Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - abstauber

#1501
Yay, Technocrat Computers!
This looks awfully familiar to the golden age of home computing .

If you could now just add the opponent's portrait like in Nuclear War...
That would be awesome. Good luck with this!
#1502
Quote from: Wyz on Tue 18/05/2010 21:54:57
Good show! That didn't take you long either. ;D
Hehe, that's mostly because I didn't have to reinvent the wheel all over again (and also the reason for the "special thanks" section being so long ;) )
#1504
QuoteThere's a glitch though, you can't destroy blocks if you hit them closer to the edge, you need to ht them near the center.
Oh, that's on purpose and also applies to this bonus boxes. It somehow felt wrong when barely scraping the block triggered the action.


On a side note: If anyone likes to try out mappy, don't directly mirror an imported tile, but instead create a copy of it first. Otherwise the tilecode will get discarded.
#1505
Thanks for your comments so far :D


In the meantime I've fixed two more bugs, just in case you're running into these.
#1506
I'm done :)

Thanks for participating.


(and sorry for cross posting and digging this up :P )


edit: forgot to post the Link:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40922.0
#1507
The Rumpus Room / Re: Happy Birthday Thread!
Tue 18/05/2010 14:20:45
QuoteRyan Timothy (26), Travis Anthony (26)

You guys are twins?

Anway, Happy Birthday :D
#1508
Belated congrats Calin and Ben. Well deserved!
#1509
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
#1510
Ah okay,
something like

Code: ags

while (!save_to_file ("room10")) Wait(1);
while(!clear_all_struts()) Wait(1);
player.ChangeRoom(11);


Thanks! This might be actually even faster :)
#1511
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!
#1512
Yay, I haven't expected the full version this soon. Also I absolutely enjoy this more mature setting :D

...downloading...


(is there a cheat to get past the transputer yet?)
#1513
The Rumpus Room / Re: Happy Birthday Thread!
Wed 12/05/2010 07:38:58
Happy Bday, Steve!
#1514
Just wanted to let you know that it works perfectly with Monkey's stacks.

It's terribly slow by the way, so expect a nice loading screen... even in the 21th century ;)
#1515
Yes, my avatar pic is from the time I thought Photoshop is decent spriting tool ;)
#1516
Ahh okay :)

One time I wanted to make 8-bit game myself, but my index0 color was black and I've already used this "black" a lot. So it was easier to just go to 16-bit.
These things always happen when I plan to go 8-bit :P
#1517
Haha, thanks for the effort! Should I now supply an 8-bit avatar? ;D

Quote(That's why I'd rather use 8-bit.)

8-bit for the whole game or 8-bit sprites? Aren't 8-bit sprites being automatically converted if imported into a 16/32 bit game?



@Khris
Thanks for the workaround. I'll consider it, but maybe it's just easier to tint the sprite black and wait until this gets fixed (if it's a bug).
#1518
That's exactly what's happening here :'(
#1519
Hey Steve & team,

this game rocks!
A really cool idea mixing pool and asteroids, even though I totally suck at playing it :)

Also big thanks for sharing the code - very educational!

#1520
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.....?
SMF spam blocked by CleanTalk