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Messages - RickJ

#341
Just s a couple of thoughts:

Game Specification Language
If this concept was expanded to included a directory structure containing all the resources, sprites, backgrounds, sounds, etc, their  import properties/instructions and the scripts that comprise the game, the AGS editor then be able to read/write this file.  The file could then be input to stand-alone compilers to port any given game to different game engine back-ends. 

I believe this is similar to what Clavaron did with XAGE.  It's also a way to work around the license incompatibilities between AGS and SummVM;  there could simply be an AGS-ScummVM compiler and shazamo AGS games are able to run on ScummVM.  Conceivably this could be done with older AGS games even without the source code?

With regard to format,  the obvious first choice to come to mind is XML.  Fell free to opine as to it's merits and/or alternatives.


Game Entity
I like the above discussions about "things' and "game entities" and agree with much of it.  I believe all Game Entities or Entities ought to have some common characteristics:

Resources
Entities ought to be able to "own" resources such as sprites, sounds, music, etc.  Two or more entities can own the same resources.  If an entity is exported it's resources are also exported (this would also apply to it's other constituents as well).  If an entity is imported all of it's constituents are also imported.  From a user perspective it may look like the game contains multiple copies of the same resource but this does not have to be the case.  The game files themselves would contain only one copy and multiple references as is the case now.

Views
Animation is perhaps  a better word? Entities could have 0 or more views or animations consisting of an arbitrary number of loops.  Different views could be set active by the script code. If a character entered the water the swimming view could be activated.  Perhaps multiple views could be simultaneously set active to change clothes or hair-do for example.  This suggests some sort of organizational hierarchy (i.e. folders, groups, or something).  The concept of view should be general enough to include the playing sounds, music, and other resources synchronized to animation or without animation at all.   In light of this perhaps a word like "Composition" may be a better choice? 

Collections
The way to handle inventory is perhaps to just let inventory items be Entities and then allow Entities to contain collections of other entities.  So if a character has a gun, then the gun can have bullets.  If a character has chewed bubble gum and a paper clip in the inventory and then makes a key with those items he will end up with a key in his inventory but no bubble gum and paper clip.  Why?  Because the key now has the gum and paper clip.  I suppose a generalized solution would allow entities to have multiple collections.   You could then of course, as suggested earlier, have GUI components for displaying collections.

Scripts
Entities ought to have the ability to contain scripts.  It could be something like modules are now in AGS and could work in exactly the same way.  The would have the ability to respond to and/or capture events.

Events
Otherwise know as player interactions.  Currently interactions are only defined in for rooms.  Why should not other entities also have the ability to respond to such events/interactions.  In addition it would be nice if there were the ability to handle user defined events where one script could post an event (possibly with data value) which would trigger interaction functions in other scripts.

Dialogs
Dialogs are held between one or more entities.  Participants can be explicitly identified within the dialog or identified when the dialog is initiated, sort of like passing parameters.   Dialogs are owned by entities.  If a room owns the dialog it can only be initiated when the participants are in that room.  If a character owns a dialog then the dialog can be initiated in any room where the participants are present.  The owning entity does not necessarily have to be a participant.

Dialogs usually result in the player learning something or the game changing state (or both).   Perhaps the latter consequence should be enshrined in a standard way.  What if entities were able to have a collection of "Facts"?  Each fact could be a string or unique id# and have a count and %confidence level.  There could be a dialog command called reveal (reveal "fact string" [%confidence]).  If confidence level not supplied then revealing entity's default confidence level is used.  The entity(s) to whom the fact is revealed adds the fact to it's knowledge base it it doesn't exist.  The count is then incremented and then used to calculated a weighted average of the confidence level.  The game programmer can then use these properties however he wishes.  "Conversation" is perhaps a better word than dialog?


#342
General Discussion / Re: SOPA and PIPA
Wed 18/01/2012 19:59:36
Miguel, what you describe is called "Fair Use" and it's not limited by institution or profession - it covers everyone.  Soup&Wine would, for all practical purposes, eliminate it.   "Fair Use", as it exists in the US, is fairly subjective (like porn -- you know it when you see it).  What is and is not fair use is often decided in the courts.  Soup&Wine doesn't need to go through the court system so people will be silenced with little recourse.

I believe the UK has something similar called "Fair Dealing".
#344
General Discussion / Re: SOPA and PIPA
Wed 18/01/2012 17:00:52
Well heres a real world example of what SOPA will bring.  MegaUplaod Song
http://www.geek.com/articles/news/universal-illegitimately-yanks-megaupload-song-from-youtube-20111212/
http://gizmodo.com/5868298/megaupload-mega-sues-universal-over-mega-song-censorship

So imagine you finally release that way cool science fiction game you've been working on for the past ten years (Snake are you listening) and by some miracle it goes viral.  Some posts a review somewhere and says "it's the best Sci-fi game since SpaceQuest" -- Vivendi's (or whoever) bot rats you out and shazam your website, AGS website, and any others they can think of disappear into the bit bucket.  I wouldn't matter that your game didn't have anything to do with  spaceships, spacemen, space or janitors.    To get your website back you would have to hire a lawyer and file a lawsuit to get your site back.

