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Messages - RickJ

#121
First of all Monkey, thanks for getting everyone engaged in the forums.  There was recently a discussion about how quite things are around here now days.  Thanks.

Now for some levity and a video we can all sit back and enjoy.  Radiant you can fast forward to 6:10 for the evidence you seek.   

https://vimeo.com/50941741

If that don't put a simle on everyone's face ... :-D


#122
Quote from: Darth Mandarb on Fri 10/04/2015 12:27:21
... Religious shit heads murdered a few thousand people in the name of their peaceful religion.
Well said Darth.

Would anybody here buy a used car from Dr. Wood?
#123
Quote from: Scavenger on Sat 11/04/2015 17:47:10
... You may as well say that aliens came down and blasted the WTC ...
But..but..but..isn't that that where they got the super laser beam technology.  I mean there's no way human beings are smart enoguh to invent such a thing...it had to be space aliens!
(laugh)
#124
Could this be the basis of a multi-player adventure game?  Perhaps other problems could be solved in a similar way?  What do you think? 

Imagine games deployed on social media and game play finds optimal solutions to complex problems?

Game Theory Applications in a Water Distribution Problem
ABSTRACT
A water distribution problem in the Mexican Valley is modeled first as a three-person noncooperative game. Each player has a five-dimensional strategy vector, the strategy sets are defined by 15 linear constraints, and the three payoff functions are also linear. A nonlinear optimization problem is first formulated to obtain the Nash equilibrium based on the Kuhn-Tucker conditions, and then, duality theorem is used to develop a computational procedure. The problem can also be considered as a conflict between the three players. The non-symmetric Nash bargaining solution is suggested to find the solution. Multiobjective programming is an alternative solution concept, when the water supply of the three players are the objectives, and the water authority is considered to be the decision maker. The optimal water distribution strategies are determined by using these solution concepts and methods.
http://www.scirp.org/journal/PaperInformation.aspx?PaperID=27121&utm_campaign=linkedin&utm_medium=sx
#125
I like kitties.  They are better people than a lot of people are. Lol
#126
You were being hunted at around 5:55.  I enjoyed the rest almost as much!  :-D
#127
Very interesting. Way long time ago VAX/VMS had something called logical name assignments. A very useful feature that seems to be missing from mklink is the ability to assign one name to multiple targets.  VMS would search through the list until it found a target that exists. 

Anyway I found a little utility from nirsoft
http://www.nirsoft.net/utils/ntfs_links_view.html

He seems to have quite a few useful little things.  I had used his shell command a while back and had a good experience with it.
http://www.nirsoft.net/utils/nircmd.html
#128
I really like this idea and can think of a number of things I would use it for. 

Has anyone given any thought as to how resource files will be populated?  It could be done manually or in some cases it may make sense for AGS to just write the data to the file.  In the latter case something similar to monkey's suggestion may make sense as follows:
Code: ags

// The $RESOURCES$ tag contains the path where embedded resource files are 
// located.  The normal AGS file operations can be used to read/write/append 
// files at this location as one would expect.

// Open file system "myFile.txt" for read
File *f = File.Open("$RESOURCES$/myFile.txt", eFileRead); 

// Open file system "myFile.txt" for write or append
File *f = File.Open("$RESOURCES$/myFile.txt", eFileWrtite); 


// When the game is compiled files contained in the $RESOURCES$ folder are
// embedded into the game file(s).  The embedded files can be opened for 
// read using eResourceRead instead of eFileRead. 

// Open embedded resource "myFile.txt" for read
// The $RESOURCES$ tag is ignored but allowing it's inclusion makes it easy to
// switch between the embedded file and the actual file by simply changing the mode.
File *f = File.Open("$RESOURCES$/myFile.txt", eResourceRead); 

// Being able to exclude $RESOURCES$ tag is convenient when access to the actual 
// file is not required
File *f = File.Open("myFile.txt", eResourceRead);


This would allow the resource files to be populated by the game itself during development.  A variable could be used to easily switch between the embedded file and the actual file during development.  Changes could be made to the game as it is running , something that has been discussed several times in the past.  One mode would be added to the File object and the compiler would need to be aware of the $RESOURCE$ tag and embedded any files found there.

#129
Hehe, well the first thing the player picks up could be some sort of bomb or other equally hazardous device.  If you look first you learn what it is and what is required to safely interact with the device.  Otherwise you eventually meet with misfortune.   It only need be done once; the player will learn quickly! ;)
#130
Yes the concept is as old as the hills, but I've never heard it summed up so well in just four words.

... And for being such a tried and true concept it's amazing how little it is practiced.
#131
Quote
How would you want to split this between "API documentation" and "user help/tutorial," and do you really think you're better off maintaining it in separate places? No, I think this should either all be in the source, or all in a separate document.
I wouldn't advocate splitting this up at all.  To build upon your example, what could go into a separate document would be a tutorial and/or example using all or some number of Mouse methods to implement a mouse interface for one kind of game or another. It's not the same as API documentation.

