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Topics - abstauber

#41
I watched "The Exorcist" (1974) and "[REC]" (2006)

First one's a classic of course, but REC was a bit disappointing. I though an IMDB rating of over 7 for a horror movie would be a no brainer, but apparently I was wrong. The first half of the movie was amazing and the second half...

Spoiler
well, just a typical zombie movie, where everyone is doomed and dies
[close]

Anyone else spend time in front of the TV?
#42
I've just found out that the former 700 euro app "Plastic Animation Paper" is now free as in beer.

http://www.plasticanimationpaper.dk/

Seems to be more fun than animating in Flash :)
#43
Hey guys,

here's my most recent walkcycle and I'm already pretty happy with it. It's also the first time that I've tried to add a torso twist :D



As you can see, each step takes exacly 4 px (if you don't count the shoe tip) to avoid sliding. This also adds a bit boredom to the animation, but at least I don't know any other way to do it.

But obviously the guys at LucasArts knew a way, because here's an animation of Sophia:


All steps seem to have different sizes, but I can't see any sliding in Indy4.  Is this just an engine issue or am I missing something?

Also please crit my sprite ;)

Thanks!
#44
Hey,

I'm trying to create a female antagonist and having some creative troubles.
Since posture is somewhat limited due to advanced animation lazyness, I need to rely on evil clothes. But all I come up with are pinstripes and sunglasses.

I'm currently pretty clueless, that's why she remains undressed for now ;D




Can you help her out finding some fancy evil clothes?


Mrs. Hunter is an executive in the music business, signing record deals.
It all takes place in a realistic universe.

Cheers!

edits:
Try 1            Try 2          Try 3         Try 4       final!

                       
#45
Hey,

due to the recent discussion about winsetup I've started to think about how much sense it would make to simply clone it.

It shouldn't be a big task since the cfg file is already well documented.
The more important question for me is: which language / toolkit combination is the best for the job.

* AGS launcher game with ssh's module
Some people block vbs, doesn't work with the linux port

* Visual Studio Stuff (C++, J#, C#, VB etc)
might need a runtime, needs to be compiled -> not easy to customize

* tcl/tk
crossplatform, easy to script, interpreted script -> easy to customize, ugly


Well, my current favourite is tcl/tk - but I bet there are tons of other languages/interpreters/whatsoever which can do the same job.

What do you think?
Does it even make sense?
#46
Hey,

looking for a tile based platform engine inside of AGS?

Look no further, here's PLATENG !




Download including source:
http://shatten.sonores.de/wp-content/uploads/2012/11/jumpnrun.zip

Once the game has started, you can hit F1 to see/change the keymapping and F2 to configure your gamepad/joystick.

I've also put Mappy ( http://tilemap.co.uk/mappy.php ) in the zip, so you can take a look how I've made the first level. The second level and the demo level are done in ProMotion. So if you want to take a look at it, download a trial from here:
http://cosmigo.com/promotion/index.php


More side-notes:
The enemy movement is really basic, and I'd love to see pathfinding in it. So if any of you likes to add jump'n run A* , be my guest :) 
(please?)

Thanks to all how helped my with it and especially to dkh, Khris and Calin who provided lots of code.
Thanks guys!  :-*


Revision History
// Version: 0.5
// - initial release
//
// Version: 0.51
// - raised the particle limit
// - fixed scrolling bug
// - dust is removed if the player dies
//
// Version: 0.52
// - fixed repeating enemy death animation
// - changed blocking load/save functions
// - hopefully fixed player getting stuck after enemy collision
// - fixed platforms with a speed > 1 (and updated the demo level)
// - added a FPS counter
// - reduced mouse-aiming refreshrate
//
// Version: 0.6
// - frame rate optimizations
//
// Version: 0.7
// improved mappy script
// native Joystick support
#47
Hey,

I'm a little uncertain how to handle functions taking more than one gamecycle to finish.

Here's what I'm trying to do:
Code: ags

save_to_file ("room10"); // very slow function
clear_all_struts(); // not so slow function
player.ChangeRoom(11);


When I'm doing it like this, my game's going haywire. The clearing function is called before the saving function has been finished and sometimes even ChangeRoom is called before save_to_file is done.

