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Messages - RickJ

#21
AGS Games in Production / Re: Feria d'Arles
Mon 19/03/2018 12:56:53
I lived and worked in that area for several months, a long time ago.   The pics bring back a lot of memories.  I still have a pair of hand made boots from a shop that I swear is n the vicinity of one of your scenes.  I don't like bull fighting either but had attended an event in the old Roman arena, where the bulls had ribbons or strings tied to their horns.  There were several human teams of two that took turns trying to extricate the string/ribbons for points.  The human competitors were completely unarmed  and no harm came to the bulls, except for being a little annoyed.  The humans came away bloodied and battered.  Thoroughly enjoyable experience!  (laugh).
#22
General Discussion / Re: Moho Pro
Wed 07/03/2018 17:07:15
Thank you Joel.  Your comments are very helpful.  Vector based stuff is really the only viable option for me.  I'm  an engineer not an artist, so dragging points around, etc come easily.  I can get artistic help to help flesh out details and then go from there.

Thanks
Rick
#23
General Discussion / Re: Trumpmageddon
Tue 09/01/2018 15:26:17
It just shows how easily people are misinformed and will believe anything that supports their own preconceived notions.
#24
General Discussion / Re: Moho Pro
Tue 02/01/2018 03:17:27
Thanks for the input.  I decided to checkout opentoonz first and delay Moho until the next sale or longer.
#25
General Discussion / Moho Pro
Fri 29/12/2017 20:05:39
Moho Pro is currently on sale for 50% off and I'm seriously considering purchase.  In the past it's been highly recommended but I am wondering what the current thinking is.  If anyone has an opinion please share. Thanks.
#26
See there, leave AGS, and bad luck will surely follow.  Didn't you notice how the other driver was all pixelly and low res?
#27
General Discussion / Re: Not secure
Tue 24/10/2017 17:49:27
All the non-deplorable and important people use "password" for their password.  It's so very clever and popular these days.(roll)
#28
Quote from: Slasher on Mon 17/07/2017 15:54:17
Quote from: CaptainD on Mon 17/07/2017 09:52:01
Not really a surprise... might bring some interesting new dynamics to the character, we shall see!

Well, how the writing portrays her will be interesting..
.. or it may not be interesting at all.
#29
General Discussion / Re: The beer thread
Mon 03/07/2017 22:13:19
One of my favorites from the Pacific Northwest (US) is Alaskan Amber

#30
They also have a page on their main website where you can report false positives.  Maybe we all start submitting different AGS games they may get the  point.

https://www.avast.com/en-us/false-positive-file-form.php
#31
Quote"Basically, this is where a person should stop trying and wait for further updates" is pretty much the understatement of the year.
I have been following with great interest and am waiting patiently for further updates but this made me smile. :)
#32
You may want to consider learning how to write modules.  By the nature of your question it would youappear up to it and would be able to benefit with regard to eliminating redundant code. DRY.
#33
tzachs, Perfect timing.  I'm about to embark on some C# stuff for my day job so it'll be like  killing two irds with one stone.
#34
tzachs, I had a look at the web assembly stuff and it looks promising.  Which GUI toolkit are you using?  Please let us know when/if the project progress past it's "secret" phase as some of would surely be interested in following along. 

#35
tzachs, I went back and read your post and I find many of your editor ideas very attractive.  In my previous post I was just summarizing what I understood the consensus of this thread to be that AGS is easy to learn and a pleasure to use. 

I got the impression that you were doing the engine first and the editor later but perhaps I misunderstood you post or conflated it with others.   How far along is your editor?  How portable is C# with respect to Linux, Mac, mobile and web?

I was thinking in terms of an intermediate compiler output (similar to compiler producing .obj) that could be targeted to multiple runtimes (similar to traditional linker).  If we could define a standard api, intermediate language or whatever term is appropriate then everyone could design to that standard.  We could choose a common file format such as YAML, JSON, or XML and allow for both compressed and human readable forms.  This doesn't mean that development necessarily has to have an extra step between iterations.  A default or development engine could be defined in a configuration and the link or targeting process could be done automatically. Alternatively the editor could have an integrated engine and export to the intermediate form on demand if that would make development iterations were more speedy or efficient. I don't mean to minimize the required effort as there would surely be issues to resolve but in the long run it may result in saved effort.  It's a way of having a degree of independence between IDE and runtime.  It would make it easier to support future, not yet invented, platforms.  It would also be a way for you, scotch, colin, and the rest to collaborate and benefit from each others' effort.

Perhaps it would make more sense to apply such an effort to the editor you or scotch are planning than to the current  AGS editor.  The import thing I guess would be to capture the essence of "easy to learn, pleasure to use".  Btw, that could be a cool marketing slogan.  Just food for thought.
#36
Quote...it may or may not help to know that many people feel like they've only made terrible mistakes and are a fraud every time someone expresses thanks.
I don't know about that but top engineers/programmers are never really satisfied with their work. They are in a constant state of learning by doing, the more they do the more they learn.  When you know more you are less satisfied with the work you did when you knew less.

Quote
I think the money thing keeps on coming up because it's how different people are motivated. ...
Everybody is motivated by money, the only question is how much.  The other motivation is self satisfaction which is, of course, priceless.

#37
Quote from: Alan v.Drake on Mon 24/04/2017 09:59:59
Quote from: Crimson Wizard on Mon 24/04/2017 09:05:46
I do not know if you realize, but I did more wrong to this project than good. Practically deviated development from the way it should have went.

The only wrong thing was keeping the compat.
You did reorganize the code better and made a player for older content. That's ok too I guess.

My memory is completely unreliable, but I think you got peer pressured by the community into keeping the backwards compat. You do have a weak spot when it comes to ags, probably because you've been in here forever, how many times did the agsers use that to exploit you? :-D
...
Undoubtedly there is enough blame to go around and we are all culpable. 

Its that the same old story about 4 people named Somebody, Everybody, Anybody, and Nobody ... :-D
QuoteThere was an important job to be done.
Anybody could have done it.
It was Everybody's responsibility and
Somebody should have done it. 
The boss got angry because Nobody did it.

CW makes a good case that the AGS runtime (i.e. the engine part) has reached a point where further development is becoming impractical.  Others have pointed out the advantages AGS (i.e. mostly the IDE part) has over alternatives.  I have no reason to disagree with these assessments. Further, we have at last three new runtime projects, based on lua, C#, and WebGL, currently under development that do not have the same limitations as the current AGS runtime but lack and IDE.

So, we have a great IDE integrated with a runtime that is difficult to improve and becoming obsolete.  We have three newer runtimes under development without the current runtime's limitations.  One can only wonder if it would make sense to move current AGS development towards the possibility of the IDE targeting multiple runtimes?   
 
#38
AGA then you know how much it sucks to work on other peoples code. ;)
#39
AGA, I believe the going rate for contract developers is in the neighborhood of $10000 per month. I recently saw an ad for a full time lead developer that offered $110k to $140k per year.
#40
QuoteHire master programmers want much money and All of them not familiar with AGS too
The going rate for contract programmers is about $10K per month, which, I imagine, is out of reach for most game projects and our little community.

QuoteI like the idea of a committee
Committees usually suck at whatever their mission is ;)

QuoteCrimson is the one with the most engine knowledge, so even if he doesn't lead the committee he should definitely be the one that can estimate how costly any change is.
Good point, Getting a handle on the amount of effort and time required is essential before undertaking such a project. There needs to be certainty about the amount of resources required and and the amount of committed resources available.


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