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Messages - mode7

#161
Adventure Related Talk & Chat / Re: RE
Wed 16/03/2011 16:09:17
Quote from: Ouxxey_games on Wed 16/03/2011 12:24:17
Quote from: mode7 on Tue 15/03/2011 13:06:22
My production pipeline is similar, butI'm not using kerkythea but vue

Your backgrounds look really cool. How do you reach that level of realism with those basic meshes and textures? Is it all the renderer's work? Or do you use some specific shader? Or you spend a lot of time on lighting? etc.?


Well you need a little patience to fiddle around with vues render setting. Basically these pictures are rendered with full radiosity with a 0.5 negative light gain and a brownish light color. On top of that I add a blue skydome light with a high gain which makes the shadows look more realistic in the street scene. Render times suck though cause these are kind of overkill settings.

About the poser characters: There are some customizations to prevent making chars look like poser: Use the faceroom, use custom clothes, don't use the poser render.
Leads to some neat results but also means fighting a lot of exporters and having to deal with incompatibilites and bugs. Its not really fun.
#162
Well I'll try to explain it - not understanding what was going on in a script has been a bg problem for me too when i started and still is
just look at the annotations
Code: ags

function repeatedly_execute_always(){ //means whats inside here is run at every game loop 40 times a second. alwasy means even during a blocking function

if (oS1.X <= -800) oS1.X = (800 + (oS1.X + 800)) //if your objects position is less than -800 (which means its completely off the screen to the left) move it to 1600 px from its present position (which would result in its x coordinate becoming 800 which is barely off the screen to the right
if (oS2.X <= -800) oS2.X = (800 + (oS2.X + 800)) //does the same thing with object oS2


oS1.X -= 3; //moves the object to the right by 3 pixels /which results in a speed of 120px per second as this is run 40 times a second
oS2.X -= 3;//same for other object

}

Easy isnt it? Now to move the objects to the right ...
Code: ags

function repeatedly_execute_always(){

if (oS1.X >= 800) oS1.X = (-800 + (oS1.X - 800))
if (oS2.X >= 800) oS2.X = (-800 + (oS2.X - 800))

oS1.X += 3;
oS2.X += 3;

}
untested thogh
#163
Adventure Related Talk & Chat / RE
Tue 15/03/2011 13:06:22
I actually is very fast
I think what most people hinders from making 3d panorama games is the problem of making good looking characters (or making characters at all) and the restrictions that come with the panorama plugin.

My production pipeline is similar, but im not using kerkythea but vue and manually doing the camera postions for the panorama.

Here's a simple example.


Uploaded with ImageShack.us
As I demonstrated before, you can also use that for doing general BGs


Uploaded with ImageShack.us
#164
The arab market scene seems not to be rendered. It could look really great if you render it.
Theres a great freeware renderer for sketchup called Kerkythea. You might want to give it a try.
#165
It's a though one. But I'll vote for a great game which didn't win a single award yet - not even mags
Spoiler
Snakes of Avalon
[close]
#166
Amazing, I looked at the screen and thought this could be something  Lucasarts released between Loom and MI2
#167
Quote from: veryweirdguy on Tue 08/03/2011 10:37:11
I have a sneaky suspicion that this re-release it to guage reaction so they can choose to push the sequel, so hopefully it is successful, I'd love to see more!
I rembember reading about that they actually do it this way.
#168
Got it for Gamecube, actually started it on the weekend, ut has some cool features especially the camera a cool art style awesome music but I still think it's a bit hyped as an underdog classic.
#169
Hey Armageddon,
I did that video (also after playing another world) and its very much possible to do.

there's currently only PLATENG which is a complete engine with tiles graphics support:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40922.0

There's at least one more platformer engine around.

I don't know about if they support slopes.

