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Messages - TMuh

#1
AGS Games in Production / Re: Microworld
Sun 09/02/2014 18:22:35
Ok, sorry I missed the rules section. This is kinda one-room only game. I posted it because even there is only a little to show visually, there is still tons of coding done for the game mechanics. I posted other screenshoot to show the inventory system, whitch is manually coded, but if its not ok, you can delete this and Ill come back to it later.

kconan, Im very glad you liked the idea. I hope I can offer more to show soon.
#2
AGS Games in Production / Microworld
Sun 09/02/2014 17:25:42
Hi all,

Im making this rogue-like 2d action game "Microworld". It started as "Microcombat", similar game with guns and more platforming based, but then I got the idea to make it more fantasy-themed with rogue-like elements and leveling up system.

The idea of the game is to travel in this semi-randomized 2d world and trying to stay alive while the world gets harder and harder by time. You do that by leveling up, gaining better equipments and skills.

Its in quite an early stage right now, but I think posting this and making it public encourages me to actually finish it some day :9



Ps. Technically this is not a risk of rain copy! I had the idea before hearding of that game.



#3
Thank you both. I got it working with that clickable thing.
#4
Hi,

Im using Character.GetAtScreenXY for detecting if there is an enemy at the location of players sword. It works fine, but the problem is when there is multiple characters at the same location. So is there way of identifying all overlapping characters in some x,y position?
#5
Ok, thanks.

I wasnt familiar with this HSV thing and I still dont quite get how the ags color numbers are defined, but that function u linked seems to be exactly what i need.
#6
Hi,

Is there a way to change drawingsurface drawing color brightness? All i found was Game.GetColorFromRBG.

If there isnt, id suggest to add it. I assume it would be quite easy, because brightness value is already there in game's color finder.


Edit: Also a little side question: Is there limit how many characters can be in game/in one room?
#8
Hi,

Id like to return multiple values from function by using dynamic array. I have this simple function:
Code: AGS
function GetLocation (int sx, int sy,  int tdir, int tdis) {
int r_xy[] = new int[2]; //(instruction i linked above suggested "int r_xy[] = new array[2];" here but it reported error for me)
int tdir2;
if (tdir == 90) {r_xy[0] = 0; r_xy[1] = sy-tdis; return r_xy;}
}


But Im getting this error: Math.asc(85): Error (line 85): Type mismatch: cannot convert 'int[]' to 'int'
So what Im doing wrong?
And is there any other ways to return multiple values? (except global variables)
#9
Hi,

Im Teemu from Finland. Im 25 old male, currently jobless. Interested in all sort of logical stuff.

Im kinda newbie here and kinda not. I first joined to these forums about 7 years ago, and recently made a come back. Seems that the topic about the game I worked back then is still there. It was supposed to be life simulator, but I never finished it because the idea was too big for me to handle.

I still have that same problem: When I start working on a game, I have difficulties to set boundaries to it (or make a plan and stick to it.). I usually have some kind of idea, then I just create it as I get new ideas, then I abandon it because I already have some better game idea on my mind :s

Im more focused to non-adventure games, but ags is quite good tool for those also. When I got my first computer, Torin's passage was the first game I played with it. Even I havent recently played adventure games much, I feel I have some kind of bond to them.

Edit: And I have to mention that my avatar is from game called Samorost made by amanita-design. They have made some of my all time favorite adventure games. Especially Machinarium and Samorost 2.
#11
Editor Development / Re: [Feature request]
Fri 25/10/2013 14:35:20
Not really sure where I should post my requests so Ill just put them here. First is the most important. Others are just ideas i came up with recently.

-I previously asked about script editor background color and it would be really really nice feature if you could change it. For me black is just a lot more eye-friendly and pleasant. I think this wouldnt be very big thing to code?

-I have also thought that there should be SayAtBackground function (It would be like SayAt but non-blocking.). For small sprited characters text placement might not be so optimal by default. Other thing would be to add block/dont block option to SayAt function.

