Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - miguel

#1301
CC is , (sorry for that), CharacterControl module.
I mean that if a animation takes place it will block the game until it finishes and setting it to non-blocking will (because all my variables allow it) process things very fast.
I know it is the proper behaviour of the engine but I've seen examples where functions run without the player loosing control.
#1302
So, I've built a very simple but working little dungeon game.
Enemies detect the hero presence and engage according to distance, fights occur with different stats for every character, etc...
Making it working was a big achievement for me, but now I would like to optimize it.
My question is: how can I stop the engine from removing player control when blocking events happen; I know I am answering my question, I can't if they are blocking. But I've seen it done.

I've tried CC for npc animations with no success and breaking function code into smaller portions also with no success.
Do I require a tile-engine?
What's the concept behind allowing the engine to perform such "arcade" behaviours?

Everything in my game runs in Rep_Execute.
#1303
Okay, now I understand. My little dungeon seems to be working now.
I was using scripts from the forums (the one in this topic obviously) to base my code and every program is its own case.
I know I'll mess it up again but until then thank you very much Crimson.

I wish the tutorial for beginners in pointers was more friendly. The day I fully understand it I will make one for cavemen like me!

#1304
Got it!
Now I get array out of bounds on line 7
Code: AGS
function enemydetection() {
  int closestEnemy = -1;
  int maxRange = 700;
  int xDiff; int yDiff; int enemyDistance;
  int i=1;
  while (i< Game.CharacterCount) {
  xDiff = stHero.Char.x - stbandit[i].Char.x;
  yDiff = stHero.Char.y - stbandit[i].Char.y;
  enemyDistance = xDiff*xDiff + yDiff*yDiff;
  if (enemyDistance < maxRange) {
    stbandit[i].Char.FollowCharacter(stHero.Char, 0, 0);
  }
i++;
  }
}
#1305
Crimson, thanks for your reply:
I initialize them at game start:
Code: AGS
function game_start() 
{
  mouse.Mode=eModePointer;
  //////////////////////////////////////////////////////////
stHero.Char=cHero;
stHero.armour=1;
stHero.atack_dagger=1;
stHero.atack_mace=1;
stHero.atack_ranged=1;
stHero.atack_sword=1;
stHero.class="Not defined";
stHero.defense=1;
stHero.dext=1;
stHero.exp=0;
stHero.health=40;
stHero.level=1;
stHero.luck=1;
stHero.max_exp=1000;
stHero.mp=0;
stHero.name="Unknown";
stHero.strenght=1;
////////////////////////////////////////////////////////////
stbandit[1].armour=2;
stbandit[1].atack_magic=0;
stbandit[1].atack_ranged=0;
stbandit[1].atack_sword=2;
stbandit[1].Char=cbandit;
stbandit[1].class="Bandit";
stbandit[1].defense=2;
stbandit[1].dext=1;
stbandit[1].health=55;
stbandit[1].level=1;
stbandit[1].luck=2;
stbandit[1].mp=0;
stbandit[1].name="Bandit";
stbandit[1].strenght=2;


I'm trying what you said right now...

Edit: still get a null pointer
#1306
Sorry for using this topic but it's related to pointers as well.

Header:
Code: AGS
struct herostats {
  int level;
  int exp;
  int max_exp;
  int health;
  int strenght;
  int dext;
  int atack_sword;
  int atack_mace;
  int atack_dagger;
  int atack_ranged;
  int atack_bolt;
  int armour;
  int defense;
  int luck;
  int mp;
  int damage;
  String name;
  String class;
  Character* Char;
};

Code: AGS
import herostats stHero;


Main Global:
Code: AGS
herostats stHero;

Code: AGS
export stHero;


I found that I can use without problems something like:
Code: AGS
stHero.Char.LockView(6);
      stHero.Char.Animate(2, 5, eOnce, eBlock);


But in a while loop, on a array attached to the struct, I get a null pointer when using the .Char reference.
Header:
Code: AGS
struct badguystats {
  int level;
  int health;
  int strenght;
  int dext;
  int atack_sword;
  int atack_ranged;
  int atack_magic;
  int atack_bolt;
  int armour;
  int defense;
  int luck;
  int mp;
  int damage;
  String name;
  String class;
  Character* Char;
};
import badguystats stbandit[3];

Main:
Code: AGS
badguystats stbandit[3];
export stbandit;


Function that returns null pointer:
Code: AGS
function enemydetection() {
  int closestEnemy = -1;
  int maxRange = 700;
  int xDiff; int yDiff; int enemyDistance;
  int i=0;
  while (i< Game.CharacterCount) {
  xDiff = stHero.Char.x - stbandit[i].Char.x;
  yDiff = stHero.Char.y - stbandit[i].Char.y;
  enemyDistance = xDiff*xDiff + yDiff*yDiff;
  if (enemyDistance < maxRange) {
    stbandit[i].Char.FollowCharacter(stHero.Char, 0, 0);
  }
i++;
  }
}


What did I do wrong?
#1307
The Rumpus Room / Re: Icey games' thread
Fri 11/01/2013 10:20:45
I also believe this to be true. As a young padawan, Icey will grow strong as we can all see that the force is strong in him. Khris has a huge role in his path and Icey is lucky to have him as a mentor. It's not easy to all and it will lead to frustration many times...but we don't want Icey to follow the dark side (other engine) do we? It would be a shame if such effort was in vain. This said, there's no other thread this amusing in the forum!
#1308
Check youtube for "let's play..." videos of Planescape. It's a good way to find out how others did it. I remember checking it out for Icewind Dale when the goings went tough.
#1309
Thanks Ghost. I sorted out things with paypal and never had to use moneybookers after all.
#1310
+1

