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Messages - mode7

#41
I'm really sorry. Maybe I can make a quick fix
#42
Impressive stuff Wyz.
#43
Need....more....tiiiimeeee...
#44
AAAAAAAAAAAAAAAWWEEESOOOOMEEEE!!!
#45
Quote from: icey games on Sat 09/07/2011 08:20:35
Finally I finished my game. Here it is a complete game of Pub master quest.

Pub master quest® Wandering spirits

Hey Icey, played your game and kinda liked it. Nice sprites and backgrounds also liked the action sequence and the pacing of the story (not the dialogs so much). I think the more you get rid of the Final fantasy stuff the more I see of the original icey (and partly ben ^^) style the more i like those games.

YET there is some critique here: THE GAME IS BUGGY! Actually it crashed during the cutscene
Spoiler
when they are about to go to the flying island
[close]
Also the battle system is virtually broken. Only attack is working for me and at the "final" battle you can just walk towards the enemy and it will miss you. Damn, considering how many games with broken battle systems you released, I'm thinking about coding a battle system module just that I don't have to sit through these anymore.
Also the battles are tedious and boring, think of spicing them up or make them shorter.
But don't get discouraged, youll get there eventually. At some places you could really see your vision come to life. Once you mastered that your games will have a magical atmosphere.

Way to go!

PS: Write me a PM about that battle system module.
#46
Let me be the first to say thanks for this. A lot of people have been waiting for this. Still I wonder if AGS will be able to sustain a acceptable framerate at these kind of resolutions.
#47
I've been working on a Tile Engine Module.
Called UTE (Unnecessary Tile Engine).
Currently is merely loads and Displays TMX Maps http://www.mapeditor.org/ at different Resolution.
It already supports isometric and orthogonal maps and different layers.
Not much more though.
I'll try to add as much functionality as I can till the deadline. As I basically have no time this will be hard
Here's a screen:



Uploaded with ImageShack.us
PS: I also found out a nice way to do these 3d tiles so I'll add the tileset as a goody.
#48
Thanks ProgZMax, if I understand you correctly, you mean having a roomsize equal to the map size and putting a non-tiles walkable area mask on it. This is not really an option as the engine supports (in theory) unlimited map sizes. The biggest I tested was 200x200 tiles. With a tilesize 64 this would mean a Bg size of 12800px x 12800px which would be more than ags could handle.
Anyway I've read some stuff about A* pathfinding algogrithm and it looks like a challange to implent it. I'll give it a try.
#49
It's more like a module so I wanted to keep every possibillity open. Well I'll do my own walkable area merking then. Well I could actually code my own pathfinding algorithm too, seems easier than learning C++ to write a plugin.
Do you guys have some links or advice how to aproach that?
#50
Hey there,
I'm still working on a tile engine, while the drawing works pretty good so far its time to add some game logic in there.
I'm trying to retain as much of AGSs functionality as possible. As I coud easily code my own collision detection this would break for example the pathfinding algorithm.
So I wondered and this might be a stupid question:
Is it possible to use to RAWDraw function of AGS to dynamically draw a walkable area on screen? Or is there any other way to create a walkable are from script?

thanks in advance
#51
Thanks Wyz and Monkey for making his clear. Also thank you monkey for explaining script headers . I already noticed when coding concurrence that adding stuff to the headers adds a lot of compile time.
I guess this is solved now
#52
Ok guys, its one of these retarded questions again I just can't seem to figure out
I've got a script header with this struct:

Code: ags

struct Engine {
  bool ShowLoadingScreen;
  int LoadScreenGraphic;
  int LoadScreenColorBG;
  int LoadScreenColorHigh;
  int LoadScreenColorLow;
};
Engine UTE;
import Engine UTE;

When I run this, I get an error "Variable "UTE" is already defined"
if I leave out the import I can access the variable from local scripts also but value changes seem to stay local - so I can't pass a value on to a module script. So how can I make the struct to become global?

OFFTOPIC:

I dont want to open another topic on this as its probably rather simple.
Structs can contain functions right, so I can call them like this

MyStruct.Myfunction (parameters);

right?

So how do I declare them?
Probably I can just write
function xxx (parameter);
in the struct, but how do I declare the function in the main script??

Do I just write
Struct.function (parameter) {
 stuff
}

Or how would I pull it off?

