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Messages - RickJ

#1521
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... BUT you cannot decide to strip such and such prisonner from such or such right...
I guess  I'm  a bit slow but it seems to me that incarceration itself denies one of the most basic of rights, to freely come and go as one pleases.   If I were given the choice I would prefer to give up porn rather than be incarcerated, as I suspect most people would. 

How can you justify stripping such an important right from individuals and and at the same time assert that the rights of the same individuals cannot be stripped when it comes to trivial matters.   It seems to me that , at least in coutries who laws are based upon Briytish Comon Law,  that convicted criminals  are in prision because they have deprived others of their rights and in doing so they have forfeited their rights.

Also I think re-habilitation is mostly touchy-feely crap.   Criminals for the most part commit crimes to make a living and serving some time is just the cost of doing business to them.  In the US a number of states passed "3 strikes and you're out" laws where three felony convictions gets you life without parole.   In those places the crime rate dropped significantly because it was the same gropup of people committing the crimes.  Once you start permantely taking them out of society the result is naturally less crime. 

Of course there are nut cases that don't have a profit motive but then they are are beyond rehabilitation any way and the sooner they are out of bussines the better. 

================
Back on topic.... EU Constitution from an outsider's point of view

1.  I was always skeptical because of the socialist leanings of most "old" European countries.   I didn't think it would take long for the realization to sink in that tax money would be, more or less permanently, flowing out of some countries and into others.   IMHO, socialism/collectivism/communism or whatever name you prefer does not scale very well much beyond a family grouping.  The larger the group the faster it fails.

2.  Also if there were going to be a central law making body, upon which country's law would the new laws be based?   Would they use British common law, the Napoleonic code, or some other tradition for their basis.   

3.  Also what language would such laws be written in?  Anyone who has ever negociated or executed a contract understands that every single word is important.  I can't see how laws could be flawlessly translated into a multitude of languages and  retain their percise meanings, which is of course a requirement.   Even if this were possible how would they be uniformily executed and interpreted in a multitude of cultures with a multitude of legal traditions? 

4.  From the outside looking in, it seems some of the wealthier countries such as France and Germany desire to increase their geo-policitcal and ecconomic power and more or less run things overthere.  Many countries less prosperous are eager to go along for the ride so as to reap the ecconomic benefits.    It seems to me the whole thing, a centralized European goverment,  is pretty much unworkable. 

5.  From the comments in this thread it would appear that the proposed constitution was severely flawed.   It seems that it was mainly about policy and not about fundamental principals.   Probaly it was purposefully vague so that nobody had to commit to anything ans so that people in different counttries could be told different things.

======
Anyway those are my thoughts from a relatively uninformed point of view.   

#1522
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I don't use it very much because I need to scan the forums and the manual for hours for a single line of script...
This, of course, gets easier and less time consuming the more you do it.  The new version of AGS makes good use of an auto-complete editor feature that makes this process a lot easier than it has been in the past. 

Quote
I have no idea what scripting is used for. I have read that it is to "give you complete control over the game" or whatever but I have no idea what that means.
It's an alternative and more powerful way of programming your game.  The Interaction Editor can be very cumbersome at times and many of us find it much easier to do everything in a script program. 

The new version Ags 2.7 can be downloaded from a sticky in the Technical Forum.
#1523
Hi cp,

First of all there can be 20 objects per room, I'm not sure why you think it's 6 though.

Secondly, the primary difference is that objects only have scope in the rooms in which they are defined and charactrs have global scope throughout the game.  The result is that any given character may be used in any room in the the game; an object may only be used in the room in which it is defined.  There are some other more subtle differences as can be determined by examining the difference between character functions and the equivalent object functions.   
#1525
Quote from: cp on Wed 01/06/2005 16:10:55
Quote from: DGMacphee on Wed 01/06/2005 10:02:27
But someone who "hasn't got a proper grasp of the English language who comes in here and demands everyone pay attention without following the rules set here" bugs the hell out of me.

The solar light has reached the outer space twice since I was 16, and I wasn't going to reply to this thread, until I noticed this remark...
I only speak for myself here, but I think people do try to follow the forum rules and use english, even if their posts are not "correct" enough.
I also think that some posts that are thought to be written in overfamiliar, or txt style , or "community" english, may be written from someone who doesn't speak english as a first language (sometimes the "mistake" is the exact translation from another language!)