-I dont know if my last idea is sensible but yesterday I thought of function like Drawingsurface.GetPixel without need to create drawingsurface for that (Because I assume that creating drawingsurfaces constantly slows the game?)
#12
General Discussion / Re: League of Legends
Thu 24/10/2013 14:18:24
I play it. Level 29 at the moment.

I guess Im as random as anyone else for you but if you happen to play WE Nordic region, Ill be there as FitzUljas.
#13
Quote from: Crimson Wizard on Wed 23/10/2013 16:16:47
Current version of the editor does not allow to change background color.
You've probably used Alan v. Drake's Draconian Edition (which is a special version with dark theme).

Aww :sad: Black is really nice, and doesnt hurt eyes that much. I recall it was offical version but maybe it wasnt then. Maybe Ill just download that Drake's version.
#14
Ok, I edited this useless topic to ask another question. How I can change the script editor's background color? In my mom's laptop I changed it to black long time ago but now i cant remember how it was done.
#15
Quote from: ProcioneSx on Sun 20/10/2013 22:53:36
Excuse me guys, mine was a stupid mistake, I simply wrote the while cycle in a wrong way...
I put the increment out of the curly brackets. :-[

It happens :)
#16
Ok, thank you. I havent studied plugins and my c++ skills are "some basics only", so i think this is good enought for me now.
#17
Quote from: Crimson Wizard on Sun 20/10/2013 15:32:08
You may, perhaps, consider using/making a particles plugin.

Would the plugin make it faster somehow or is it just for saving coding time?
#18
DrawingSurface seems to run surprisingly smoothly even with 1000 moving pixels.

I dont know if using screen-sized dynamicsprite for drawingsurface would make it even faster. Now it draws every pixel straight to background seperately. I tried to test it but for some reason when I drew all bullets to dynamicsprite first and then drew the sprite to background, it didnt update screen properly. Screen updated only after I moved character or mouse so the trails of mouse and character were updated.

Anyways, this worked fine:
Code: AGS
function room_RepExec()
{
Count++;
if (Count > 3) {
DrawingSurface *back = Room.GetDrawingSurfaceForBackground(1);  //Background(1) is where the original background is saved.
DrawingSurface *bullet = Room.GetDrawingSurfaceForBackground(0); //Background(0) is where bullets and other stuff is drawn.

int cnt = 0;
while (cnt < MAXBULLET) {
bullet.DrawingColor = back.GetPixel(FloatToInt(blt.x[cnt]), FloatToInt(blt.y[cnt]));
bullet.DrawPixel(FloatToInt(blt.x[cnt]), FloatToInt(blt.y[cnt]));
MoveBlt(cnt); //Moves bullet to its direction.
bullet.DrawingColor = 16;
bullet.DrawPixel(FloatToInt(blt.x[cnt]), FloatToInt(blt.y[cnt]));


cnt++;
}
back.Release();
bullet.Release();
Count = 0;
}

}



And this didnt work:
Code: AGS
DynamicSprite* Background = DynamicSprite.CreateFromBackground(1); //Gets original clean background.
DrawingSurface *Backsurf = Background.GetDrawingSurface();
int cnt = 0;
while (cnt < MAXBULLET) {
MoveBlt(cnt);
Backsurf.DrawingColor = 16;
Backsurf.DrawPixel(FloatToInt(blt.x[cnt]), FloatToInt(blt.y[cnt])); //Draws bullets to dynamicsprite.
cnt++;
}
DrawingSurface *RealBack = Room.GetDrawingSurfaceForBackground();
RealBack.DrawImage(0, 0, Background.Graphic); //Draws dynamicsprite to background.
RealBack.Release(); Backsurf.Release(); Background.Delete();
#19
Hey,

im doing game with a lot of 1 pixel sized bullets moving around screen at the same time (from 100 to 1000, depends what is possible). So is there ways to do it? I was thinking of drawingsurface but would it be too slow?
#20
Thanks, that helped. I simply forgot to reset "tx" value after each "ty" cycle :)
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