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Messages - deltamatrix

#21
All the other retrospective artists have pretty gone and all private forums used for Hero6 business are deserted. Although this was discuss a while ago between myself, Gron, Ianfe and a couple of other senior members. As I recall, open-sourcing was agreed as a last resort.

I don't have all the old material that was created (theres a lot of random shit) - only the most recent material relevant to the latest pre-alpha release of the uncompleted game. Also the general AGS src is quite messy and will need a thorough clean up (all scripts, room-scripts, dialogues, GUIs etc) - something I don't have hardly any time to do no more (especially since I'm starting a new job soon). I don't have the ancient old Hero6 demo and the old MAD-based version off hand - that'll take some digging.

Very well then - if you're keen on the idea - I will post the URL to the src right here in this thread and announce the death of the project 'officially' on the site.
#22
Hi all,

I have been a on/off member of Hero6 for too long and seem to be the only 'surviving' member who wouldn't mind seeing it thru to some completion. However, this is simply never going to happen as the Hero6 project is dead as a can of spam and I don't have the time, patience or effort to continue and neither does anyone who was a member.

I was wondering, should I just publish the src code here (it was ported to AGS a while ago) and see if anyone wants it coz I have lost interest in working on it.

Thanks

Delta.

EDIT: Here is the src:
http://s153599580.onlinehome.us/files/Hero6_src_0302.rar

Please note that this never even reached alpha stages so please be prepared for bugs, messy code and many TODOS.
#23
dang. I hope the open-source devs do consider it. This means I gotta bulk up the src with repeated code.
#24
Hi,

Sorry if this has already been asked but does AGS support pass-by-reference for primitives? I have some code that would look far cleaner and more concise if any form of pass-by-reference was supported.

Thanks

Delta
#25
Hi,

I thought I'd post here coz I was just wondering something. Does anyone here still (or have you ever) liked the idea of a new Quest For Glory like adventure game? I'm asking because I was one of the technical developers on the Hero6 project. I do feel like I did partially waste my life because it doesn't seem to be going anywhere at all and the main contributors have all lost interest and buggered off......myself included. This is why I was also considering open-sourcing part of Hero6 to the wide AGS community (the old MAD engine was abandoned in favour of AGS a few years back).

But I was curious as to the interest of the genre resurfacing in this community. The only decent games in this genre so far have been the QFG2VGA by AGDI and QFG4 1/2. While there was still a few determined to keep the QFG genre alive, the strength of this small isolated community seemed to be all but diminished.

I would like to see a new QFG styled game and would love to see Hero6 completed but I doubt it will happen because of us guys behind it never wanted it to be another case of what Duke Nukem Forever ended up. Otherwise, we might as well call it "Hero's Quest Forever".  ;D

#26
seems a lot of ideas and material was cut from the original QFG game. The dragon fight probably being just a small part of it. Apparently the mage was also intended to have a familiar following him around - also an underground goblin maze was cut.

It'd be great to see a new QFG1 like game that recreates te original style and feel but fulfills all this cool stuff that didn't make it into the original.
#27
Cool. Thanks for providing the ripped sprites etc. Kinda makes the idea of attempting a whole AGS port of this game more tempting.  8)
#28
Whoa dude. looks good. How did you make those graphics though? Thats what I wanna know, including any technical details.

I'm stuck though. Is it possible to do a directional jump from standing still? I can't seem to do it.
#29
Nnnnoooo! Please don't use ripped backgrounds from other games. It'll be hard to take the game seriously.

It would be cool if you were to say remake/port the entire game totally like-for-like to begin with - then release the source before you begin the extended edition so others can make other versions of QFG (like a little modding community)

Just do it quickly before a C&D comes along from Activision lol
#30
Wow! Nice!

See this is something that AGS could seriously benefit from. But I'm thinking moreso being able to DEVELOP the AGS games on the cloud rather than just merely play them. This makes perfect sense for AGS as it is mostly driven by an internet community and lots of non-solo AGS development projects utilise human resources distributed the globe. As AGS is not well-adjusted for source control such as CVS, its own cloud development tool would be ideal if it could ever exist.
#31
I have already playtested this game!

It was awesome then, it will be awesome in February. Another fine use of AGS.
#32
When will functions like setTransparency or TintScreen use a range of 0 - 255 rather than the far less accurate 0 - 100. For 32-bit games, this will be more necessary.
#33
I guess this cannot yet apply alpha channel on Characters or Room objects....it would be awesome if it could as I feel that this is a feature that AGS truly lacks.

It would also be cool if the alpha blend could be applied to a entire room (to provide a darkening effect)
#34
ok then. best lock this thread then.
#35
Hi,

I want to develop some code that enables a robot to shoot at a moving target (i.e: the player character). but rather than spawning a laser object and simply MoveObject, I want the object to continue moving past the target if it misses (i.e: move along an angled trajectory).

My question is, does anyone know of any existing code or pseudo code available that already does this which I can reuse. I am currently researching this myself but thought I'd ask here as well.

Thanks

delta
#36
Hi,

I want to develop some code that enables a robot to shoot at a moving target (i.e: the player character). but rather than spawning a laser object and simply MoveObject, I want the object to continue moving past the target if it misses (i.e: move along an angled trajectory).

My question is, do you know of any existing code or pseudo code available that already does this which I can reuse. I am googling but thought I'd ask here as well.

Thanks

delta
#37
Advanced Technical Forum / Re: Negative tints?
Wed 01/10/2008 23:40:48
Interesting. This requires more experiments with the new tint scales. Hopefully this brings me one step closer to the day/night filter I am experimenting with.

Thanks for your help guys.
#38
Advanced Technical Forum / Negative tints?
Mon 29/09/2008 22:34:12
Hey,

Why does Character.Tint not support negative tints? I could use the ability to reduce the level of red and well as increase the blue content. Negative tints were allowed in a-v-o's flashlight plugin.

I don't see why this feature can't be implemented in AGS.
#39
Cheers erpy. Knew such a function was there but musta missed it several times.
#40
Hi guys,

I'm trying to find a function that returns whether an XY position is a walkable or not. Or returns the number of the walkable area.

Could you help me out here please?

Delta.
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