This is my current approach:

Code: ags

if (save_to_file ("room10")) {
  if (clear_all_struts()) {
    player.ChangeRoom(11);
  }
}


It works fine, but somehow it looks quite messy. Is there a better way to wait for slow functions?

Cheers!
#48
Hey,

I can't seem to tint the main character completely white.

This is what I do:
Code: ags
player.Tint(255, 255, 255, 100, 100);


It just desatuates the sprite and makes it a bit brighter (in direct draw 5). Turning it completely black on the opposite is possible.

hmm.....?
#49
Sorry if this has already been answered.

Has anyone already made a module for this?

My current approach would to use Monkey's stacks module for converting and saving the struct. But maybe one of you already has a way better idea ;)
#50
How would you store tiles which are going to be read by CreateFromExistingSprite:

a) all tiles in a row,  1 column
b) a few tiles in a row, a few columns

?

Lazy as I am, I'm doing method a at the moment, but could I get in trouble with a bitmap of 1600x16x8 ?

Thanks (as always)!
#51
Okay, this might be a bit of a stupid question, but it's bothering me since AeroNuts.

In AeroNuts I had two GUIs and each had 30 transparent buttons. In my bullet struct I only had a reference to the mapped button, because this button has all the cool attributes, like x,y, Graphic and so on. It can even be animated and or checked if it's animating.

The only drawback I know about is the 30 Button limit per GUI limit, but I think that's sufficient for a low res game (30 bullets for the player, 30 bullets for everyone else)
The other possibility would be to include those attributes in the bullet struct, do the animation handling myself and draw them on a GUIs background surface.

I wonder which one's faster and/or the better solution. Do you have any hints?  :)


Thanks!
#52
I'm currently spending some time in creating a jump'n run engine in AGS. Right now I'm at a spot where I have to decide the direction where to go with this:

Make it like 1213, Prince of Persia or like Mario...  I want as much of you enjoying this as possible, that's why I've created this handy survey:

http://spreadsheets.google.com/viewform?formkey=dG9QQ1JVSWp2NUF2NC1fTUZ5V0hVTFE6MQ


It would be really cool if you could take your time and fill it out these 9 tiny questions.

Thanks guys!


@Andail Thanks for showing me this great new gDocs feature :D
#53
If just somebody would have told me back then, that I'd actually need this stuff.  :-[

Anyhow: I need to calculate points on the diagonal of this rectangle. I know rectangle's size and coordinates, I even found a formula to calculate the length of the diagonal, but nothing for finding points on it.

So can anyone help me to find e.g. this marked blue cross at the given arrow?


edit: y = [(x - x1)(y2 - y1)]/(x2 - x1) + y1

Pleeeasse?? :)
#54
Yes, this comes up every now and then ;)

For some unexplainable reasons I got curious in scripting up a tile engine, or at least playing around with it. But then I've learned that a map editor could come handy, multiple layers would be nice and so on... also after some searching I found out that at least Khris, Scarab and Jim Reed are already working on the same thing.

Well, my motivation in reinventing the wheel over and over again is quite low right now.

@Current Tile Engine Coders
Are your creations going to be released as modules?
#55
Hi, this has been bugging me for almost the whole day.

aedwards00 asked me what to do about this outline fonts problems, you get in high-res games. In this thread, there's also a screenshot of the issue:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40335

So I tried to edit the fonts, supplied with my template for ages but haven't succeeded at all. Then I've found those fonts http://www.file-upload.net/download-1910940/fonts.zip.html and they work like a charm.

What's so different with those fonts? Does anyone know what do I need to do when I want to create outlined ttf fonts for AGS?

(I've been using with fontforge btw.)

