Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Rocco

#41
Quote from: Ponch on Wed 02/11/2011 02:56:13
If you know nothing about the second greatest AGS open source series (RON being the first, of course),
Sorry, but i dont agree with the above statement.
Cause Maniac Mansion Mania is in fact the greatest and biggest AGS open source series, with more as 100 Episodes so far.
I had to point that out, so no offense and good luck with the oceanspirit Theme.  :)
#42
thanks, but i unfortunatly dont understand exactly whats going on in your example wiht l.  :P

The problem is also i cant use absolut values,
cause the calculacted waypoint can be either not one an walkable are or outside the room,
the other thing is that its rarely possible that theres no other way for cEscape,
as direct in playerdirection if he is standing in a corner with only one way out.

so there should be randomly calculted x and y coords, somewhere in the room but not in player direction.
(cEscape could stand still if there is no waypoint outside player direction available, or after 1000 unsuccessful while-loops it could turn off the restriction and give all directions to the calc.)
#43
I try to integrate a little chase sequenz,
the problem is, i dont know how to mathematically code that the new waypoint avoids the path direct to the chaser (player).

Code: KHRIS_related
  bool found;
  int x,y;
  
  float dx = IntToFloat(cEscape.x - player.x); 
  float dy = IntToFloat(cEscape.y - player.y);
  float d = Maths.Sqrt(dx*dx + dy*dy);  // distance
  
   if (d < 30.0)
    if(!cEscape.Moving) {
     while(!found) {
     // HERE SHOULD COME THE CALCULATION TO TRY TO AVOID THE WAY TO THE PLAYER
      x = Random(Room.Width);
      y = Random(Room.Height);
      
      if (Region.GetAtRoomXY(x, y) == region[2]) found = true;

     }
    cEscape.Walk(x, y);
  }

#44
Smf could do all that -> http://www.maniac-mansion-mania.de/forum/index.php?topic=124.720
The only weak point is the admin.  ;)

Look at the moderators, in this board its c.leksutin -> http://www.bigbluecup.com/yabb/index.php?action=profile;u=50
Last Active 2005  :o
So i think its time to search for an admin with more commitment, yet.  :-\
#45
We have also a SMF-Forum for Maniac-Mansion-Mania with AGS-Code Tags.
As you can see here, for example -> http://www.maniac-mansion-mania.de/forum/index.php?topic=1857.0
This Forum-Plugin is written by Endres, and if he dont complain it could be used by the Admin here.
(I think he will feel honored if so.  :))
#46
Hooray the forum is back.  :D
I'm very glad that it works again, at least as before, but is it possible to make it a little bit more comfortable?
i dont know who is liable for the Techsettings, but it couldnt be a great effort to alter the Searchfunction:

PLEASE add the possibility to sort the founded entrys via date.
(I'm missing this feature badly ever since i'm here.)  :P
As this is the smf forumsoftware, this "feature" is standard for all the Forumsversions i know.
#47
Dont know if this is the right place to post this,

I'm wondering if the searchfunction is out of order.
Every time i try a search i get:

Database Error
Please try again. If you come back to this error screen, report the error to an administrator.

btw: when someone is fixing this issue with the searchfunction, please add the possibility to sort the founded entrys via date.
(I'm missing this feature ever since i'm here.)
#48
thx, yes the potential is enormous,
it would fit very good in a larger game as sequence for instance.
#49
i like the game very much, but i'm wondering
:o so much press, how does it come?

Did you have contacted them, or was it running by itself?

#50
yes your right, the code is actually older then 2.7, but i made a module of it under 2.72 and import it to 3.xx.
the demo is with old code, and works as it should.

I got the biggest problems not with the animate command but with the
player.WalkStraight which doesn't act the same as MoveCharacterDirect with the same parameters.

With player.WalkStraight i didnt get the same behavior, the char walks to long when realeasing the button,
and if i decrease the minimum walk length, he stucks every few pixels no matter if you are pressing the key or not and you have to release and press the key again, i want it the same way as it is in the demo above,
while you are pressing the button the char walks and when you release the button the char stops immediatly,
what isnt the case with the "new" commands.

