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Messages - Rocco

#161
Quote from: Mazoliin on Fri 08/08/2008 12:36:52
This might, or might not work.

When you sheck if the timer is expired, aslo check if a bool is false, if it is, call the function and then set the bool to true.

this is not the problem, the problem is i cant call the function within the rep_execute.
the only way memberfunctions can called is within other memberfunctions.
Or with an specified object, but i dont know this object at this time, cause it can be generated by the developer somewhere in the game.
So the developer can write somewhere in the game.

GameTimeCalender myCalender;
myCalender.Increase();

but i want to implement the functionality,
that you can set an intervall at the beginning,
and then the Increase function must be called, when the timer_is_expired.

SSH: I know this alternative, but want to avoid it, if its possible,
because then i have to generate an object and set a date on suspicion in advance.
#162
thx, i have the rep_execute allready in the module script,
but it seems in the rep_execute (no matter if in the global or modul) AGS don't accepts the this-pointer.

but i cant see another way around, except  i generate an object in advance, and work with this object,
no matter if its needed in the game or not.
#163
I have a struct, for a certain game task.
One functionality should be, that you can start a timer to initate an action periodicly.

But to see if the timer is expired, i need to check in the rep_execute, and when the timer is off i need to call the memberfunction.
Unfortunatly i can't call a memberfunction like this
this.SomeAction();
in the rep_execute

How can i solve this problem?




#164
i planned to release the driving module i used in this game. -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35278.0
but its only useable for the players car.
I used the CharacterControl Module for the other cars in the above mentioned game.
if my module is interesting for you, i'll intensify my cleanups on the module and release it in the next days.
#165
well maybe not, this was the failure.  :-[
i released the surface only when the driving part was over, that was not enough.  :-\

It seems that it works now same way as with 2.72.
Big thx, i withdraw my statement about the AGS 3.xx performance.  :)
#166
The game doesnt work with DX9 at all, there is no sprite visible on the screen.
And with DX5 the described problems occur, but i guess it belongs to the backgroundpicture handling and scrolling,
cause the car stucks when the edge of the backgroundpic is reached.
here is an example, what happens with AGS Beta 3.01.050 -> http://www.datenschleuder.eu/download.php?file=773Pitstop_AGS_3.zip
#167
Quote from: Kadji-san (BradN) on Sun 03/08/2008 03:11:23
Or in game design terms, its an obstacle. Mini games are usually skipable (well at least in most adventure games).

Well i hate this kind of Minigames, which doesnt belong to the actual game, so this isnt allowed.
In this competition, the Minigame should make sense in relation to the actual game.


Example:

Your Maincharacter fails to open a door.
possible Minigames:
1.
The Character go to a gym, and lifts some wheigts with an easy waggle Minigame.
After that your Character is strong enough to pull the door out of the hinges.

2. The Character find a lockpick
Short lockpick minigame (Example - The Heist)

3. The character find a crowbar
Short minigame where the char, opens the window with the crowbar.
#168
I encountered that the RawDraw Performance in AGS 3.xx is "significantly" slower then in 2.72.
I tried to make this game with 3.02 -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35278.0
but there was nothing on screen except the players car and the screen stucks every time when the car reaches a screen-corner.
If i tried an non-scrolling screen fitting background, the game doesnt start.

No problems with 2.72, perfomance is no problem and the games works also with non-scrolling backgrounds.
I planned to release the Car-Driving Module, but makes not much sense if it wont work playable with 3.02.

surface.DrawImage(....); is the bottleneck i guess.
Is this function slower now, then it was before with the RawDraw Commands?
#169
Strange Visitor: Drag and Drop the Gaspipe on the right carside - directly above the gasstation.

dkh: Normally when you on track, you can go back to main menue with <Esc>,
and in the main menue you can exit the game with the exit button.

When you stuck in a wall, best way is to head back (push down arrow 2times, 2nd time when the car stands) out of the wall area and go on.
If you come into the dirt-area near the walls the car stucks a little.
Damage will be repaired automaticly in the pits.

The Collision Detection is way far from perfection, so try to stay away from the walls  ;)
Thx for the comments.