Thanks a lot! :)
#56
Hey there,

I'm currently having a little trouble with this animation. Does anyone know how I can add more drunkenness? I think drunk people are spinning with their torse a lot more than my guy.
But as I added more torso movement, the animation looked terrible.. Help ;D



Oh and it's more the trouble seeking type of being drunk ;)
#57
Critics' Lounge / Another pixel art tutorial
Thu 14/01/2010 15:19:50
Hi there,

I've just finished a pixel art tutorial covering this background:


I know, that there are quite a lot tutorials covering pixelart so I tried to move focus more towards the creation of a coherent background.

Here it is:
http://shatten.sonores.de/2010/01/12/how-we-make-our-graphics/

I hope you'll like it :)
#58
Here we go:

Spoiler
I have a whisp jar, a feather, snow, an icicle, sleeping powder and no idea what to do. I've also defrosted the window in the study, but now I'm running out of ideas
[close]

Update
Spoiler
I suppose I need operate the tubular machine in order to freeze the stained glas window. But the queen still refuses to do so.
[close]
Thanks for your help :D
#59
Hey,

I'd like to add some gimmicks to my module, such as scroll button highlighting and push images.
But now I'm facing the problem that I don't know how to convince AGS to refresh the special drawing surface.

I've already found out that AGS refreshes the dialog surface, after:
* a mouse click occured
* a dialog option is selected, or better: if ActiveOptionID changes

Right now, I'm doing it this way:
In "dialog_options_get_active" I check for the highlighting. If there's a valid highlight for a scroll button, I set a dummy dialog option to active so "dialog_options_render" is being called AND the surface is being released afterwards.
In "dialog_options_render" I set the dummy option to inactive again and draw the highlighted scroll button.

But the drawback is that if you click faster enough, the dialog option is being processed before "dialog_options_render" chips in and deactivates it.

Do you have any other ideas to refresh this special dialog surface?

Thanks!  :)
#60

THE BARON STRUCK AGAIN!!!
As every Friday, Elfie Mc Millen wants to visit her dad at the military base where he is working as a scientist on a covert mission.
Unfortunately, the Army is not the only one interested in Mc Millen's brain power. Baron Borisov, always mean and greeding for power, doesn't hesitate to get him under his thumb. So he and his henchmen hijacked Elfie's father and brought him to his secret sea fortress.
But Elfie sticks to her guns and tries to find her dad... with your help!

Screenshots:





Credits
Abstauber: Graphics, Story, Scripting and most of the sound effects
DrewCCU: Music

Facts
50% classic low-res adventure
* tricky objectives
* classic LEC-style GUI and still no push'n pull puzzles
* GIRL POWER!

50% Retro Arcade
* Insane boss fights
* Cutscenes like it's 1995 again!
* EXPLO5IONZ!!!


Special thanks
DrewCCU, for creating such a cool soundtrack in such a short amount of time.
Rocco, for writing AGS-Invaders and making the code public. Without your module I'd never made it in time.
Christina, for supporting me through the last weeks and all of your advices.
cireja - Spanish Translation

Download
http://www.adventuregamestudio.co.uk/site/games/game/1238/

Source Code (AGS 3.3.3)
http://www.sonores.de/reyze/AeroNuts_1.2_src.zip

Have fun :D

(and post your highscore!)

Changelog:
* v1.01 - bugfixes and adjustable difficulty (slider in the options panel)
* v1.02 - fixed nasty Vista and Win7 bug and the easy mode got easier
* v1.1 New features:
- unlockable, extra tough "arcade-only" mode to make highscore hunting  fun.
- bombs
- alternative controls (wsad-keys)
- extra lives and shields
- pixel perfect collision detection for you bullet dodgers :)
- no more position reset
+ fixed all reported bugs

* v.1.2
- Spanish Translation available
- Updated the GUI

The game's also now proof read, thanks to Ben304!
(if you still find mistakes, I've been too careless to include Ben's edits)

Highscores Arcade Mode
Dr. White - 505200
Danman - 299200
Discordance - 259000

Highscores Story Mode
Danman - 157600
Crimson Wizard - 153600
Cuiki - 149800
Dr. White - 141050
Mordalles - 133900
SteveMcCrea  - 123900
Travis Anthony - 110850
Nissan123 - 110620
Ben304 - 100650
OneDollar  - 99500

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