@Wham:  You are wrong , they don't have to file a lawsuit to have a website taken down.  And in the US the burden of proof is on the plaintiff.  Under current law sites, such as youtube, aren't liable for user posted content provided that they have a mechanism in place to remove copyright infringing content when informed by the rights holder(s).  Rights holders can file lawsuits against anyone who otherwise violates their copyrights.

What you describe is what happens under current law.  
#345
Selecting a community leader, I fear, is somewhat akin to selecting the leader of the universe.  Anyone smart enough to do it really wouldn't want to and anyone who wanted to is therefore unqualified.  ;D

Community leader:
1. No
2. Dave Gilbert, m0ds, Gilbetv7000a/IcebotyV7000a, AJA, Khris, Darth

Technical Lead:
1. No
2. Wyz, dkh, sslaxx, JanetGil, monkey,  Bero
#346
The PM's main role, IMHO, is to keep everyone organized, motivated, and aiming for the same goals.  This requires someone who has diplomatic, managerial and leadership skill and experience.     

#347
QuoteHaving to build separate plugins for each platform is far from ideal and not really a cross platform solution, IMHO.
I didn't mean to imply binary compatibility.  I was referring to the current state of affairs and implying that ideally plugins would have a common source code (without #ifdef hell) and a common dynamic linking mechanism. 

I think Dave would make a great PM and don't really have any concerns with regard to commercial vs non-commercial issues.  After all Dave was one of us way before he became one of them ;).
#348
Having to build separate plugins for each platform is far from ideal and not really a cross platform solution, IMHO.   Qt is one of a number of ways to do this; some are just more work than others..   
#349
Quote
... If we're going that route lets also add cross platform support for plug-ins. ...
Qt has a cross-platform plugin system.  What others are out there?
#350
Although QT is most well known for it's GUI framework it is so much more.  It consists of a modular platform independent API and a platform specific backend for each supported platform.   I was told many years ago, by one of the developers, that having separate backends allowed them to achieve the appearance, behavior, and performance they desired and that it eliminated most of the ugliness (i.e. endian issues, #ifdefs, etc) and made for a much cleaner solution.   The result is that exactly the same application source (without #ifdefs, etc) can be compiled to run on any supported platform. 

Trolltech (now Nokia) has been at this for close to 20 years in a commercially successful context and have an impeccable reputation for the quality of their work. IMHO, it would be foolish to reject the fruits of their labor without at least taking a look. 

There are over 100 Qt games here. and another 30 here.  These don't include games created by Gluon, a Qt base game engine/editor similar in function to AGS.  There is even a book on Amazon about it, "Open Source Game Development: Qt Games For KDE, PDAs, And Windows",  and an active  Qt Development/Game Development forum on Nokia's website.   And of course some youtube videos here and here.

The notion that Qt is not appropriate for game  and game engine development is just plain silly.

Now there may be good reasons to not use Qt but have yet to be articulated. ;)
#351
Perhaps the QT libraries should be considered?
http://qt.nokia.com/

Quote
Qt is a cross-platform application and UI framework. Using Qt, you can write web-enabled applications once and deploy them across desktop, mobile and embedded operating systems without rewriting the source code.

Qt is available for the following platforms:

    * Windows Desktop
    * Windows CE and Windows Mobile
    * Linux/X11
    * Embedded Linux
    * Mac OS X
    * Symbian
    * Maemo/MeeGo

Android is also now supported
http://labs.qt.nokia.com/2011/02/28/necessitas/

Here is an overview of it's API.  It's modular so it's possible to only use what is needed.
http://developer.qt.nokia.com/doc/qt-4.7/modules.html#id-5ff96530-83d8-4e05-a98a-4ca5636bec55

There is also a cross platform plug-in system
http://developer.qt.nokia.com/doc/qt-4.8/plugins-howto.html

A lot of games have been written using QT
http://developer.qt.nokia.com/search?search=games

Bottom line: QT has already addressed portability issues so that it is possible to code once and compile compile that one source for any of the supported platforms.   If we are going to re-factor the runtime in an OO/C++ fashion then QT ought to be considered because it offers so much.  Just my 2 cents.

#352
I think the people are all in some sort of comma.  There is some sort of medical device strapped to their chests.  It monitors their physical condition and provides physiological stimulus.  The badges on their animal bodies is a metaphor for the medical device strapped to their human chest.

Their animal forms exist in a shared dreamscape.  Apparently all the medical devices are interconnected making the shared dreamscape possible.  It's not clear at this point if this is by design or by accident.

