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Messages - RickJ

#181
General Discussion / Re: Egyptian Revolution
Sat 06/07/2013 23:43:24
RE: 'being smart, knowledgeable, and having a just cause'

1. Everyone, regardless if they are 'idiots' or 'smart and knowledgeable', yearns for freedom.
2. Freedom is always a just cause.
3. Smart and knowledgeable people know that's it's foolish to believe one has more than a superficial understanding of another country's culture and/or politics. ;)
#182
Mark, Probably the best thing to do is to contact their accounts payable, preferably the person who will be processing your invoice, ask them exactly what they want, in what form, and who's ATTN: it should be directed. 
#183
Quote
Therefore, this question is very important for me: is it worth to release this "raw" (or "alpha" if you like) version, forcing it to work by few more hacks?
I would say no, it's not desirable.  Your AGS time is far too valuable to the AGS community to be wasted on, as you describe, a flawed methodology.  This has happened to me many times and have found that the best results are achieved by taking a fresh look and trying an alternative method.

Quote
Are there people who would like to have new features regardless of risks?
No doubt there are, peoples' desires are truly unlimited.  You can rest assured they will never be satisfied no matter what you do.
--------

I always wondered if these limits couldn't be specified in the editor's "Game Settings" or similar section.  There would still be limits but they could adjusted according to each game's needs.  Not nearly as automatic as truly unlimited but also perhaps not nearly as disruptive of the existing code base.

Open up some of the limits that are currently causing pain and leave the rest for the next go round would be my advice.
#185
Perhaps your computer doesn't have 1.8 GB of free memory ;)
#186
Quote from: CW
Another thing is that when more experienced person decides to share his thoughts and knowledge, he usually addresses to similarly more-or-less experienced readers and discusses more advanced problems. It is not so easy to write a good tutorial for beginner.
I agree.  The reason is that that folks with experience don't know what questions to answer for the less experienced folks.  Instead of getting your knickers in a twist why not;

    1) Pose the questions that are important to you as a beginner
    2) Present your solution and how/why it was derived
    3) Solicit alternative or advanced solutions
    4) Compare and contrast the 2 (or more solutions) using criteria such as scalability, skill level required, etc,,,



#187
Adventure Related Talk & Chat / Re: License ?
Sat 08/06/2013 09:50:50
1) I believe AGS itself is distributed under the Artistic License not GPL.  You can't claim that it is.

2) Games created with AGS can be licensed however the author desires.  The AGS license is irrelevant; It's not necessary to mention it at all if that is your desire.

3) GPL is not well suited to works of art including video games.  It is designed for distribution software where things such as artistic vandalism is of no concern and where incremental contributions/improvements/modifications by others may be of benefit. 

4) Creative Commons non-comercial attribution license would allow your game to be freely distributed, prevent others from taking comercial advantage, and protect it from vandalism.
#188
Xenogia,

Thanks for taking the time to get the beta working in Wine.

I ran the game in virtual box but had to set it to run windowed rather than full screen. [edit]  I wasn't able to get full screen to work .. I guess it makes sense that a virtual machine wouldn't be able to reach out and take over the real video adapter. 

Are you having the same restriction in Wine?
#189
Good to know.  It sounds like it may be easier than using VirtualBox as I have been doing.  I last tried Wine 5 years ago attempting to run Visio and AGS.  Neither worked very well and so I went the VirtualBox way. 

Please consider creating a tutorial that covers both installation and usage.  I think a lot of people would benefit and be grateful. 
#190
Hehe Tentacle Porn ... who would have thought . (roll)
#191
You may find some SFC concepts useful for what you want to accomplish.  It's a simple way of defining actions, conditions to get to next set of actions, and ability to depict parallel and selective branches.
http://www.plcdev.com/sequential_function_charts_all

You may also find this little editor helpful
http://treeline.bellz.org/
#192
You can make a 2D array by doing something like the following:

Code: AGS

struct StoryBlocks {
  String Speaker1[1000];
  String Speaker2[1000];
  String Speaker3[1000];
  int Speaker1mood[1000];
  int Speaker2mood[1000];
  int Speaker3mood[1000];
  String Line[1000];
};

StoryBlocks SB[6];

Display(SB[2].Line[23]);

#193
Phemar,

The while loop isn't going to accomplish what you want.  You will need to use repeatedly_execute to poll the progress of a1 each game cycle instead of using while and wait.  The result is that one iteration of your loop is executed each game cycle.

It looks like your is within a context of a module already ... if so you and add repeatedly execute handler to the module.  Hope this helps.

#194
For any self-learners out there here is a link to free online university courses.  No college credits of course but if you only want to know stuff and don't need a degree well here...  The second link is to a game programming course featuring allegro library and other topics that may be of particular interest to my AGS friends.Just thought I'd share.  Cheers..

OpenCourseware
http://www.onlinecourses.com/

Eastern Michigan University
Computer Game Programming (COSC 457)
#195
General Discussion / New Computer Tech
Sun 14/04/2013 05:00:54
#196
Quote
... fortunately he willing to re-license xBR source code under LGPL
#197
Here is what CJ actually said about the LGPL ...

http://www.adventuregamestudio.co.uk/forums/index.php?topic=43383.0
Quote
If you're thinking about adding third-party libraries, remember that AGS must not use GPL libraries as the GPL license is too strict. Libraries licensed under the Lesser GPL (LGPL) are ok, however. Always carefully read the license of any third-party libraries before proposing to use them in AGS.
#198
If you end comment sections with /**/ then you can comment/uncomment by placing/removing /* where the comment is to begin.
Code: AGS

/*
    Commented-out code Here
/**/


Code: AGS


    Running code Here
/**/
#199
I will never buy a Sony anything ,,, rootkits, customer lawsuits (George Hotz), DRM'd VCR with unusable TV tuner, etc, etc.   
#200
It sounds to me that something like eNoBlock, eBlockSelf, and eBlock is what is being described.  The first and last are of course what we have now.  The eBlockSelf would simply allow the script to continue (as in eNoBlock) until the originating entity (character, object, etc) tried to execute another action.  At that point the script would block (as in (eBlock). For example if Ego is set walking with eBlockSelf.  The script doesn't block until Ego is set walking to another point.

Code: AGS

    cEgo.Walk(360, 240, eBlockSelf);    // Ego starts walking
        :                               // Script continues
        :
    cEgo.Walk(400, 500, eBlockSelf);    // Script blocks here and waits for Ego to 
                                        // stop at which time the new walk instruction 
                                        // is executed. 


It's sort of a poor man's multi-threading feature that could be very effective and useful.
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