#53
Strange it works for me. Are your declarations for ViewFrame and DynamicSprite outside of the After Fadein Loop?
#54
Just noticed the models and I must say its amazing how well the 3d Bwana resembles the 2D one. Way to go!
#55
A few things I noticed:

1. The light rays dont really add to the picture. If you take a look at hedgefields (beautiful - who made this?) reference pictureyou will notice that the rays only have one direction (as they are produced by the suns parallel light). Yours go into every direction also the shoudnt be conic but straight. And to be more nitpicky the color you used is white. Light is rarely white. Try to use a very bright turquoise instead.

2.The colors are already quite nice but the photo artifacts are a bit anoying. Just sample the color take a brush and clean them up a little

3. The transisition from the turquoise foreground to the blue background is a bit aprubt. If you add a gradient there it will probably add more depth to the pictire.

4. The picture has this vector/flat colored  feel to it. But the bubbles in the bg dont really fit in there. I'd loose them.

I hope this helps

EDIT: Dualnames: Thanks for getting rid of the electric horse thingy - this was really driving me crazy
#56
It has to do with the dynamic array I used. This should fix it.


Please note that this arrays will blow up your exe filesize (winzip will compress most of it though)

Code: ags

// room script file
ViewFrame *SpritesData[3500];
DynamicSprite *Sprites[3500]; 
 
function room_AfterFadeIn()
{

int spritescount;
int v = 1;
while (v < Game.ViewCount+1)
{
  int l;
  while (l < Game.GetLoopCountForView(v))
  {
    int f;
    while (f < Game.GetFrameCountForLoop(v, l))
    {
      SpritesData[spritescount] = Game.GetViewFrame(v, l, f);
      f++;
      spritescount++;
    }
    l++;
  }
  v++;
}
Display("%d sprites written", spritescount);
 
int s;
while (s < spritescount) 
{
  Sprites[s] = DynamicSprite.CreateFromExistingSprite(SpritesData[s].Graphic, true);
  s++;
}
Display ("%d dynamic sprites precached",s);
 
}
#57
Well it's called release something isn't it. Well I sure will be releasing something on the 10th of July - It might or might not be finished ;)
#58
Well you could load all the sprites into memory usingt a dynamic sprite but AGS will probably load them again when drawing chars or object. Anyway you could try it of course. Just do this before you animate and see if it works
Code: ags

// room script file
ViewFrame *SpritesData[3000];
DynamicSprite *Sprites[]; 
 
function room_AfterFadeIn()
{

int spritescount;
int v = 1;
while (v < Game.ViewCount+1)
{
  int l;
  while (l < Game.GetLoopCountForView(v))
  {
    int f;
    while (f < Game.GetFrameCountForLoop(v, l))
    {
      SpritesData[spritescount] = Game.GetViewFrame(v, l, f);
      f++;
      spritescount++;
    }
    l++;
  }
  v++;
}
Display("%d sprites written", spritescount);
 
Sprites = new DynamicSprite[spritescount];
int s;
while (s < spritescount) 
{
  Sprites[s] = DynamicSprite.CreateFromExistingSprite(SpritesData[s].Graphic, true);
  s++;
}
Display ("%d dynamic sprites precached",s);
 
}


This will load all your sprites which have been assigned to views into memory (well only the first 3000 of them - this is an arbitrary number and if you have more it will probably crash).
However these are loaded into a dynamic sprites so I dont think it will actually affect other instances. Try it anyway
#59
 ::) thanks a lot for that khris, sorry I should've checked more thoroughly before posting.
Also thanks DKH, I didnt know you could break lines. makes it much easier to format long and convulted expressions like Khris did.
#60
I was messing around with AGS a little and stepped over an Buffer Exceeded Error.
This is not due a missing closing bracket. Here's the line:
Code: ags

surface.DrawTriangle(vertex[polygon[PC].a].x * polygon[PC].a].z*100, vertex[polygon[PC].a].y * vertex[polygon[PC].a].z*100, vertex[polygon[PC].b].x * vertex[polygon[PC].b].z*100, vertex[polygon[PC].b].y * vertex[polygon[PC].b].z*100, vertex[polygon[PC].c].x * vertex[polygon[PC].c].z*100, vertex[polygon[PC].c].y * vertex[polygon[PC].c].z*100);

I think I remember there is a 500 chars per line limit in ags. If this is the case, Is there some kind of workaround?
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