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Messages - abstauber

#1581
Happy Birthday Grim and happy belated Birthday Grim's Baby ;D
#1582
Nontheless, I can add a mirror - you said you can access mediafire?

If you have access to mediafire, you could also upload some of your animations ;)

Anyway, except for storing the y-pos in a room change and grabbing on ledges, Calins Platformer does everything you need to get started.

On seconds thoughts - if you already know, how to use flash, you could also use it to make a platformer as well. That way you wouldn't have to downgrade your vectors to low-res pixels in AGS.
#1583
Hi there,

first of all: if you have no idea how scripting works, starting with a platformer in AdventureGameStudio is not an easy task.
I'm pretty sure, you've already taken a look at Calin's marvelous opensource platformer.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39261.0 

Question 1: Simply save the the players y-position and apply it in the next room. The only problem is that you have to make sure that the player can actually jump there. So if there's a wall in the next room, you should block the jump in the current room too (like drawing the wall there as well)

Question 2: Look at Calin's work to see how gravity works. If scrolling is a problem, simply reduce the roomsize to 320x200 ;)

As for Question 3: You'd have to check if there's a solid region at the level of the player's head. If that region is found, you can start the "grab" and stop the player from falling. It's bit like Calin did the walljumps.

btw. just out of curiousity, have anying of your animation online?

#1584
I'd say it's better to add extend the module subforum. Most "casual" gamers aren't probably too keen on checking the sourcecode.

Calin made a good start and two some projects [opensource] in the tech forum. So if a moderator just moves those to the module forum I'd be happy.



Also having the sourcecode right next to the actual game feels so...err... Gamer Maker like ;)
#1585
Cool, I didn't know gDocs got this far yet. I hope I won't miss the results ;)
#1586
AGS Games in Production / Re: AGS Footballer
Wed 21/04/2010 08:27:49
Quote
would be a bitch to program though (since there is currently no support for dynamic views afaik). I have some ideas on how to impement that, but definitely will not be a part of the tech demo...

Well, you can get and set viewframes, so it shouldn't take you too long. You could create a dummy view, read and process the spritesheet and then paste it over the viewframes.

But yes - gameplay and AI might be somehow more important ;)
#1587
AGS Games in Production / Re: AGS Footballer
Tue 20/04/2010 10:32:21
Can I pixel my own sprite? That would be terribly awesome :D
#1588
AGS Games in Production / Re: AGS Footballer
Mon 19/04/2010 13:23:02
<-- wants in too. Bearded sprite please  :=

This looks a lot like sensible soccer, which I liked a lot. I'm excited how the gameplay "feels".

Good luck with it!
#1589
As far as I understand the manual, File.WriteString(string text) and String File.ReadStringBack()
use a custom file format. So if you use this pair, your file should become uneditable for texteditors.

File.WriteRawLine(string text) and String File.ReadRawLineBack() on the other hand use a plain textfile.

Could it be that your file troubles result in mixing these two pairs of functions?



edit
@Crimson Wizard
QuoteBy the way, since we touched this topic here, does anyone know, why this may be that when I create dynamic sprite from file, all colours became screwed?

That's most likely because you're using a blank room. Just import a black 320x200 bitmap as background and it works. I've tested it with .bmp and .pcx.
#1590
Hey guys,
currently I'm at a point where ascii-map files become somewhat limited.
I suppose doors and hotspots are just another overlay/layer in ProMotion, as well as other attributes.
But I wonder  how you manage tile animation? Right now, I'm doing it "by attribute", but of course I'm still using sprite slots so I know which sprite belongs to which frame.

#1591
This might be the most exciting MAGS since Steampunk!
wooo!
#1592
You are a life saver ;D

Thanks a lot!
#1593
Yay, thanks guys!

I completely understand method 1... (or better I'm able to recreate it :D )

But as for method 2, which seems to be the better solution, I'm still a bit confused.
The rectangles always have the same size, so I'm able to calculate the slope (m), as bici advised.

Quoterepeatedly using it with method 2 would be the better
???

I know I have to talent for this ;)
#1594
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?? :)
#1595
Hehe, well it feels quite DOSsy :P In other words: if you know how it works, it works pretty good :)
But I wonder if you'll just allow keyboard movement, because for mouse-movement you'd need some sort of pathfinding inside AGS-script (of course you know that too, I'm just curious ;) )



#1596
Phew, that's pretty impressive :)
I like the scrolling - I thought of using sliders somehow, but the right click works great and intuitive.

Also having all those tiles being loaded from an external file is totally cool. I wonder if this affects the performance in any way.


A slight bug: the map designer crashes if I click on the map region before selecting a tile the first time.

#1597
Hey Khris, one thing that came to my mind: can you somehow store tile attributes inside that map file ( e.g. a tile being deadly) ?

In my ascii maps I only have one character to map a certain tile, like '-' being a regular floor and '~' being a water. Everything else is currently mapped by hand..
#1598
The Rumpus Room / Re: Happy Birthday Thread!
Sun 04/04/2010 10:00:36
Happy Birthday Monkey! Happy Easter everyone else :)
#1599
Quote from: Khris on Thu 01/04/2010 19:56:18
Code: ags

ReadDoubleword
BitString
BitStringToInt


Khris: Which library am I missing? Those don't sound very AGS internal ;)

Crimson Wiz: According to Khris' posted function, it does work with .pcx files. Have you tried those yet?

#1600
I guess because they author statically linked it in. But you can't even compile this bugger without having allegro binaries (which they don't give you from the official site).
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