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Messages - Sslaxx

#421
Quote from: Pumaman on Tue 04/01/2011 23:26:06
Quote from: Sslaxx on Tue 04/01/2011 20:36:24Any plans for when the engine release is to be added?

The engine code is much more complicated because it has dependencies on various statically linked libraries, so I need to sit down and spend some time sorting it out so that it can be compiled easily on other machines. That's not my top priority at the moment, I'll take a look at it in a few weeks once we have this editor development process sorted.
Consider that id Software released the source code for the original Doom in an initially non-compilable state due to its use of proprietary libraries. It certainly did not stop people from getting it working, and there are people here who I am sure could get the code for the AGS runtime to work in a similar fashion (eventually, at least - I'd not doubt in the slightest it'd be hard going).
#422
Quote from: Mods on Thu 06/01/2011 19:37:16
Technobabylon II features as one of "December 2010 best free games" at PC Gamer.com

http://www.pcgamer.com/2011/01/06/decembers-best-free-pc-games/
Two mentions inside of two months, that's pretty good going!
#423
Fairly sure this one has been mentioned in other threads, but:

http://mypaint.intilinux.com/ - MyPaint. Windows and Linux.
#424
Quote from: Pumaman on Tue 04/01/2011 20:27:05
Quote from: Calin Elephantsittingonface on Tue 04/01/2011 03:19:14
I present: source!

http://www.thethoughtradar.com/AGS/Editor/AGSEditorsrc.zip

Great, thanks!

I've now created an SVN repository. I've uploaded the original 3.2 editor code (basically the contents of the source code zip file I uploaded, but with some fixes to remove the post-build event and include the IrrKLang DLL so you don't need to download it).
It is here (username: guest, no password)
https://svn.adventuregamestudio.co.uk:7743/svn/ags/
Could a couple of you try this out and make sure you can connect with SVN and get the code. It should be read-only so you shouldn't be able to change anything, I will then create individual logins for people who are contributing.

I will now take the latest source uploaded by Calin and merge this in to what's in SVN.
Any plans for when the engine release is to be added?
#425
Quote from: Chicky on Mon 27/12/2010 14:47:24
You've got some great looking screenshots on the facebook page, i recommend all members check them out!
Hope this doesn't get the thread necro-locked (how long is it before it does?), but this amuses me:


Is this (still) going to be in the game?
#426
Quote from: Pumaman on Mon 03/01/2011 23:40:45However, of these 300 people, 10 are still using Windows 2000 on which .NET 3.5 is not supported. That would mean that those 10 people could no longer use AGS.
I suspect I'd appear as one of those ten, at least some of the time. It'd be a minor inconvenience for me (having to reboot into XP as opposed to launching the 2K VM), but it wouldn't make me not want to use AGS, so if switching to NET 3.5 offers the potential for new features then I (for whatever it is worth) would support it.
#427
Taking a look at this one...
#428
Quote from: Mouth for war on Wed 29/12/2010 12:06:55
couldn't you use a variable for that?
like
//At the top of the script
int talk=0;

and when the character has talked to another character change talk to 1
and when the the character is on a region...

function region1_WalksOnto()
{
if (talk ==0){
dcharacter.Start(); //or whatever the name of your dialog is
}
else if (talk ==1){
Display ("I've already talked to him");}
}

don't know if that's what you're after but hopefully it's something like that you're searching for :)
I'm wondering if you could do that with DoOnceOnly. http://www.adventuregamestudio.co.uk/manual/Game.DoOnceOnly.htm

Code: ags

function region1_WalksOnto()
{
 if (Game.DoOnceOnly ("Talking to a guy here"))
 {
  dcharacter.Start(); //or whatever the name of your dialog is
 } else
 {
  Display ("I've already talked to him");
 }
}
#429
Quote from: dbuske on Sun 26/12/2010 19:44:09
Can I buy a pro version of AGS?
No. As it says on the frontpage of the site: "So, how much does it cost? Nothing." - and it means exactly what it says.

Whether or not Chris Jones would sell support is another question altogether, one which I don't know the answer to (but it's probably "no").
#430
Quote from: BatWitch on Sat 13/11/2010 15:30:57
I upgraded my copy of AGS, and now the font is displaying anti-aliased.

Thank you Calin Leafshade for all the support in IRC!