For the video I just restricted action to certain areas - so you can only jump if there's a ledge and so on - it was terribley buggy and redundant due to my poor coding skills that time.
I rewrote this engine three or four times so it's kinda stable. And it DOES have slope support for any slope (not just for 45°)
It also has a state machine so its easy to add other actions.
There's a keyboard module and the platformer engine which kind go together.
Its FAR from being perfect and there are some glitches too

I could do a makeshift module as it already is designed for using it as a module and can be configured quite easy.
If there's enough interest i could release it. keep in mind though its not a finished product - it could get very handy for me if people choose to improve it, though.


#170
Thanks Khris that really helps!!!
Also the explanation was useful, sometime I'll have to look at some real programming languages to get a basic understanding of e.g. object oriented coding.
#171
I think I can handle AGS coding already pretty well. But sometimes I miss the understanding for basic concept.
Especially these greenish varibvalbe Types like *DynamicSprite *Character *ViewFrame...... I don't even know what they are called. Normally I get along with them pretty well, but I don't really understand them. They seem to have a bunch of variables stored in there like a struct but I can never quite figure out how they work.
Maybe someone has a link explaining.

Well I have a concrete problem relating to this too:
Take this for example:
Code: ags

//Abbreviated code:
DynamicSprite *Dest;
function DrawParticles(int SystemID){
Dest = DynamicSprite.Create(800, 600, true);
DrawAlpha(Dest.Graphic, particle[i].sprite, FloatToInt(particle[i].xpos, eRoundNearest), FloatToInt(particle[i].ypos, eRoundNearest), 0);

Ok here's what i wanna do: "Dest" is pointing to the dynamic sprite. As I'd like the function to manage several dynamic sprites. But "Dest" is only pointing to one dynamic sprite. How to genrealize this? If this was an Array, I'd just do this:
Code: ags

DrawAlpha(dynamicsprite[SystemID].Graphic,....
But since I don't know anything about these kind of variables I dont know how to pull it off.
#172
aaaaawwwwwwwwwsoooome!
#173
I just found out that adultery IS illegal by private law in my country (germany), though its not prosecuted anymore.
#174
Same here, the whole thing felt "real" somehow with all the avatars. Thanks ceremony team especially Duals to make this possible in that way.
#175
I made a recording of it. its 1.3GB. If anyone is interested I could upload it. I just don't know if youtube supports these lengths.
#176
In the previous  two conditions your checking for iSpindle, shouldnt you check for iBamboo2 there? You also have an 'or' operator on the condition before the player says, that he does have enough bamboo, which will aleays stay true if the player has ispindle or ibamboo1. So the last condtion never gets triggered here.

Code: ags

if(player.InventoryQuantity[iBamboo.ID]==0&&player.InventoryQuantity[iSpindle.ID]==0)
    {
      player.AddInventory(iBamboo);
      }
      else if(player.InventoryQuantity[iBamboo.ID]==1||player.InventoryQuantity[iSpindle.ID]==1)//as long as the player has ispindle this will be true
      {
        player.AddInventory(iBamboo2); //maybe you should loose ispindle here for this to return false
      }
      else if (player.InventoryQuantity[iBamboo.ID]==1&&player.InventoryQuantity[iBamboo2.ID]==1)
      {
        player.Say("I got enough right now");
      }

#177
Hey Dual, ist the beta link you posted two pages earlier the version everyone will be using for the ceremony?
#178
Put Khris' code on top of your script. When ever you need the distance in your main script  just type  distance (..SUPPLY THE PARAMETERS...) and you will be fine. pretty useful isnt it?
#179
I recently played "A new beginning" which was also made with visionaire. While the game was pretty good it was extremely buggy. Maybe its bad coding but some of the bugs like weird stuttering and people disapearing and reapppering somewhere else made me suspicious.
Overall I also think the game could've been made with AGS as well. The problem with AGS is that I doesn't handle even the supported HiRes resolution very well. The alpha blending is just to slow once you have a lot of parallax layers e.g.
#180
AGS Games in Production / Re: Metal Dead
Thu 03/03/2011 13:42:49
True!
I looked at the screens and thought this could be hilarious. I really hope it is!
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