Quote
That would require the help system to generate the help files on the fly depending on which modules/plug-ins were included.
The module/plugin author would generate the help file as part of their development effort.  When the module/ plugin is installed the help file would just be p[art of the installation.  The game file could contain the help menu entries and filename bindings or the editor could just create the menu entries "on the fly" by doing a help directory list when the editor is first loaded.

Quote
Also, AGS is written in C++ while modules are written in AGS script and plugins in whatever language the developer chooses.
Both use remarkably similar syntax; same comment characters, line terminators, etc.  The RST would be the same in either case, embedded in comments.  One wonders how difficult it would be to get Sphinx to read module files? A while ago I made a module document extractor tool using AGS itself.  However, AGS's file writing limitations prevent it from being production ready.  It wasn't a trivial effort but it wasn't a monumental task either. 
#132
Quote
I started systematically documenting every function/method I wrote since about 8 years ago, and I found it increased my productivity. It takes a lot less mental effort to read 4 lines explaining how to call some function I wrote 3 years ago than it takes to reverse engineer that function without messing up.
I agree.  In addition, the exercise of explaining what one has done brings a tremendous amount of scrutiny and focus that tends to reveal inadequacies and outright bugs before they manifest and are identified in the usual time consuming manner.  This also means a tremendous boost to productivity is realized in the long run. 

Also I think Alberth has identified two seemingly conflicting needs with regards to the help file.  First there is a need to accurately document built-in functions and editor/engine features.  The best way to keep these things up to date is to maintain that documentation along with the code.  If both are in the same place then there is little excuse for them being out of sync.

The second need is for 'tutorial' or 'user' type documentation that illustrates how to use a collection of functions and features to accomplish some goal.  This kind of documentation is more easily maintained as a separate document.

I would like to add a third need here that should also be considered.  Third party modules and plug-ins extend AGS by adding additional functions/classes etc that also need documentation. 

It would be nice if all three needs could be satisfied with one coherent mechanism.  Wouldn't it be possible using RST/Sphinx/Python to come up with a modular help system that could be used for all three purposes?  For example  I was thinking along the lines of the help menu having multiple entries, one for each help module? 
#133
I recently viewed a video where the speaker talked about Red Code and Green Code in his programs.  He characterized Green Code as the part that says what he wants the computer to do and the Red Code as the extra bits that persuade the computer to do it.

I think this is an interesting concept that could help programmers of all levels simplify and structure their code.  I am unfortunately unable to remember/find the link to the video where I saw this presented.  I thought it was this one (Stop Writing Classes (python)) but now I am not so sure.  But I did find a couple of blog posts that explain the concept in more detail.

http://weblog.raganwald.com/2006/12/economizing-can-be-penny-wise-and.html
http://tapestryjava.blogspot.com/2013/01/red-code-green-code-my-code-your-code.html

This is of course the whole reason to have game engines in general and AGS in particular; a whole lot of the red/yellow code reside in the engine so that the game script has mostly green code.  The story doesn't end there; red/yellow code have a tendency to crop up in game scripts in spite of the engine.  AGS provides additional means of segregating red/yellow code from the main program through the use of modules and functions.

I think it is useful to think about this concept and how to put it into practice.  All of us Engine/Editor Developers, Module Authors, and Game Programmers could benefit from it.
#134
I have to admit that I'm hooked on her music.  Every time I listen it makes me feel happy.  I hope she doesn't turn into a freak like so many others.

The last time I discovered new music that I really liked Richard Nixon was president. (laugh)  I'm glad you enjoyed the links.
#135
If find that if I flesh out the characters (i.e. write their history) the story tends to tell it's self.
#136
I came across her cover of Different Drum  by accident.  At first I didn't even think it was her voice, just a kid lip-synching.  But then I watched some more videos where she plays real instruments and sings with her real voice. 

I like her cover of If I Had a Hammer and Somebody to Love.

It's my understanding that she has publicly performed 20 or more of her own original compositions such as the ones below.  I think it's a pretty impressive accomplishment for a 14 year old kid young lady.

Ailalalili
Here for You
#138
There are two choices for development in Linux, WINE or VirtualBox/VMWARE.  I had good results using VirtualBox and wrote a tutorial several years ago.

http://www.adventuregamestudio.co.uk/forums/index.php?topic=39118.msg596034#msg596034

Since then WINE has improved, with regard to AGS, and people have also reported success.
#139
Most people use their own graphics rather than the default border.  IMHO the default border is much like the default GUI controls.  They are there for the sake of functionality and not really meant to have production value in released games.
#140
General Discussion / Re: Humble Mozilla Bundle
Thu 16/10/2014 05:35:47
Hehe, but you know having too much fun like that can make one's spots fall off. 8-0
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