I hope people here don't really believe that being good at making games depends on the level of written english!

cp:  I believe this it is precisely because we have non-native English speakers in our community that it is important to [/color=red]attempt[/color] to communicate clearly.  The lame attempts at being cool are what's being critisized and not anyone's lack of English language skills.   Intentionally using slang, such as "da" instead of "the",  only creates confusion for everyone, especially non-native speakers.   

I have been here for quite a while and I have never ever seen any non-native speaker critisized for his or her lack of English skills.  So cp, please don't feel intimidated.   


Flukeblake: If you act like a retard people will treat you like a retard; not just here but everywhere in life. 


#1526
Quote from: Scorpiorus
But what do you think of adding a convention to check if module with the same name already exists?
If a game contains MyModule you can't import another module named MyModule.  If this is what you mean then I think it is already prevented.

Quote from: Scorpiorus
Also, what if there would be a demo script module? It would basically be a simple working module (eg: math functions) that just shows all the conventions in work. The key point is to make it very simple but still demonstrating every single rule (notations, etc.).
I like that idea very much.  That was my motivation in making the template files.  I think having an example to go along with them would be a very good idea.   

Perhaps this example should be in the form of  a AGS Game Template (*.agt)  that would contain two modules  ExampleModule containg the example you suggest and NewModule containing empty templates.  This way if someone wanted to make a new module they could use this template to create a new game.  The could rename NewModule to whatever they wanted and start coding.  They could look at ExampleModule whenever they wanted to see how to do things. 

We could also add functionality to the game proper to help in the test process.  There could be GUI's, test room, etc to aid in development.

=====
Btw, I was reviewing the thread and was wondering about the issues SSH brings up.   When he orignally posted I wasn't up to speed on the GUI stuff and overwhelmed with the DQ update.   Would you mind taking a look at his suggestions and let me know what you think.   One of the things he mentions is using the prefix "go" for all of his gui objects.   In DemoQuest I just used the gui name to prefix the objects it contains.  I didn't realize until now that this is one of the things SSH was asking about and had previoously made suggestions.     

In any case this is probably a good time to have a discussion about this.  If we reach a conclusion I can go back and modify DemoQUest to conform to whatever we decide before it is released.


#1527
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I changed THIS_GAME_EXE macro in the script header but would be cool if the were a built-in string variable that holds the name of executable file of the game so that such back transitions would be easier to do. Would such a variable be possible in a future version of AGS?
Oh yeah!  It depends upon the folder name and the ZIP didn't create the folder automatically.   Unzip to a folder named "DQ31SOD-V100".

I think having a variable or macro with the file name would be a good idea also. 
#1528
Sorry about that.  Seems like the entire file didn't make it up the first time.  I uploaded it again and it should work now extraxct without any errors.  Use the same link above to get the file..
#1529
Thanks for your reply.  I am looking forward to playing your RPG when it's finished. 
#1530
Proskrito,

Thanks for your kind offer but you have already helped me ;).  I used the fonts and graphics from your DoTT template to remake the old DemoQuest Lec example.   I couldn't use the DoTT template because it used 16 bit color.   I dumped your GUI sprtes, reduced their color depth, and reincarnated them into a simple mini game example.  You can get it here.

DQGLEC-V000-B01.ZIP

Please feel free to review or make any impovements you wish and I will be happy to include those in with the new DemoQuest version.

Cheers
#1531
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did start making a doc about module dependencies but got wiped it all out as my hard drive crashed. It took pretty much time to set the system up again and finally be online. Fortunately, this thread contains all the info regarding dependencies stuff so I think it won't be a big problem to rewrite from scratch.

Scorp,   While you were gone SSH asked me what conconlsions we had reached so I had a go at making the document which includes a section about the dependancies. So instead of starting from scratch perhaps you could review what I have already done and make any changes you think are appropriate.  Here are the three documents I gave to SSH.

#1532
The upgrade of DemoQuest to the new script language is nearly complete.   Coding is complete save for some cleanup work and fixes for whatever bugs may turn up.  All reported bugs should be fixed.  You can download the latest Beta version from here:
DQ3SOD-S100-B02.ZIP  (3Mb)  Unzip to folder: "DQ31SOD-V100"

