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Messages - abstauber

#421
Sorry for the late reply (as always ;) ) and great to hear that you managed to solve it yourself.

I suppose, your item size is actually 96px? Oh, and you can also set the icon size inside the AGS editor itself. Click on 'Maingui' in GUIs (on the right), select the inventory area 'MainInv'. In the properties you can define the correct icon size.
#422
Hey, as much as I'd like to finally visit the Caribibean (and meet you guys again after ages), I need to wait for an European location as well. Being a parent now, I'm still completely without any spare time.

*keeps fingers pressed for 2017*
#423
"Maintained" is the right term ;) The template didn't get much new features the last few years - but on the other hand, it is also quite feature complete anyway.

Anyway regarding your question:
in guiscript.asc: set line 15 to eLangDE.

Code: ags
int lang = eLangDE; 

That's all you need to do for now.
Once your game gets translated, your translators just need to translate GUI_LANGUAGE to the according language (e.g eLangEN eLangFR etc.) in the .trs file.
#424
Okay, since nobody applied for this yet:
Please consider CGA (Christmas Game Arcade) for
best coding and best demo.



Synopsis:
Drive three laps and collect presents - restart and repeat while enjoying some chiptunes.

Thread:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=53023.0

Download:
http://www.adventuregamestudio.co.uk/site/games/game/1994/

Not convinced? Download the sources and take a look yourself :D
(Download link is inside the thread above)
#425
Are you sure,AGS templates work in unity? Nonetheless I've never worked with unity or AC itself, so I'm afraid I won't be any help.
What do you mean by this?
Quote from: LogicPort on Thu 18/02/2016 17:01:22
It works to a certain extent but I cannot figure out how to set it up properly
What parts of the template worked in AC?

#426
QuoteMapJoy.ash(12): Error (line 12): expected variable or function after import, not 'Joystick
That's because you need the joystick plugin in AGS. I've also made some more progress (way more to be honest) with this project, but nothing I released to the public yet.
Expect a PM soon :)



#427
Take a look at the Start function
Code: ags
WeatherModule.Start(int envfallingspeed = 1, int envwindspeed = 0, bool pixel_only = false,  int x_jitter = false, int y_jitter = false, 
                        int x_min = 0,  int x_max = 320, int y_top = -100, int y_bottom = 200);


There is the parameter pixel_only this needs to be set to false in case you want to use sprites. If it is set to true, the second parameter will be interpreted as a color instead of a sprite slot.
#428
Quote from: Alen101 on Sun 20/12/2015 23:28:09
Code: ags

WeatherModule.SetSprite(Here i dont know what to put to make some other sprite instead of the blue pixel to appear.)

I downloaded the module and the game and look into the code but it gets complicated,For example he use this
Code: ags
 WeatherModule.SetSprite(i, 9);


So that (i), I dont know what the int slot is.

It's been ages since I've used this one. The i is just a counter variable to save some time.

For example you can do this and setup each sprite slot manually
Code: ags

WeatherModule.SetSprite(1, 9);
WeatherModule.SetSprite(2, 9);
WeatherModule.SetSprite(3, 9);
WeatherModule.SetSprite(4, 9);
WeatherModule.SetSprite(5, 9);

Or you use a variable and save a few lines of code. The result is the same.
Code: ags

int i = 1;
while (i < 6) {
    WeatherModule.SetSprite(i, 9);
    i = i + 1;
}

In this example the sprite_slot 9 (your graphic) are being assigned to the weather particles 1 to 5.
#429
Thanks a lot for the comments - unfortunately I couldn't reply earlier (office Christmas party went overboard)
It feels really great that you could warm your hearts for this a silly niche game (nod)

@Mandle
During the time when I couldn't get the hills right and involuntarily sent those elves through a hell of stairs and walls I had this song on my mind :D

@Cassiebsg
Hehe, the car AI is really really basic, they simply cannot brake and must evade crashes. That's why the other cars go offroads sometimes, but it should be easy to fix. The function for the AI is TRACK::update_car_offset.
Have you played it with your kid yet?
Oh.. and it would be interesting how many fps you get while playing it. For this you need to open Room10 and comment Debug(4,1) back in.

Anyway, thanks for playing! :)
#430
Haha.. it seems like I only managed to fix all these misspelled variables and functions.
Boy, this typo is persistent :D


#431
Oops, thanks! I've just corrected it.
And I'm glad you like it :)
#432
CGA
Christmas Game Arcade

Enjoy three nice laps of classic racing goodness. Or grab the sources and make a game yourself.


Features:
* 1 track, 3 laps, 24 presents
* 4 blazing colors
* Christmas spirit from 1981 8-)

Hopefully this evolves into a proper game next year, think of this more like a Christmas greeting card :)

Downloads
http://www.adventuregamestudio.co.uk/site/games/game/1994/

Sources:
You need to use AGS 3.4.0.6 or higher to open and compile the sources
http://shatten.sonores.de/wp-content/uploads/2015/12/CGA_sources_1.0.7z (24 MB)
#433
I love how you did the "Hackerman" :D
Thanks for sharing!
#434
Alright, I think I'm almost done. But instead of spoiling all the fun, I'll just provide some pics :P
The framerate is pretty stable at around 100 fps on this 4 years old computer.

If you care to read, here are some cornerstones of the development:


yay, soilent green roads


Mirror roads


Smooth hills one step ahead


Getting there..


Done!


The final release (including sources) will be on Sunday TODAY.
#435
I apologize for the filth (laugh)
Was it ever possible to load a 3.4 project in 3.3? The code inside the project should be 3.3 compatible.
As soon as I fix those dang collision problems, I'll upload a new version  - hopefully with the audiocache intact.
#436
Just a quick update, as I could not leave that bugged version online :)

http://shatten.sonores.de/wp-content/uploads/2015/12/xmas_racer_06.zip


It also includes music so the download is now 10MB.
Btw. I removed all the 3.4 specific code so it should also work with AGS 3.3 now 8-)
#437
Quote from: Amélie on Thu 10/12/2015 19:19:21
Amazing work! But don't think I have forgotten of ShattenReyze; "Biete Pärchen auf's Maul an!" with the Deine Mudder option is already legendary.
Haha, you really remembered this from the screenshot? That was 5 years ago :D
Thanks for the comment, it made my day!

@Eggie: Thanks a lot. I'd really love to see a racer from your cartoon universe some day (or at least a mini game) :)
#438
Driving home for Christmas...


Down to 90 fps, but most of the logic is in. It's also a bit buggy and getting slower the longer you drive.
This is new:
* traffic
* basic traffic AI
* Title screen and countdown
* Tween module
* Snow
* Honest CGA colors ;)

http://shatten.sonores.de/wp-content/uploads/2015/12/xmas_racer_05.zip
#439
yay, replies! :cheesy:
The scaling itself isn't the bottleneck, Drawimage is pretty fast when applying custom width and hight.
The calculations of the scale factor is the party pooper. Also I'm now processing the screen twice: first run is bottom to top environment drawing. The next step is top to bottom sprite and car rendering. I think, those extra loops make it slow.

@Problem: The Sega Arcades (like SpaceHarrier, OutRun and Afterburner) all had hardware support for sprite scaling, as far as I know only homecomputer conversions used pre-scaled sprites. But scaling via DrawImage already looks pretty terrible and therefore is old-school awesomeness :D

#440
Oh, this has already been reported? :-[
No worries, then - take your time, this isn't urgent at the moment.

And nope, no updates.
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