However, now I'm in an odd predicament:
The font is cut off at the top.
http://i.imgur.com/pbB8z.jpg
My font is imported to be 32px tall.
I tried a smaller height (24px) but it was still cut off.

Ah, nevermind. It was because I was using a TrueType font.

Converting the font to OpenType fixed the cut-off text issue.
I know this is a bit of a necropost, but do the later versions Calin/Tzachs/ProgZMax made work any better? Is it all true type fonts/files?
#431
Quote from: Snarky on Mon 20/12/2010 11:19:38
Quote from: Scorpio82 on Mon 20/12/2010 04:02:57
Oh?  I did not notice.  It must be a coincidence

Hm, so this isn't a game where Roger Wilco, Gordon Freeman and Lara Croft get together to fight robots?  ;D
Amusing little FPS bit in that trailer. Interesting to see the earlier trailer too...

Oh, no smell or taste?
#432
Quote from: Ali on Mon 13/12/2010 13:38:07
I suspected as much, but I don't see any indication that it's built on Ogre3D. Of course I know nothing about how a game engine gets made!
Well, this is what it uses. http://glscene.sourceforge.net/ - GLScene.
#433
Quote from: Ali on Mon 13/12/2010 13:22:07
Quote from: Monsieur OUXX on Mon 13/12/2010 09:38:43

It seems like the only serious 100% open-source solutiosn are DAGE and CrystalSpace

-- but I wonder why the DAGE guy introduced some limitations to the rendering engine, whereas it's based on Ogre3D? (he probbaly had a good reason for that, but I wonder why he didn't just add a layer to Ogre 3D instead of "masking" it, thus having to manually maintain state-of-the-art rendering forever and ever).


DAGE is freeware, but not open source. I wasn't aware that it was based on Ogre3D, at least that's not the impression given in this thread:

http://www.dageport.com/forum/index.php?topic=235.msg958#new
Jeancallisti is Monsieur OUXX, to clarify.
#434
Quote from: ProgZmax on Sat 11/12/2010 20:41:44
NeoAxis looks good but their licensing options are pretty atrocious.  I mean seriously, $395 for the privilege of using the engine to release (1) commercial game?  That's really shitty and applies even to their full commercial license.
You know, I've looked at other products, and they all had 1-product commercial licenses too. So don't blame NeoAxis for doing what others have done.
#435
Zyndikate, is there any chance of updating the Journey of Iesir thread with this pic? And the one from the other background blitz if not done already?
#436
Quote from: theo on Fri 10/12/2010 00:05:06
heh NOW I actually bothered to read the rules and realized maybe I should have focused on SPRITES not backdrop and gui. Oh well!

See if you can guess the game:P
Heh, filenames for the easy win.
#437
It's not free (at least right now), but NeoAxis uses OGRE. http://www.neoaxisgroup.com/ It's .NET based. Whether or not they will (or can) translate it to Mono is another matter. So in terms of integration that might be an option.
#438
Quote from: Monsieur OUXX on Fri 10/12/2010 15:30:49
Quote from: Sslaxx on Fri 10/12/2010 15:12:40
Things have moved on since the KnP days, thankfully.

THANK YOU

Thousands of researchers have spent the last 20 years trying to find a way to make "visual programming" something real, so I'm slightly annoyed when someone posts a hateful comment like "If you can't script, then don't try to make a game, you lazy NoobZ0R".
Don't thank me just yet.

I actually find dealing with scripting languages much easier than working with tools like Construct or KnP (or even 2.x's Interaction Editor), due to the way my brain works. So while yes, easier ways to handle common things would be appreciated, I'd still prefer to work with programming languages for the most part.
#439
Quote from: Scavenger on Fri 10/12/2010 14:22:43What do you want, Klik and Play? :P
http://www.scirra.com/ - things have moved on since the KnP days, thankfully.
#440
Quote from: RickJ on Fri 10/12/2010 08:01:07
The muth$%#@er is still not dead!  Man what a surprise .  Seems  that this was all about BP getting Libyan oil contracts after all.   := 

Wikileaks documents (diplomatic communications) reveal that government officials knew 10 months before hand that the fix was in to release the guy. 

http://www.cbsnews.com/8301-503543_162-20024926-503543.html

http://www.foxnews.com/on-air/on-the-record/index.html#/v/4453114/lockerbie-justice-takes-backseat/?playlist_id=86925
The sky is blue, the grass is green, the pope is catholic. Seriously, anyone with half a brain knew this.
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