This would make my life a lot easier.
#1311
My condolences Peder. I wish you well and your family.
#1312
Grim, first of all congrats on the success of Harvester Games.
I'm not "applying" for the job but would like to give you my opinion. I too am working on a game, with a team of 4 (one member is a AGS forum member). My predicted deadline is around 1 year as well, 14 months more like it. I believe it's possible to deliver a quality game, with help within a year's time.
Now, I think that people will gather around you and work on your next game, you've proven yourself already.
But, will they stick around in March or April still? You can't really know.

My advice is to give your working force a compensation (money) for tasks. Agree with them what is a fair deal. A future income promise is risky for everybody and more likely it will end in lack of interest and motivation. While people being rewarded for delivering a skill that they like (even if it's not much) will stick with you for personal interest as well (portfolio, acquiring experience with deadlines, being told what to do, etc...).

Good friends aren't good working partners. Not often, no. Ideas crash and personal issues arise more often than it is recommendable. You may end damaging a relationship and loosing a skilful worker. But, a friendship may begin based on a solid and professional relationship.
I also don't put any pressure on the people that work with me and understand that they can have a "tough week" with their lives, problems and such.
I rather have a good walking-cycle that took 2 weeks to get to me than have a bad one that I could have done it myself.

You are the producer and the guy with the main idea. A team must have a leader. There is no other way. But saying this doesn't mean you aren't listening to others. Talented co-workers will tell you that you're doing it wrong because it's their name and work that's on the line as well. But do pick a bunch of people (friends are allowed this time!) among the community and show them updates. There isn't a better community than the one we belong.

From pixel-art forums to writers forums it took me 3 weeks to find people with the same "wave-length" than me.
Having solid documentation about your project to show is something crucial for writers. For example, the man that's doing my 2D animations wasn't the (apparently because I'll never know for sure) the one with the best samples (portfolio). He wasn't even sure he could do it and at one time he wanted to quit. We had a talk and I convinced him that he was the right person. Glad I did it.
Search the internet for people wanting to strive in game-making. Take your time. Although the AGS community is fantastic, there are other forums with quality people around.

To finish perhaps what you already know and I'm sorry if that's the case, let me tell you that working in a team is complicated. Everyone's task must be well defined before starting a project and concessions on this are likely to damage the project. Not every body can work in a team. My last advice is to work on a Demo, consider it the pilot-episode of something that can turn into a full game. Gather a team and explain your goals for the Demo. Set a 3 month deadline for example. This way you'll find out if you're cut out for team work or not.

Grim, this is my humble opinion. From someone that hasn't released anything close to The Cat Lady but with the desire and passion to do so.
I wish you all the best with your project.



Slasher: people make great games, working hard! There's no magic formula telling you that a idea will become a great game. And like everything in life, without dedication and work nothing is accomplished.
#1313
General Discussion / Re: Drama Queen 101
Sat 05/01/2013 20:27:43
Best of luck Dual, I too did army time. This was some 16 years ago when in Portugal we were forced to go. I remember getting really annoyed with the fact that I didn't have a choice. I did about 8 months in.
But, soon after leaving, I realized that it was a experience that I would profit later in my life.
I wish I got to know you better all this years, but it was enough to know that you're a good man.
And I know you will be back (in the forums). They always do.

Take care and follow the 2 pairs of socks advice.
#1314
Congrats Andail. Good to see the genre alive with so many projects due to 2013!
#1315
Download Here



Well, this was my entry earlier last year, it's the second chapter of the Dwarven Dagger series (I promised 4 chapters 5 years ago...Why I did it is something I regret...! :=).
It's pretty short and nothing special, but I hope that people that haven't played it before do have some fun with it.

I thought about not adding this here because I'm into more serious game-making with a team and proper writers and all, but I did this game and am not ashamed of it. It will stand as a testimony that I can evolve and get better at game-making.
You will see Mr.Paul Frazen credited in the game but due to a unfortunate mistake of mine, his fantastic texts did not show in the released version, and I can't seem to gather the strength to upload another version...

Anyway, have fun if you can!

Get it here!
#1316
All is working for me, I'm using FF.
The layout of things didn't get better at all, although it's always a matter of time to get used to the new thread locations.
#1317
There was a gigantic sign explaining why and when, for at last a week (new host). But everything's normal now. Only the new thread layout takes some time to master...again.
#1318
Just a small advice johnno56, don't be intimidated by a dancing cow that lurks the forums.
Welcome!
#1319
Played your testgame CW, very nice indeed.
But you guys can code much better than me, I hate not understanding what I'm doing.
Anyway, I would use modules made with Lua, that's for sure.
#1320
Quote(The NonBlocking functions are just self-yielding, reuseable, wrapper functions which are easily modularisable)

Now see how much more intuative that is? Semantically, one can say that this guy will do this things over and over again in a loop, without interrupting program flow. We've essentially self-contained his behaviour into one function without having repex involved at all. Tell me that aint cool?

Calin, it does look really cool. But it almost looks too easy.
I'm afraid I stand by Crimson Wizard and would like to see a full working example, please.
SMF spam blocked by CleanTalk