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Messages - abstauber

#861
* abstauber needs way to long for teh english.
I still post it for the records :)

Quote from: monkey_05_06 on Mon 08/07/2013 15:06:09
The whole "checks for #ifver 3.2 and I suppose that breaks for 3.3" bit filled me with unfathomable rage.
Such things should never fill you with rage :P

Quote from: monkey_05_06 on Mon 08/07/2013 15:06:09
Without looking through your code,...

Let me support your laziness
Code: AGS

#The very first script header:
#ifver 3.2
#define USE_OBJECT_ORIENTED_AUDIO
#endif


And this is how it works
Code: AGS

#ifdef USE_OBJECT_ORIENTED_AUDIO
  import int wicked_sound_function(AudioClip *sound);
#endif

#ifndef USE_OBJECT_ORIENTED_AUDIO
  import int wicked_sound_function(int sound);
#endif


People should let go of "play-by-numbers" anyway. If somebody insists of addressing sounds by numbers in AGS 3.2 (including the template's two functions), one can still comment the definition of USE_OBJECT_ORIENTED_AUDIO.

edit:
@Crimson: Hooray, we even quoted the same lines :D
#862
Wow, so this survived since Proskritos first release in 2006?! Now I almost feel bad that I removed it :)

Also - stunning game guessing skills :)
#863
Hehe - never noticed this too. I don't even know to which background that mask belonged to.

I've updated the zip (without a new version number)
http://shatten.sonores.de/wp-content/uploads/2013/07/9verb_131.zip
#864
The Rumpus Room / Re: Name the Game
Mon 08/07/2013 10:52:37
 (laugh)

almost
#865
Quote from: Crimson Wizard on Mon 08/07/2013 08:32:35
Quote from: Ryan Timothy on Mon 08/07/2013 05:42:21
With there being so many votes in every direction of the spectrum, perhaps after voting is finished having a final vote on the top 5? Of course it's up to you though, I don't mind the highest chosen to be the winner.
I thought about this, may be it is what we should do.
I second this. Until then we also need to get the source .psd file for dark#1 and dark#2. Otherwise it's no better than before - nifty screen but just a flat jpeg in the end.
#866
The Rumpus Room / Re: Name the Game
Mon 08/07/2013 08:39:31
Quote from: bbX1138 on Sun 07/07/2013 22:40:47
Fixed your typo (as did kconan!) - we purposefully avoided the standard clunky franchise-naming mode. Good choice of game and room, though!
Whoops - I shall edit it.

Anyway here's the next:
[imgzoom]http://i.imgur.com/ynFpn0Z.png[/imgzoom]
#867
The Rumpus Room / Re: Name the Game
Sun 07/07/2013 09:28:26
Ben there, Dan that Time Gentlemen, Please!
#868
The Rumpus Room / Re: Name the Game
Sun 07/07/2013 08:34:11
exactly!
Btw. have you ever played it?
#869
Never too old to learn - dynamic arrays just got way more popular for me :)
But I hijacked this thread - I suppose the current problem is about not being able to create a dynamic array of a struct.

@Scavenger: If you know how many tiles your level uses, try to decrease MAX_NUMBER_TILES. This might save you some bytes.
#870
The only problem is that apparently only Subspark has the source .psd file and hasn't been around for ages.
#871
Quote from: Crimson Wizard on Sat 06/07/2013 14:04:31
Quote from: abstauber on Sat 06/07/2013 13:49:13
2-3 years ago I've been told that dynamic arrays are super evil and I should use them, because they waste a lots of memory and resources.

lol what??? :)
hehe, I know :) It was something like this:

Spoiler
A dynamic array by itself (before it is even assigned) takes up 4 KB of memory. So if you are defining seven dynamic arrays that's 28 KB of memory...
---
So I figured an assigned array would always save up memory, even if I don't have any clue how much memory those use.
[close]
#872
Ahh, that's why. Thanks a lot!
2-3 years ago I've been told that dynamic arrays are super evil and I should use them, because they waste a lots of memory and resources. I can't currently find the post, but since then I rather use giant fixed arrays :)

#873
Hmm.. this applies for my game as well and it only has three rooms.

2,7 MB compressed and around 40 MB uncompressed.
415 Sprites, 15 Sprite folders, 20 Views, 17 GUIs, 31 inventory items, 32 Characters and 0 Dialog topics

I hope this helps
#874
The Rumpus Room / Re: Name the Game
Sat 06/07/2013 08:22:25
Yay, thanks for some low-res games! I wanted to post this for a long time.

[imgzoom]http://i.imgur.com/RaaPldk.gif[/imgzoom]
#875
The Rumpus Room / Re: Name the Game
Fri 05/07/2013 19:09:26
That's the intro from Simon the Sorcerer.
#876
The Rumpus Room / Re: Name the Game
Thu 04/07/2013 12:23:19
---edit: stupid browser cache. Sorry
#877
hehe, you rock  :=
#878
QuoteIs it the one that has a flock of bats in its demo? Damn, I was looking for it.
It had bats? Are you sure we're talking about the same module? ;D
This is the one I use: http://www.adventuregamestudio.co.uk/forums/index.php?topic=36706.0
#879
If you join, it's 221,75 Euro for everyone - the current price is 236 Euro. Food, beer and liquor is pretty cheap over here ;)
#880
I'm afraid that's correct. I wrote it in a time where I didn't know about dynamic sprites and such other wizardry :)

Personally I use the way more advanced (but complicated) Particle System Manager from jarakeen.
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