Removal of a badge symbolizes disconnection of the medical device.  Although the device remains connected symbolically disconnecting it blocks it's physiological affects.  

The animal forms are symbolic of the different personality traits of each individual (as in classic Greek philosophy, lions are brave, foxes are clever, chickens are chicken, etc).  Without the physiological stimulation from the medical device there is distress, confusion, anxiety, etc.  In this state different aspects of personality are able to emerge, personified by different animal forms.

So why are these people in a coma and connected to mysterious medical devices?  I suppose you'll have to play the game to find out!  :=
#353
All you need to know is here below.  Start with the "Script Module Guidelines" in the Technical forum which is a summary of the original document. 


Modules, Plugins and Technical FAQ:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26283.0

The original and more detailed version of the Script Module Guidelines can be found in the AGS Wiki.
AGS Wiki:
http://americangirlscouts.org/agswiki/Category:Advanced_Tutorials

There are also templates that can be used to create script modules and that reflect the recommendations in the script module guidelines.
DemoQuest GIP Thread:
http://demo.agspace.ws/project/documents/ModuleProgrammingGuidlines-V0100.txt
http://demo.agspace.ws/project/documents/ModuleHeaderTemplate-V0101.txt
http://demo.agspace.ws/project/documents/ModuleScriptTemplate-V0100.txt

Once you have an understanding of what you are doing then feel free to ask questions and to take monkey's advice.
#354
Code: ags
Game.SetSaveGameDirectory("ANY_VALID_PATH"); // includes $MYDOCS$ and relative (to the Compiled folder) paths[/quote]
In light of the above and the ability to make custom plugins and the ability to modify the runtime, the argument to "restrict file operations for security reasons" no longer seems to makes sense.  Why no just do away with it?
#355
Quote... if Lil' Kim tried to enact democratic reforms ...
The Kims have done extremely well under the current system.   In addition the North Korean people don't believe in democracy and cry in public over Ill's passing.  If restrictions on information were relaxed even a little bit the people there would find out how bad they are actually doing.  The ensuing anger and unrest of the population would surely dissuade Kim from then notion of any such reforms as you mention. 
#356
QuoteSeriously hoping Jong-un turns out to be an awesome and peace-lovin' guy.

::) ... and perhaps pigs can learn how to fly  :=
#357
This company is looking for someone to manage a game localization project.  Apparently they are opening an office in Europe.  I believe they are a reputable company.  I don't have any connection other than living in the same place as their main office.   perhaps someone here may be interested.

http://spokane.craigslist.org/bus/2714590000.html
#358
I came across an interesting article about a novel use of games and and collaborative efforts. 

"Foldit is a multiplayer online game in which players collaborate and compete to create accurate protein structure models. For specific hard problems, Foldit player solutions can in some cases outperform state-of-the-art computational methods."

Click on the link following for the full article.   
Algorithm discovery by protein folding game players
#359
When I first saw this idea I thought you guys were out of your nut and didn't think this would work out at all.  I'm happy to say my first impression couldn't have been more wrong.  By any reasonable measure the experiment has succeeded.   

TITH and Baron both point out that some of the initial assumptions (i.e. 1hr/dev) were not realistic and that lessons were learned along the way.  IMHO, this doesn't taint the success of the project at all. So here's a big congratulations from an initial skeptic for a job well done.
 
With regard to future experiments you may want to consider adding  "pipe-lining" in addition to parallelism to the workflow organization.  I haven't followed along and so apologize if this technique was already utilized or considered.

Way back in the ez-board days someone (whom I can't remember) gave the advice to get the game world working first and then layer the plot elements of the game on top of that.  To produce a room for example there would be two steps:

Step-1:
- Add areas and regions to the background art.
- Add objects and animations
- Add script to make game world functional

Step-2
- Add dialog implement the game logic & plot
- Add script to implement the game logic & plot
- Add any other to implement the game logic & plot

After Step-1 PC would be able to walk around the room, operate doors or interact with other game world objects and characters. Story, puzzles, sound, music, etc could come later in the process and could all be done by different people.

Coding:
Develop a programming style/pattern very early in the process and ask others to follow it.  Develop modules and/or global functions to do all the heavy lifting.

Characters:
Use a pixel scaling to draw all characters.  For example if the game's character scaling is 20 px/ft than 6ft tall character would have a height of 120px.  In this way any character could appear in any room on any walkable area an would be scaled to the correct size.

Hope my suggestions are of some use. Cheers
     

#360
poc301 nice article.

I agree completely about importance of character development and would a couple of points.

The back-story of characters  can (and probably should) be more extensive than what is presented in the game.   As your article states, the characters' back-stories tell the developer how the game should unfold.   It's not wasting time and effort to fully develop the game characters.  The time spent shows up in the quality of the finished product, IMHO.
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