The Arcade and Gui rooms have been converted to mini-games.  They can now be played from within DemoQuest just as before and the may also may be played directly from the OS.  Beta releases of all the mini games are available below.  They come with source code, graphics, etc.
DQCYCLE-A100-B01.ZIP        Unzip to folder: "DQCYCLE"
DQGAGI-A100-B01.ZIP         Unzip to folder: "DQGAGI"
DQGAGIPnC-A100-B01.ZIP      Unzip to folder: "DQGAGIPnC"
DQGSCI0-A100-B01.ZIP        Unzip to folder: "DQGSCI0"
DQGSCIPnC-A100-B01.ZIP      Unzip to folder: "DQGSCIPnC"
DQGVC-A100-B01.ZIP          Unzip to folder: "DQGVC"
DQSLOT-A100-B01.ZIP         Unzip to folder: "DQSLOT"

Here is the puch list I am working from.  It began from a review by Strazer some time ago.   There are several issues that may need more discussion or they may have been adequately addressed already.   So perhaps you could take a look at these and keep them in mind as you review the DQ source code. 

http://www.gaia-spa.com/project/ags/doc/PunchList.txt

Additional project documentation can be found here.   Anyway have a look and let me know if you find any bugs or have any other comments. 

Cheers
RickJ

P.S. Also if anyone has any idea whod did what on the DemoQuest II pleast let me know because I wish to give credit to their hard work. 

Cheers again
#1533
The gaia-spa website  should be back up tomorrow morning or sooner.  The domain name expired and needed to be renewed.   I am going to post a new version tomorrow so you all may as well wait for that anyway. 

Cheers.
#1534
I have script module that reads INI files.  Perhaps that will work for you.  If not then perhaps you can give us some more specific requirements.
#1535
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However, Objects, Hotspots and Characters are likely to share similar properties so that does make sense.
I can agree that there may be much comonality, however, it seems to me that there may also be enough differences to discourage the use of properties.   So my vote would be for each to have their own schemas. 

I think it would also be useful, especially for template authors, to have a separate schema for the game (even though it would probably have only one record).   Configuration options could be made into properties rather than implemented as #defines. 

Anyway, just my 2 cents worth... 

#1536
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I wouldn't say it's typical, as such, of RPG games ...
Do they then just fade from one room to another or do they do something entirely different?

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I'm curious myself as to how commercial games with this feature work it
I'm not sure what you're asking but the way I envision the implementation would something like this:  When the new room is loaded the image of the previous room is retained temporarily.   The previous image is scrolled off the screen and the new image is used to fill the void left as the previous image moves off screen.   

Quote
I wouldn't use it in my RPG personally,...
Is it because it's currently not possible and/or other implementation issues or is it because of game aesthetics?  I'm just curious?

=========

I could also see this as being useful in doing map or driving type things.


I am also curious as to what other difficulties there are in making RPGs with AGS.  Do you have any thoughts about this?
#1537
To pickup on Scumm's suggestion, I notice that nearly all the lights are off.  You could turn on the lights, animate the doors, or the other stuff ScummyB suggests.
#1538
General Discussion / Re: Video Help....
Mon 23/05/2005 03:39:36
Hey Squinky,

I used a program called "Ulead DVD Movie Factory 1.0."  a couple of years ago.  It took it a long time to convert from mpg to VCD or whatever it was.  Anyway I wrote the stuff to CD and got about an hour of stuff per disk.  I'm sure there are better programs around by now but if you want to know more ;);) about this one PM me. 
#1539
I am not very familiar with RPGs but I think I tried one recently (God of Thunder or something similar).   Anyway I noticed how this one did room transitions.   If you walk right, for example, when you reach the right edge of the room everything would quickly scroll left until the new room was fully on the screen.  This gives the illusion that it's one continous room.    So I guess  I have 2 questions:

1.  Is this behavior typical of RPG's or did I just get lucky and try out an oddball one?

2.  If AGS supported this kind of room transitions would it be helpful and/or desireable in making RPG type games?

#1540
I'm implementing the GUI and Arcade examples as  mini-games.  That is they are one room stand-alone games that are called from the main demo using RunAGSGame() in conjunction with the, not yet released, MiniGame script module.   One of the unused doors in the "Hall of Guis" now has a control panel that lists  any mini-game GUI examples in the demo's Compiled folder and named _DQGxxx-V000.exe (xxx=name, 000=version number). 

It's fairly easy to add additional examples, just import the MiniGame module and add a custom ExitGame() function consisting of about 10 lines of script, give it the proper name (i.e. _DQGxxx-V000.exe) and copy it t the DemoQuest compiled folder.  So, monkey, when you're ready I can show you what to do. 

In the mean time I may try out one of Proskrito's templates to  and see  if I can get the DQ example room to work with it.  If not I'll just strip out the old DQII LEC GUI  and use that.
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