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Messages - Sslaxx

#121
And they're being trolled by a certain someone. Why can't he leave things alone.
#122
Quote from: Armageddon on Fri 18/10/2013 23:11:08
Quote from: DoorKnobHandle on Fri 18/10/2013 14:17:44
The free version of Unity3D has no watermark (just a very short and unintrusive logo when the game starts). It does not export to several more exclusive platforms (consoles and mobile) but still does allow Windows, Mac, Linux and in-browser play. Considering that you get an extremely powerful engine for absolute free I think that's very, very hard to complain about.
I don't want that start up logo though. I hope Adore gets finished soon, with whatever game was being made with it.
It sounds like Adore might be made proprietary though.
#123
Tried talking to TwoGuys LLC? I know they're looking for a Unity coder for their SpaceVenture project.
#124
AGS Games in Production / Re: Kathy Rain
Sat 05/10/2013 21:43:16
What's the estimated price for this? Going to be going through vendors like Phoenix?
#125
Quote from: Calin Leafshade on Sat 28/09/2013 17:41:11
Hello!

A lot is happening on the Adore front in a rather circumspect way.

I can't reveal too much but the 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.

After the project is officially announced I will go into more detail on the specifics of the engine.

Is the ADORE going to be still made available at all?
#126
Can I kill him? Want to see douchebag guts!
#127
What license is the source code under?
#128
Quote from: Calin Leafshade on Thu 11/07/2013 18:02:12
Quote from: dbuske on Thu 11/07/2013 14:04:21
Will Adore have the same way of scripting. Meaning the connection between the editor and scripting.

The editor and the scripts will be less connected than AGS because events and stuff dont need to be tied to hotspots, they are simply overridden from the base class.
Maybe you could exchange notes with Clarvalon about it?
#129
Quote from: miguel on Wed 10/07/2013 10:50:21
Tween, Paralax, Vectors and Particule effects...Native.
Please.
LOVE has a built-in particle system: http://love2d.org/wiki/ParticleSystem
#130
Quote from: Calin Leafshade on Mon 08/07/2013 22:04:53
Am I to take it that you know something about love? Tell me, what is love?

But yes, that is my initial plan.
What is love? Baby don't hurt me, don't hurt me, no more.

So long as we can have an option for a separate .love file, that's good!
#131
Quote from: Calin Leafshade on Mon 08/07/2013 21:47:41
Quote from: Scavenger on Mon 08/07/2013 21:39:51
Will there be some way to pack those folders into a resource file or something? While loading PNGs from folders is all well and good and easy, it does make a huge mess of the directory, looks horribly amateurish, and allows people to just pick up the resources and walk off with them, or easily edit them. And, well, I just don't like huge directories of resource files.

The data files will be attached to the EXE file much like AGS when you do a "release" compile but most of the time it'll just load the files from the directory tree. Of course the assets can still be extracted with relative ease. I'm not going to bother with encryption or anything.
Planning on using .love files attached to the EXE then?
#132
Quote from: Crimson Wizard on Mon 08/07/2013 10:40:40
Quote from: Sslaxx on Mon 08/07/2013 10:29:34
Yeah, dunno where this one stands, or if it's a good idea at all (probably not), but maybe QuitGame could be extended to give a message on exit?
What kind of message do you have in mind?
Honestly, I was just thinking of something along the lines of:
Code: AGS
QuitGame (0, "Your message here");

That is, allowing a message to be specified when quitting.
#133
Yeah, dunno where this one stands, or if it's a good idea at all (probably not), but maybe QuitGame could be extended to give a message on exit? Yeah, this is "inspired" by Icey's insistence on using AbortGame to exit his game normally because QuitGame doesn't give a message... http://www.adventuregamestudio.co.uk/forums/index.php?topic=48360.msg636458537#msg636458537 being the most recent example (I know of).
#134
Nowhere near as comprehensive, but OpenGameArt.org does have a selection of sound effects and music, most under CC licenses.

The forum does get these kind of questions fairly regularly. Maybe a sticky somewhere (Beginners? Games in Production?) with a list of the most common/useful resource sites (free or otherwise) for people to be able to read (or be pointed towards, or to add to)?
#135
Quote from: CaptainD on Mon 08/07/2013 10:06:44
- would it have cross-platform support?
When Calin says Lua, he means LOVE 2D. So it should (nominally) be cross-platform as LOVE 2D is.
#136
Another vote for Clean Splash 2.
#137
It's a similar technique to Inform 6. It had limits, but those limits were all variables that could be altered by the coder if necessary.
#138
Quote from: Calin Leafshade on Mon 01/07/2013 19:05:24
I imagine a lot of games would have logic to disable the shaders if they weren't supported. That's not yet implemented in Adore. Having said that, it only uses GLSL 2.0 I believe which is very old.
Any plans to post about Adore (assuming you're planning on releasing it, of course) on the LOVE forums?
#139
Anything else you're still in need of? I'm no artist, unfortunately, but I'd like to learn more about AGS script too.
#140
I'm aware this isn't meant to be a conventional "adventure" game, but will there be any means of saving or loading your game?
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