#170
This game is a mixture between Pitstop and Super-Sprint, with the feel of the good ol C64-days,
with grandios SiD Music (c) by 20CC and MAGS Winner 07/2008 Theme 'Retrofest'  :D

   

Super-Pitstop-Racing

* C64 Game  ;)
* Top-Down View Racing Game
* Pitstops
* Tire-wear
* Fuel Consumption,
* different track surfaces
* Car damage
* Highscore Lists


#171
Wohooo victory,
thanks and congratulation to the other developers that participated to make some retrogames.  :)
A great big thanks to everyone who voted!
It was a cool theme, and it showed nicely how good AGS works as Game Maker for all types of games. 
#172
The Shawshank Redemption
If someone have to define Retro, then its this game  :), "You doing awesome"
Vector Vendetta
Great Music, great programming, great entry
Retroron Demo
Awesome Graphics, good fighting system, very cool Demo with ultrahigh potential - I hope you go on with this game.
Philosophers like hot Cocoa
An adventure, well i have seen to many of them around here, so i didnt finish it, but i liked the personal speech at the beginning.
Crash! Evade! Destroy!
A little funny platformer, but the timelimits were to low for me mostly.

My own Game:
Hadnt enough time to finetune the opponents, and the difficulty of the game.
I know that the area where the car slows down near the trackboundaries, can be frustrating.
Without that maybe the game is easier and more fun.
But i have also not enough feedback to know how the players get along with the game.

The Opponents are powered with the Character Control Modul from Strazer, so they drive somehow angulary.
I guess the AGS Performance is to low, to calculate all 4 cars.
I tried to start the game with AGS 3.xx and the game stucks with the players car only on the screen.
I switched back to 2.72 and it runs fortunatly smooth enough to play it.

overall great entrys
#173
Here comes my entry



Super-Pitstop-Racing

Its an C64 Game (supposed to)  :)
Pitstop really hits me ages ago. -> http://s64.emuunlim.com/gameinfos/pitstop/pitstop.htm
Specially the opportunity to make pitstops during the race was fascinating.

I tried to make a racing-game like that, so this game is a mixture between
Pitstop and Super-Sprint, with the feel of the good ol C64-days,
when 16 colors were enough, and imagination does the trick.

Use the cursorkeys for racing,
the mouse for the pitstops.

And dont forget:
Its not enough to step on it like hell.  ;)

* Keep an eye on your tires,
* Watch your fuel consumption,
* Be sensitive for the track surface
* Avoid damage on the car.

Otherwise you will see many exhaust pipes.  ;D





#174
Great, i will send it to you in the next minutes.  :)
#175
if someone here around (with english knowledge)
have a few minutes time tonight, please let me know.  :)

I'm finishing my MAGS-Entry for tomorrow right now,
and it would be great, when the text is in the right grammar.
Unfortunatly i cant grant for that bymyself.

Its not an Adventure game, so its not so much text, i assume around 50 sentences,
in an english similar to the text here:-\
#176
thanks klaus, i wouldnt get finished without the time extension.  :)
#177
Ok here i go again.  :)

The situation is as follow:
I have one character walking in one room with the CC-module, this character activates some events every few seconds when he steps on a specified region.
This is important for the game, regardless if the player is in the same room or not.
Ok so when im leaving the room with the CC controlled chars, the events doesnt occurs anymore.

My thought was, when all the CC-controlled chars are taken to the rooms where the player is,
and act invisible, i draw the same regions in another room and the events can go on.
But this approach doesnt work either.

strazer please help!!!  :),
MAGS deadline is coming very close now.
#178
sorry for doppelposting, i have another question.  :)

i noticed that the chars arent in the given position when i change room,
and come back to the room, where the CC module is running.

Can this happen, when the roomsize is different?
The main room with the Controled Chars is 4time bigger as the other room.
#179
i tried something like this

Code: ags
   	CharacterControl.CreateChain(1, "ROOM:3, random(80)+250,270; RUN:1; WALK:Random(250)... 


and get the error message that only numbers are allowed,

i need the whole values randomly all the time.
i know the example in the demo which sets the chain values randomly,
but the problem is, when the chain is finished one time and returns to the beginning, (GOTO 1 )
it should generate new random values again, and dont use the values generated one loop earlier.

the only solution i can imagine, is to make a new chain for every loop, but then i need a very huge ammount of chains.
is there another possible solution?
#180
I agree, vote for 2 day extension.  :)
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