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Messages - Sslaxx

#281
Hints & Tips / Re: Vohaul Strikes Back
Thu 26/01/2012 00:27:03
Quote from: Corto on Wed 25/01/2012 23:48:39
Stuck early in the game. I can't get past the spewter. I guess I need something from the robot's shop? Doll's moustache maybe? Don't know how though.
What tends not to react well to electrics... and what can you use to contain it.
#282
There's also this one, though unfortunately none of the images remain (they were mostly RtZ rips, though):

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=14886.0 - Wishbringer remake. Quite obviously cancelled.
#283
Quote from: »Arj0n« on Wed 25/01/2012 15:28:39
Quote from: Sslaxx on Wed 25/01/2012 15:27:05
Quote from: »Arj0n« on Wed 25/01/2012 15:23:03
Quote from: Sslaxx on Wed 25/01/2012 15:13:11
Wouldn't mind seeing the Kippesoep SQII demo.
It's on the list, with a download-link for the demo  :)
See the IA one and the AGDI one... but not that one.

My bad, I placed it under King's Quest, fixed now...

Here's the link anyway Space Quest 2 VGA Demo by Kippesoep
Got it! Thanks for the link to it. My word, what version of AGS is it using? Wonder how much DrSlash knows of this one, seeing as it's Russian.
#284
Quote from: »Arj0n« on Wed 25/01/2012 15:23:03
Quote from: Sslaxx on Wed 25/01/2012 15:13:11
Wouldn't mind seeing the Kippesoep SQII demo.
It's on the list, with a download-link for the demo  :)

See the IA one and the AGDI one... but not that one.
#285
Could you be more specific? Both about what the problem was and what you did to work around it?
#286
Wouldn't mind seeing the Kippesoep SQII demo. As for the AGDI one, tried asking on their forums?
#287
The Rumpus Room / Re: Happy Birthday Thread!
Sat 21/01/2012 16:00:38
Have yourself a great day, Snake!
#288
The editor is also nearly entirely written in C#, and I don't think JUCE has .NET bindings.

And I've been banging on about separating compiler and editor for ages now. Nice to see someone else agrees with me.
#289
Quote from: Snarky on Fri 20/01/2012 21:33:19
We could have bought a commercial license with the Bake Sale money, but NOOO! You had to go and give it away to sick kids!  >:( >:( >:(

(But seriously, if there's any commercial library out there that could really make development a lot easier, I'm sure we could scrape together a few hundred bucks for a license.)
But that brings licensing issues for games created with AGS.
#290
It's the license that lets it down. Same issue as with FMOD, unfortunately.
#292
Quote from: Cyrus on Fri 20/01/2012 12:44:50
Thanks, I've already solved the problem  ;D
What did you do?
#293
Got VirtualBox? Got an old copy of 95 or 98 lying about somewhere? You could try using a VM to see if that helps.
#294
The Rumpus Room / Re: Happy Birthday Thread!
Thu 19/01/2012 15:03:56
Quote from: Grundislav on Thu 19/01/2012 14:54:02
Hooray! Thanks everyone.  Your birthday wishes warm up the icy grip of death. [/emo]
Have a good day!
#295
General Discussion / Re: SOPA and PIPA
Wed 18/01/2012 18:02:17
Never mind.
#296
AGS Games in Production / Re: Deadly Sunsets
Tue 17/01/2012 15:23:05
Are people really missing the point over backgrounds? Darth didn't...
#297
Quote from: monkey_05_06 on Mon 16/01/2012 14:37:51
Without looking at the GotThere source, is there any reason the code would rely on using 320x200/320x240 (low-resolution) coordinates? Newer versions of the engine do support native coordinates for high-resolution games (there's a setting in the editor which sets this, then there's Game.UsesHighResCoordinates to check for it (or something like that)).

Off the top of my head I'm not sure that there's a reason you would have used low-res coordinates in writing the module, but it could be relevant if you did.
But walkable areas and the like are still low-res. Might this not cause issues?
#298
Quote from: Chicky on Sun 15/01/2012 15:29:26
Quote from: Sslaxx on Sun 15/01/2012 15:22:46
And Chicky? Oh, you.

Really Sslaxx? Was that supposed to be an insult?
Er, no? Sorry if it come across as such, was just meant to be humorous, but with how heated this thread has become...
#299
Community leader
1. Are you available for this position: Not if I can help it. I really, really doubt I have the (especially people) skills for this one. So I'd do this only as the "extreme last resort". If, by a universe-destroying level of improbability I did get this, it would be only for exactly long enough to find someone - anyone - who could do a better job.
2. Are there any persons you like to nominate: Well, anyone would be better than I really, but especially Calin Leafshade, Wyz, Monkey_05_06, Dave and Janet Gilbert.

Technical lead
1. Are you available for this position: Yes, I'd be up for this one. I admit my knowledge on Mac OS X is minimal, and not helped by not owning a Mac, but I'd certainly be keen to pick this one up. My primary coding interests lie within Linux, but Win32/Win64 wouldn't be impossible either. Done some tinkering with Allegro (3.x, 4.x) and SDL, certainly keen to take those forward. No knowledge of C#, but I'd go learn it if it would help.
2. Are there any persons you like to nominate: Monkey_05_06, GarageGothic, AJA, tzachs, JJS, Wyz.
#300
Quote from: Wyz on Sun 15/01/2012 15:06:12
Ok, fine, let's make thing concrete. There are two functions to fill in:

Community leader
You will be the new face of AGS. You need to be a common figure in the realm of AGS for this, but you don't need to have any technical knowledge, nor do you need to know how to program. You do need to be fair to everyone, reliable and generally a likeable guy. You will partake into making the wishes of the community concrete. You will delegate this wishes possibly to the technical lead (see below). You will be the go-to guy. Be there to talk to the press, but also resolve issues in the community. You'll need to be around on the forums, make announcements, have a motivational speech at the AGS awards, and generally more events. You can not have a hidden agenda, or "do your own thing" obviously. This position is all about the community.

Technical lead
You will be the vector in AGS development. You need to have a affinity for computers and know how they work in a broad scheme. You'll need to know how to program but more important, know how to keep code bases tidy. You need to know about all the platforms out there and not be restricted to just the one. You need to be able to recognise a good design and a bad one even before it is in production. Also you will be in charge of keeping all code consistent, deciding what is best to be left to plugins or what should be put in the engine itself. Also mind naming and coding conventions. The direction the project should go you will hear from the community and more likely from the community leader. This position is about maintaining an active code base.

Lets all do two things:
1. Are you available for this position: Yes/No, to what extend
2. Are there any persons you like to nominate

This is by no means a vote, it is simply making an inventory.

Community leader
1. Are you available for this position: Yes, though I really, really doubt I have the (especially people) skills for this one. So only as the "extreme last resort". If, by a universe-destroying level of improbability I did get this, it would be only for exactly long enough to find someone - anyone - who could do a better job.
2. Are there any persons you like to nominate: Well, anyone would be better than I really, but especially Calin Leafshade, Wyz, Monkey_05_06, Dave and Janet Gilbert.

Technical lead
1. Are you available for this position: Yes, I'd be up for this one. I admit my knowledge on Mac OS X is minimal, and not helped by not owning a Mac, but I'd certainly be keen to pick this one up. My primary coding interests lie within Linux, but Win32/Win64 wouldn't be impossible either. Done some tinkering with Allegro (3.x, 4.x) and SDL, certainly keen to take those forward.
2. Are there any persons you like to nominate: Monkey_05_06, GarageGothic, AJA, tzachs, JJS.

And Chicky? Oh, you.
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