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Messages - Rocco

#201
unfortunatly it wont work and i dont know why.

i have this code in before fade in:

oTro.Solid = 1;
oTro.BlockingHeight = 200;
oTro.BlockingWidth = 200;

oEdsel.Solid = 1;
oEdsel.BlockingHeight = 200;
oEdsel.BlockingWidth = 200;

but i can walk across the objects without problems, there is no block around the object (with 200 the 3/4 screen should be blocked)
any suggestion whats the reason?
#202
Quote from: subspark on Tue 04/12/2007 21:46:19
Fair enough.  :) Although running our AGS 3.0 games in a platform independent environment is certainly a lucrative idea.
Quote from: RickJ on Tue 04/12/2007 07:24:03
The real goal is to give developers the choice of releasing their games to other platforms.

i dont care about merging the engine with scummvm or not,
the interesting point in my opinion would be to make the engine work on other platforms as well.
would be great, if there is a possibility to achieve this  :)
#203
big thx, this is what im searching for.  :)
i'll check this out.
#204
im aware of that, but this is no option for me.

some objects are moving, and i also need a solution for overlapping chars.
#205
I'll use partially bird eye view in my next games, so i have one question.
How can i avoid chars from walking cross by objects or other chars?
The baseline is not enough to achive this.
#206
the readme file weights 45kb, but there is no word about the keycommands, how to control the fighter   :-\
i also missed animations, so the graphic improvement is relative.
#207
Completed Game Announcements / Re: Amoto's Puf
Tue 18/09/2007 15:10:11
hi macon,

im a big fan of these little arcade games.
very good work, the KI is getting stronger fluently.
And i have noticed one point.
You made a very good highscore list,
this is one of the missed things on the module todo list
- http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22711.0
and i'm in need of a good highscore script, too.
so i want to ask you gently,
have you planned to release your (highscore) script?  :)
#208
thanks mchammer, works perfect  :)
i will use this module in 2 of my upcoming games.
#209
thx for updating this great module.  :)

i have one question:
what is the easiest way, to change walkspeed between chain-commands?
i want to assign a random walkspeed after some walk commands in the chain.
#210
have you a demo, where i can see your module in action?
cause its hard to say, if your module could be useful for my needs,
without the possibility to test it.
#211
and here we have raymans version:



this version fits syds character best in my opinion, which is cool, well humored and well dressed.

the version from misterL is to devious, progMax version looks a bit dishonorable (mobguy),
end the last version from Misj looks like larry laffer, an old narcistic cock ;-) 
#212
i guess the best solution would be to calculate the vector of the obstacles impact point, and bounce the car off in the right angle, instead of stopping it.
but i dont know, how to get an vector from a regionborder.
#213
so i have also a new version here.
i fixed the mistake with the unprecise driving-angle, and implement an reverse gear.
and i use here the method from khrismuc,
to rotate and save the different carpics in the module only from one carpic,
instead of making 32 pics of the car and import this pics in the spritemanager.
with this method the user only have to import 1 pic.
but the problem then is the collision detection.

cause i attach the player to the car, and the problem is that the spot seems
to be in unpredictable positions, so i cant get the middlepoint of the pic,
and cant calculate the right length to the obstacles. (its very good to see, in the example)
EDIT: I found that bug, it was my fault, will be fixed in the next version


here is the demo new experiment so far.
DOWNLOAD -> http://www.virtual-illusion.com/rocco/Drive_module_a1.zip
#214
hey khrismuc wahnsinn, für was poste ich überhaupt Im hauptforum wenn ich nur dich fragen müsste.  :)

looks great, works perfect in all ways where my version is half-baked.
so I'm looking impatiently forward to the release.
#215
i started to work on this module a few months ago, as the idea comes up in the coding competition thread,
but after the competiton was closed i left it alone.
now i want bring it to an acceptable state for release, but i have some problems,
cause i didnt have the mathe and physic knowledge to bring it to an good level.

the main problem is, that the choosen picture for the driving direction, dont fits 100%.
what makes the drive feeling a bit strange and unprecise.

here is the code for the pictureselection:

Code: ags
      // right picture in relation to angel calculated
      carview_winkel = (FloatToInt(winkel)%360);
      carview = FloatToInt( IntToFloat(carview_winkel)/rotate_value);
      if(carview < 0)	carview = carview + max_pics; 


rotate_value is this -> rotate_value = 360.0/IntToFloat(max_pics);

the second problem is the collision-handling.
in my dreams there is a handling code, which works good in every circumstance (corner, straight barriers)

the actual collision code (crap) is this:

Code: ags
  

// COLLISION
      if (Region.GetAtRoomXY(player.x, player.y) == region[2])  // kollision
      {

      posY = (posY * (-1.0));
      tempo = tempo/2.0;
        
      } 
      
      if (Region.GetAtRoomXY(player.x, player.y) == region[3])  // kollision
      {
      posX = (posX * (-1.0));
      tempo = tempo/2.0;
        
      } 

 


posX and posY is:

nWinkel = winkel*Maths.Pi/180.0;
       
posX = tempo*Maths.Cos(nWinkel);
posY = tempo*Maths.Sin(nWinkel);



here is the demo so far.
DOWNLOAD -> http://www.virtual-illusion.com/rocco/Drive_demo_alpha.zip

would be great if someone can help me out with this things  :)

#216
thx for your help, guys.
i know covert action, its a great game and its a good base for a alarm hacking system.
but have no possibility to play system shock II,
and after watching 2hour system shock II videos on youtube, i know that murphys law is still in effect  ;).
no system shock hackers on youtube.
i played a game long time ago, with a hacking sequenz, but cant remember what it was.
so covert action is great, but im looking also forward to other suggestions.
#217
thanks,  :) i will try covert action but had unfortunatly no possibility to play system shock right now.
i played it years ago, but cannot remember how the hacking part works.
please, can you explain it a little bit for me?
#218
as the titel said, i want to make a little minigame, where the player have to
deactivate an alarm device.
but i dont know which minigame is the best solution for this.
in chrome the hacking part was a memory clone, but i guess there are better solutions possible.
thanks for suggestions. :-)
#219
im also highly interested in GUI - templates (The Dig + Full Throotle)
please can you re-up these two.

Big thx.
#220
Quote from: ProgZmax on Mon 05/02/2007 10:49:14
Agreed.Ã,  Surely if you're able to translate english games to german you could just as easily translate all the mania games to english?

its not so easy, as it sounds when i read your words.
cause translate an english episode to german is rather easy,
but the opposite isnt, cause we are no english native speakers.
most of us knows english from school like me, and i understand very much when i read it.
but write a sentence with the correct grammar, and nuts and bolts in english is impossible.
so the translation would be not much fun, for an english native speaker to read.
but it would great, if someone could correct and polish the translations.
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