But i'll work on an code upgrade on weekend (we will see.  :P),
and hopefully i can sort this problem out and enhance the whole module with AGS3.xx and more flexibility.

#51
generally yes, but when i move the player while pressing the key
the animation behavior is not exactly the same, especially when releasing the key.

i'll give it another try, but in the first run, the gameplay doesnt feel so natural as before.
here is a little demo -> demo

use numpad for player control


#52
ahhthanks,
well the module is older then 2.7
I tried to modernize it with actual functions,
but its an action module and the main goal is, that the control with keyboard input feels good and the char
reacts in a good way, which is the case with the old commands.  
i play a bit around with old and new commands and realized that
AnimateCharacterEx doesnt work the same as player.animate.
It allows better finecontrol while moving the char (at least in my particular case)
so i leave the script original as it works the best way.
#53
I encounterd a strange behavior, which i dont understand:

I did a little game a while back and i opened it with AGS 3.2.1.111
It works fine without errors, all is good.

Now I'm working on another game, with the same AGS Version (3.2.1.111)
I imported a module from the game above and got errors.

***t.asc(106): Error (line 106): Undefined token 'AnimateCharacterEx'
***t.asc(106): Error (line 106): Undefined token 'RawSetColor'

So, these old commands work inside AGS 3.2.1.111 in one game,
but produce errors in another game using the same AGS Version.

What is going on here?

#54
AGS Games in Production / Re: Doc Apocalypse
Fri 20/05/2011 17:00:53
thx for the infos, well i'm austrian with an italian sounding nick, so i guess we should stay in english.   ;D

the afterwork pays off, makes the screens and chars look very unique and stylish.
poser is annoying for me too, for my last mags game i spent over a hour to alter every inch for a cool gangsterboss face,
then nearly finished i hit some wrong button and it was gone.  :-[
after that i hit a few times the random button and take the next best.
#55
AGS Games in Production / Re: Doc Apocalypse
Fri 20/05/2011 16:27:53
so you model the characters also in cinema4D?
#56
AGS Games in Production / Re: Doc Apocalypse
Fri 20/05/2011 16:18:14
are the characters handdrawn with shadows?
#57
Quote from: Khris on Wed 18/05/2011 13:01:11
This is how far I got a few days ago; I still have to implement rolling though. It's pretty modular but the ball occasionally drops through the lines so I'd rather not publish it yet.
Tap Space to hurl the ball upwards, F9 restarts, Esc quits.

Hey Khris, great example, would love to see the code for this.   :)
#58
AGS Games in Production / Re: Doc Apocalypse
Fri 20/05/2011 15:34:35
Great Screens  :o
Looks like rendering, how you achieve this backgroundgraphicstyle?
#59
Big concrats Hedge, 15 Minutes is the well deserved winner, and for me it was the most fun entry to play.
But wait, if I had't voted for you....  ;D, just kidding

Thanks to all participants for making such a strong and high quality competition.
This month was very hard, but also very productive for me,
and i have a base for an epic thief game now.  :D
Although i dont really know what the players liked and disliked in my game, cause theres not much feedback about it,
but anyway it was a great theme, a great competition, with a lot of funny and entertaining games,
so thanks to all they have played the games and voted and congrats to all other participants it was a pleasure to play all the entries this month.
#60
City of Thieves: Rescue Sandy

Burglar Simulation
inspired from They stole a million and The Clou.




Story:
Dave Miller, an retired burglar is forced to burglarize until his depts are paid off.
The syndicate boss underlines this special pressure by hijacking and imprison Sandy, Daves beloved Girlfriend.
Only successfull burglarys can avert the evil events.

Mingames:
- Picklock
- Alarm deactivation
- safe cracking




* Released for MAGS 04/2011


Download the game HERE.
SMF spam blocked by CleanTalk