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Messages - SilverSpook

#1261
QuoteI've been thinking to program a simple brute force applet that fills 16x16 pixel canvas with all possible variations of all pixels of 54 colors of NES palette.

It's an interesting problem, but I would say that brute-forcing is itself not really intelligence, but application of the work of past intelligence.  When Google produces a translation from English to Japanese, it doesn't actually know Japanese, but rather aggregates billions of human intelligences translating billions of English sentences to Japanese, and finds statistical patterns in the translations. 

When it comes to art, the problem is knowing what "looks right" and what doesn't.  Google can process billions of images of faces and then look at an image and analyze the probability that there is a face there.  It will even detect the Mona Lisa, if shown it.  But this requires a human to tell the machine what to look for, which makes it not an artist but just a search function.  This is a version of Jorge Luis Borges' Library of Babel problem.  The Library of Babel contains all 410 page books possible, including books containing complete gibberish.  Somewhere in the library of babel is Moby Dick, The Bible, predictions of the future, undiscovered scientific theories.  But the vast, vast majority are utter nonsense.  Because of this, the entire library is utterly useless to its librarians, who become suicidal with despair. 

Put simply, having all of the books, or art, or 54-pixel sprites possible is useless without knowing which sprite is the right one.  And if you know which sprite is the right one, it's a waste of time to search through all possible sprites. 
#1262
AGS Games in Production / Re: Neofeud
Fri 26/06/2015 10:28:01
Thanks, Ibispi!  Hopefully it will live up to its looks, hehe.
#1263
AGS Games in Production / Re: Neofeud
Thu 25/06/2015 05:52:50
Thanks for the continued support, however out of commission you temporarily were, AlphaCodeOverride. :)

Progress continues!  I am right now working on getting my head around the dialog system and adding voice acting to cutscenes, all that jazz.  I'm testing out my own voice and will probably start looking for voice actors soon.

A little teaser for you guys :) 



Yes, in 2030, even social justice warriors have been made obsolete by AI.
#1264
I've been trying to use dialogplus, but whenever I do "IsDialogFinished()", it always returns false?  I tried passing "true" and "false" as an argument but the dialogs are never finished.  I put this function in room_repexec and tried repeatedly execute always also.
#1265
Huh, thanks Crimson Wizard.

So if I'm having problems with the music skipping and I might eventually put this game on mobile devices, would you recommend I just have different music in different rooms?
#1266
Hi, is there a way to make dialog play in realtime, so that the next line just automatically appears without the player having to click or do anything?   Technobabylon for sure and several other Wadjet Eye games use this system as I recall.
#1267
Having a weird problem here where I have a room change and the audio suddenly skips.  The music rewinds about half a second so it sounds like it's stuttering.

Just a note: I'm using "SetNextScreenTransition(eTransitionInstant)", if that makes a difference.
#1268
Weird.  I guess it's a problem with AGS 3.4?  What version of AGS are you using?
#1269
Khris:  You have the same issue, where the autocomplete doesn't work for objects after building/running the game?
#1270
I have just tried multiple projects as well as AGS 3.3.3 and the problem is still there.

I am normally using AGS 3.4.
#1271
Suddenly I have a weird issue where the autocomplete no longer completes after running the game once. 

It works ok when I first open the game.  It also seems to work after I select "Show this room's 'Objects'" in the room editor.  But once I run the game autocomplete stops working again? 

It seems to happen in all rooms.

Also, guis are autocompleted as well as audio files, it seems.  Just objects aren't showing up.
#1272
I have an object animation script that happens in a room's "Repeatedly Execute" function.  I have other objects that need to move in a sequence at the same time.  (i.e.  Hand reach up, hand grab cigarette, hand lower with cigarette).  I'd like to do this using blocking since timing the events would be simpler.  The problem is if I use blocking during the movements, the other constantly moving object (a background) will stop moving.

I'm trying to use timers right now but it's tough to time the sequence of move events perfectly since I have so many of them.  Is there a way to move both objects in a tight sequence?
#1273
Ok thanks Crimson Wizard!
#1274
AGS Games in Production / Re: Neofeud
Thu 18/06/2015 10:32:14
[embed=720,405]http://youtu.be/qNJknszN1V0[/embed]


Driving animation!  Now with 100% more parallax and shifty-eyed freeway driving.  Now I just need to figure out how to get Karbon to launch his Toyota Solaris into a helicopter.

Also added some character to the Coastlandia Road Warrior.

This will be for the "Map Travel" montage, when Karl fast-travels from inner-city to landfill, or landfill to Capitol, etc. etc..

Dubsteppy background track courtesy of yours truly (super shoestring budget here!)  More soundtrack over here: https://silverspook.bandcamp.com/
#1275
Hi, I could use some help embedding videos in a forum post.   I tried using the [embed] tags with my youtube video here: https://www.youtube.com/watch?v=qNJknszN1V0

but the video doesn't show up. 
#1276
Ok, thanks for the tip Khris.
#1277
Thanks for bringing up GameJolt, Fitz, it looks pretty useful.

THe only issue for me is I intend to eventually make my game commercial, and it seems your game must be free to go on GameJolt.
#1278
Yeah when I turned that off the slow down issue resolved.  The character in that scene moves way too fast though without adjustspeedwithscaling, because the view is more aerial, pulled back from the character.
#1279
Hm, yeah it does appear to have to do with the character speed scaling.  Weird how the game appears to slow down... Perhaps it's due to the scrolling of the camera becoming choppy when the player's movement speed drops?
#1280
Critics' Lounge / Re: Portrait Suggestions
Fri 12/06/2015 23:24:51


Another version, lowered eyebrows slightly, more Willis-esque sneer lines by nose/mouth, added scar.

Trying to watch out not to make him to dark and mopey, or he might start suffering from Jon Snow syndrome.  Although he was recently dishonorably discharged, so that would bum you out to put it lightly.

Also, thanks all for the helpful feedback and comments.

@vertigoaddict: Epic resting asshole face man!  Yeah, I kind of have that a bit too.  People cross the street diagonally sometimes and I'm not even black. :O  Also thanks for picking up on the impressionist art style.  It's always cool when someone understands the angle you're going for.  Partly I wanted the crazy eyebrows just to have something extra distinctive about the look of the game.  I find if you overcorrect technical issues you can often end up ironing out the character along with the wrinkles. 
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