemies with gold and/or raw meat!
  • Invisibility potions!
  • Rescue the gang of Merry Men!
  • Art and music courtesy of OpenGameArt dot org!
  • Sound effects pending!

https://radiant.itch.io/sherwood

Control your character with the cursor arrows; mouse doesn't control anything in this game.
Press Z to switch between stealth and sprint mode.
Press X to use items once you've got them. For instance, you can throw rocks at enemies to stun them, or at trees to make noise (attracting enemies).
Press C to switch between different items once you've got more than one.
Other than that, it's a roguelite; so normal gameplay is to die a bunch of times while you figure out how it works.



#43
Thanks!

Suppose I have a big while loop in repeatedly_execute that I rather want to optimize, does it make sense to "cache" certain things in local variables, e.g. use
Code: ags
int f = enemy[n].flags;
and then use f in further comparisons instead of looking up enemy[n].flags every time?

(I'm talking about line-of-sight and distance calculations on a large grid, they seem to be a bit CPU-intensive, esp. on older systems)
#44
I'm curious if AGS optimizes calculations? For instance, if my code contains
Code: ags
  enum { FLAG1 = 1, FLAG2 = 2 };
  enemy[5].flags += (FLAG1 | FLAG2);
then does this effectively combine into
Code: ags
  enemy[5].flags += 3;
? Or does the compiled code still combine the flags separately, or look them up as constants?
#45
Now with real trailer!

(this is still a work in progress, it needs more animations and the music is a placeholder; but still, trailer!)
#46
I note that when running the game with F5 from the editor, games by default run in multitasking mode = true (when running from the Windows desktop gives multitasking = false). Is that intentional?
#47
General Discussion / Re: Free Steam keys!
Tue 07/11/2023 10:01:51
I got a bunch of discount coupons on Steam, for the following games; most are 66% off or 75% off. Let me know if you're interested!

Assassination Box
Bacon Tales
Boogeyman
Galactic Lords
Gnomes Garden New Home
Milennium 3 Cry Wolf
Opaline
Rebirth of Island
Threads of Destiny
Zup! 7
#48
Oh, that's now. Huh, I had been meaning to attend that. Ok, I've put myself on the mailing list so I'll be aware sooner of the next one.
#49
I've been playing around with non-adventure ideas a lot, and in the past have done

Vector Vendetta, a shoot-em-up based on rotated vector graphics;

Also mainly in the sense of "can it be done". It looks less impressive now but this was written 15 years ago and I wasn't sure if AGS or the hardware back then could support a large amount of RawDraw functions within repeatedly_execute (because the manual explicitly stated NOT to do that).

Eye of the Tempest, a 3D blobber-style dungeon crawler (unfinished);

This appears similar to what CW is doing above, except this one is based on zoomed sprites instead of triangles. It's actually pretty hard to make 2D art look good for this style. Although this is tile-based, it has a rudimentary function to pan/zoom to the next tile (similar to what Lands Of Lore does). Originally a MAGS game.

Indiana Rodent, a scrolling tile-based platform game.

Again an exercise on how much we can stack up in a repeatedly_execute loop. It also supports parallax backgrounds, frontlayer tiles that go on top of the mobiles, and a point-n-click level editor that I keep wanting to reuse for different projects. Started out as one of the AGS Bakery charity games, although that first version has rather floaty jumps.
#50
Thanks, downloading this now!
#51
Quote from: Crimson Wizard on Fri 20/10/2023 16:18:06- Fixed TextWindow edges drawn under the corner pieces;
- Don't check number of audio clips when loading a legacy save format (made before 3.5.0);
- An option to disable language selection in Winsetup ("[disabled] translation = 1");
- Filter names under "[disabled]" section in config are treated in case-insensitive way;
- Print a warning into game log when a blocking Display or Say is called while game is fade-out;

I confirm that these work, and as far as my issue reports are concerned, this new patch can be released. Thank you for your help!
#52
For distributing a game with maximum compatibility under Windows systems, which graphics driver would you suggest as the default/initial value in the setup? Is this Direct3D or OpenGL or SDL2?
#53
Thank you! I will have time to test this on tuesday evening (because I'm not home this weekend).
#54
Quote from: Crimson Wizard on Fri 20/10/2023 09:54:11In the contemporary engine there's no such thing as "no filter", there's always a filter setting, because window is now freely resizable.
That's good to hear, but you also just mentioned that "none" is one of the supported filter names. Or is that part of the docs outdated?

Quote from: Crimson Wizard on Thu 19/10/2023 14:35:57Supported filter names are:
none - run in native game size;
#55
Quote from: Crimson Wizard on Thu 19/10/2023 22:55:29On another hand, is not listing which filters to disable is opposite to what the user's intention is?
That depends on how many filters there are. Out of the three filters listed, I'm fine with none and stdscale; and I want to disable linear.

(edit) I suppose I could lock it to stdscale, and assume that stdscale with a scaling of 1.0 is identical to no scaling.
#56
Quote from: eri0o on Thu 19/10/2023 17:26:35I kinda feel these scaling options would be better set in general settings because usually there is a certain intent from the developer regarding the look and feel of their game.
That's indeed why I'm looking for this option. For these particular games, their respective artists feel that certain particular scaling settings don't look good on the art style.
#57
Now it works, thanks.

Just a minor thing (if you're fixing things regarding this setting anyway), I feel that when the pulldown menu for Scaling method has only one option in it (in this case, nearest neighbor since linear is disabled now) then this pulldown should be grayed out.
#58
How do you figure? None of "linear", "Linear", "LINEAR", "Linear interpolation", "Linear_interpolation" or "linear_interpolation" work for me.

(edit) do you mean that the config file is parsed as lower-case, but AGS requires it to be sentence case, therefore this can never match?
#59
Quote from: Crimson Wizard on Thu 19/10/2023 14:57:11
Code: ags
[disabled]
linear

Sorry, that doesn't work.
#60
Right, so if I understand correctly, if I add
Code: ags
[disabled]
filters=linear

then that should disable the linear filter. However, that does not actually work; nor does filter=linear, or linear=1, or AAx2=1.
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