*ahem* keep it flowing Miguel.

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Show posts MenuQuote from: FamousAdventurer77 on Tue 08/10/2013 15:45:04This is where I honestly get confused. Or the "UNaffordable Care Act" quote. Many of you have mentioned being broke and not being able to make ends meet (plus having no kids). Unless the USA economy is quite shit and pays their employees much less than Canada, I just don't understand this. Or perhaps you're all students working part time living in expensive schooling apartments.
While the hardest workers I know are fucking poor and working two or more jobs to try to make ends meet.
Quote from: dactylopus on Sun 06/10/2013 06:58:24Once it becomes a regular thing, every month or every other month, people will start to disregard the event thinking I'll join on the next one. Each contest having fewer and fewer contestants until it turns into the low popularity turnout of MAGS (which I still think should be an every other month thing, but that's a different conversation).
It's a really cool competition, and I guess I don't understand the desire to have so few of them.
Quote from: Babar on Sat 05/10/2013 12:13:45What's this you speak of?
We should have an ATC instead.
Quote from: Crimson Wizard on Tue 01/10/2013 08:25:15Mainly you should try to allocate any memory for your objects at load time. In the case of AGS and these temporary bitmaps, if they're being created every gameloop instead of doing this (complete pseudo code):
Because, actually, engine does create (and re-create) number of objects (e.g. temporary bitmaps) during running/drawing routines.
void MainGameLoop() {
Bitmap temporaryBitmap = new Bitmap(etc etc);
}
Bitmap temporaryBitmap;
void MainGameLoop() {
temporaryBitmap = new Bitmap(etc etc);
// OR - IF POSSIBLE
temporaryBitmap.New(etc etc); // where you're still using the same size bitmap, just editing over it (I don't know much about bitmap editing in C++, so this may not be practical)
}
Quote from: monkey_05_06 on Tue 01/10/2013 00:19:44Even on higher end devices which have very successfully published 3D games available, the engine is slowing to a crawl.Are the games experiencing slowdown full 3D games or a series of hires animated sprites (like AGS)?
Quote from: Calin Leafshade on Sat 28/09/2013 17:41:11Journey Down
Technologies in Adore are currently being adapted into an engine that will power a game by the team that gave us one of AGS's most successful releases of the past few years.
Quote from: Ponch on Sun 29/09/2013 00:33:26He's wearing his dead cat? You're right, that IS sexy!Spoiler
Ah! NOW it's sexy![close]
Quote from: slasher on Mon 09/09/2013 10:55:12How so? Your response confuses me.
Unfortunately the way the loops were made made it quite impossible to implement. I will keep what I have learnt about this for any future implementations of a similar nature.
if (PPColliding.OWithO(opurpbanana, otop2)) {
if (omonkey.View == 84 && (omonkey.Loop == 2 || omonkey.Loop == 3)) {
cSpaceman.ActiveInventory = null;
omonkey.Move(opurpbanana.X - 0, opurpbanana.Y + 30, 20, eBlock, eAnywhere);
opurpbanana.Graphic = 2472;
omonkey.Move(omonkey.X + 200, omonkey.Y - 0, 4, eBlock, eAnywhere); // THIS WORKS through to end ok
omonkey.Visible = false;
opurpbanana.Move(cSpaceman.x + 0, cSpaceman.y - 0, 4, eBlock, eAnywhere);
mouse.Mode = eModeInteract;
cSpaceman.Say("The monkey dropped the tyre for the purple banana. Good thing I helped that alien. I don't need bananas anymore.");
cSpaceman.LoseInventory(ipurpban);
}
}
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