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Messages - abstauber

#441
I'm getting these random crashes when I try to run my game from the editor.

Hitting run again and the problem is gone.
Is there a way to provide more debug information for you? Unfortunately no crash dumps are generated when this happens.


#442

How much does it cost to add scaled sprites, you might ask?
Pretty much 39 frames :P


But hey, it's still above 100, adding opponents and a bit of game logic might still end up above 60 fps.

http://shatten.sonores.de/wp-content/uploads/2015/12/Xmas_racer_04.zip
#443
You can still take a look at it, I keep the old code online until I declare this experiment finished.

I had a struct as an array and inside of that I had a managed struct. Basically

Code: ags

managed struct cWorld {
    float x,y,z;
};

struct cSegment {
    cWorld *world;
};

cSegment segments[1000];
segment[0].world = new cWorld;
segment[0].world.x = 0.1235;


Now it's just this:
Code: ags

struct cSegment {
    float world_x;
    float world_y;
    float world_z;
};
cSegment segments[1000];
segment[0].world_x = 0.1235;

It is soooo much faster.
#445
Maybe this whole community racer project discussion can be revived after all :)

But I don't want to brag about it, this is still at a very early stage - but at least the code is in the wild.
Speaking of which:
http://shatten.sonores.de/wp-content/uploads/2015/12/xmas_racer_02.zip

The game is finally back at a reasonable frame rate (around 90fps on my machine) after I got rid of all managed structs ( boost of ~10fps). I also enhanced the calculations a bit, but I'm sure there's still a lot more room for improvements. But at least there's now enough CPU power left for sprite scaling.
Stay tuned :)
#446
That should be Adventure Game Schüssler Salt 3.4.0.6 alpha
#447
Hey,
I'm currently working on a Christmas game (or Holiday Season game including snow, gifts and an altruistic old man... whatever you prefer ;) )
And since working on it in secrecy is boring, I've decided to start this thread.

So what is this about, you might ask?
Remember Red Hot Overdrive, Outrun, Super Hang-On or even TechnoCop? That is pseudo-3D racing. Ever dreamed of Roger driving to his next adventure? Maybe soon he might be able to do that. There's an excellent site on the net explaining how everything works: http://codeincomplete.com/posts/2012/6/22/javascript_racer/

My personal goal is to create a small Christmas themed racing game in CGA, but let's face it... time is short and I have no idea if I can make it. So in the meantime I just post my progress here and maybe some of you might  look at the code and find it useful (or even improve it and post it back.. *cough* that would be wonderful to be honest)



So here's the first preview - made with AGS 3.4.0.6 (hooray for managed structs!)
Current features are:
* curves
* hills
*slowdowns



Download the source here:
http://shatten.sonores.de/wp-content/uploads/2015/12/xmasracer_01.zip
Get the game/sources here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=53023

PS
Many thanks to Khris and AprilSkies for all their advice and input so far! You guys rock.
#448
The Rumpus Room / Re: Happy Birthday Thread!
Tue 01/12/2015 07:37:47
Happy Birthday Mr. 8 bit palette (Scavenger) ! 8-)
#449
Hooray for finishing this maGEMta awesomeness :D
..downloading..
#450
Recruitment / Christmas Midi Remix needed
Fri 27/11/2015 10:44:37
For a silly (and free) Christmas kart racer, I'm in the need of a certain music track.
The game is going to be a pseudo 3d Racer in the vain of Outrun, just with a Sleigh and CGA graphics.
Therefore it would be awesome, if the game could have a Christmas remix of the famous "Magical Sound Shower" http://www.vgmusic.com/file/c9f955c172868127f952fc6b6d0b1db1.html
Adlib /OPL2 sound is highly appreciated.

Is anyone willing to do this?
#451
Yeah, you are right. My solution can only work, if the custom dialog GUI has a chance to appear. Unfortunately I don't know of any events that are being triggered once a dialog starts. Therefore you would need to have some sort of global "in_speech" which needs to be set to "true" in every dialog script.
I guess I need to think about this some more.
#452
*Push*
New version. See the first post for details.
#453
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2015 14:33:05
Happy birthday pumaman and vwg. :)
#454
You need to check the location type first, before you can trigger the function.
Code: ags

function WalkOffScreen(){
 //handles the action of hotspots with exit extension ('>e').
 //double click in such hotspots/objects... will make the player skip
 //walking to it. Look the documentation for more information on exits.
  
  // doubleclick
  if (UsedAction(eMA_WalkTo)) {
    if (timer_run == true) 
    {
      timer_run=false;
      if (MovePlayerEx(player.x,player.y,eWalkableAreas)>0) {
        if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
        else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
      }
    }
    else
    {
      //doubleclick = false;
      timer_run = true;
      if (Go()){
        int x=player.x,y=player.y;
        int offset=walkoffscreen_offset;
        int dir=ExtensionEx(2,GSlocname);
        if      (dir=='u') y-=offset;
        else if (dir=='d') y+=offset;
        else if (dir=='l') x-=offset;
        else if (dir=='r') x+=offset;
        if (MovePlayerEx(x,y,eAnywhere)>0){
          if (GSloctype==eLocationHotspot) hotspot[GSlocid].RunInteraction(eModeUsermode1);
          else if (GSloctype==eLocationObject) object[GSlocid].RunInteraction(eModeUsermode1);
        }
      }    
    } 
  }
}


I also managed to add an option to hide the gui in dialogs.

In dialogscript.ash add this in the struct CustomDialogGui (e.g. line 37)
Code: ags
bool hide_gui_while_dialog;


In dialogscript.asc add this at the beginning
Code: ags
bool in_speech;


now add this to the init function (line 19+)
Code: ags
  
// Activate this to hide the action GUI while a dialog is active.
  this.hide_gui_while_dialog = true; 


add this to the beginning of _prepare (now line 133+)
Code: ags

  if (this.hide_gui_while_dialog == true && gMaingui.Visible == true && gAction.Visible == true) {
    gMaingui.Visible = false;
    gAction.Visible = false;
  }


and finally add this to repeatedly_execute (now line 738)
Code: ags

  if (in_speech == true) {
    in_speech = false;
    if (CDG.hide_gui_while_dialog == true && gMaingui.Visible == false && gAction.Visible == false) {
      gMaingui.Visible = true;
      gAction.Visible = true;
    }
  }

I will push these changes to the git repository and upload a newer template version later on.
#455
You could use a setting in the AGS editor.
In general settings, under "Visual" set "When player interface is disabled, GUIs should" to "be hidden"
Although this also hides the GUI for every other blocking event. Would this be sufficient?
#456
Did you already try AJA direct3d plugin?
http://www.adventuregamestudio.co.uk/forums/index.php?topic=45348.0

Since it seems like it addresses D3D directly, you might see better performance - or at least you can corner the culprit ;)
#457
Since you're making a low res game, maybe .flc would be an option.
FLC is more or less an animated gif: 255 colors without sound, but you can start the audio track separately so players won't notice this.
#458
Sweet optics - it's sooo adorable !

Highly impressive that you made this in one week.
#459
Editor Development / Re: 32-bits templates
Thu 10/09/2015 08:54:54
Sorry to bump into this topic, but I'd like to have some clarification here:

Should all AGS templates default to 32 bit?
Upgrading from lower bitrates to higher ones is already supported in AGS, but the other way round it's not possible. That's why I'm not quite convinced yet :-\
#460
Honestly this was more a pointer towards OGV ;)
But since I haven't worked with videos in AGS since .flc, I obviously have no idea how good the Theora implementation is.
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