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Messages - newwaveburritos

#121
Oh, very cool.  I was hoping we'd get an update but I sure wasn't expecting a whole ass demo!  Great wor; I look forward to playing it.
#122
Oh yeah love this theme!  And I think I'm not alone in that so I hope there's a lot of entries this time around!
#123
Having a puzzle where you can only fit three of the six ideas into your game project would be amusing.
#124
Yeah, thanks for putting that in here because I agree.  I think it's a great idea to do both.  Is there anyway to determine which template is the most popular?  That is, it seems like using the most popular template might be the best one to use for an example game.  Anecdotally, just from being around the forums and Discord though I don't think that I could actually pick out one that people talk about or ask about over another one.  They honestly seem pretty even to me.
#125
There was some chatter on the Discord and since I think there's some people on the forum who aren't there I thought I would make a post to discuss it.  I think it's a really good idea since I think a lot of people here and probably people we don't even know about could really benefit from something like that.  I think making a list of features we would want to include would be a good place to start.  That is, what do we think needs a working example game to showcase?  Some of the discussion on the Discord inlcuded custom dialog options are a custom .Say function.  What else comes to mind?
#126
Oh wow that's amazing!  In my case (Saturday Night for those who may not know) the game looks like a dream or something.  It doesn't really work exactly but the results are really interesting.  I mean, it doesn't *not* work it just takes it in a direction I never really intended which is also okay.
#127
Well, I was gonna vote for Hannah as well so it's definitively settled.  Congrats!  Looking forward to the next one.
#128
Amazing work as always.  Thanks again!!
#129
Quote from: Khris on Fri 07/10/2022 17:50:52My code is supposed to draw from far to near but let me check my code and get back to you.

It does do that but this comment from Eri0o's code helped me with the order:

/**
The visibility cone is shaped like this:
 
.........
..VVVVV..
..VVVVV..
...V@V...
.........
Drawing is done in this order (a=10, b=11, c=12)
.........
..02431..
..57986..
...acb...
.........
*/
#130
Actually, it worked with very little editing.  One problem is that I think the iterating has to be done out of order or you end up with part of a wall in front. The other part where there's a wall where there shouldn't be I can't really explain.

Video
Full code

Thanks for the help, though!

EDIT: I think I see how to fix the first bit by assigning the sprites to the wallSprites array in a different order.
EDIT EDIT: Sprites 3 and 9 were transposed in the assignment which solves the second part.  Fooling with the order they are assigned is giving very curious results, though.  I should also note that the fact that you figured out which sprite is which based on that meandering function is pretty astonishing.
#131
Here's the link.

@Khris Some of that should look a little familiar as I was using a lot of what you explained last time you posted about this.
#132
Dang, I tried to post the whole monster function and it's so long that it gets caught in the spam filter.  :-\
#133
Quote from: eri0o on Thu 06/10/2022 21:48:14Made one first person dungeon crawler open source in gh here, is the specific maze renderer: https://github.com/ericoporto/galleys/blob/main/DungeonCraw/MazeRenderer.asc

The algorithm/original code is not mine, the game/assets were posted on Open Game Art and I picked up from there. Perhaps it could be useful as inspiration.



Lol, I had no idea such a thing existed.  I've already gotten the pathfinding figured out.  But it was a really good exercise in coding since I felt out of my depth the whole time.  This will surely be useful in my endeavors, though, so thanks! EDIT: @eri0o Oh, and there was a comment in there that really saved my bacon.  Draw order is important and I wouldn't have realized that for a long time!!
#134
Okay, this is already a lot better but I think if I arrange the sprites in the order that I need to populate them then I can iterate through them or something like that.

Code: ags
function renderVisionCone()  //draws the walls
{
 clearScreen();
 DynamicSprite.Create(620, 400);
 DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
 
      
  if (playerChar.faceDir==eFaceUp){
    
    
    MazeType tile0 = GetCell(playerChar.x-2, playerChar.y-2);
    if (tile0==eMazeWall){
      dungeonWalls.DrawImage(0, 0, 18);    
    }
  
    MazeType tile1 = GetCell(playerChar.x-1, playerChar.y-2);
    if (tile1==eMazeWall){
      dungeonWalls.DrawImage(0, 0, 12);    
    }
  
    MazeType tile2 = GetCell(playerChar.x, playerChar.y-2);
    if (tile2==eMazeWall){
      dungeonWalls.DrawImage(0, 0, 4);    

    }
    
    //MazeType tile3...
    //this times ten plus one more for each cardinal direction == bad times.
    
  }
  
}
#135
I'm trying to write some script that renders a first person dungeon crawler screen and while I think this would work I don't really believe it's the simplest way to do it but also I can't think of a better way to do it rather than just brute force.

Code: ags
function renderVisionCone()
{
  if (playerChar.faceDir==eFaceUp){
    
    clearScreen();
    MazeType tile0 = GetCell(playerChar.x-2, playerChar.y-3);
    if (tile0==eMazeWall){
      DynamicSprite.Create(620, 400);
      DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
      dungeonWalls.DrawImage(0, 0, BACK_LEFT);    
      dungeonWalls.Release();
    }
  
    MazeType tile1 = GetCell(playerChar.x-1, playerChar.y-3);
    if (tile1==eMazeWall){
      DynamicSprite.Create(620, 400);
      DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
      dungeonWalls.DrawImage(0, 0, BACK_MIDDLE_LEFT);    
      dungeonWalls.Release();
    }
  
    MazeType tile2 = GetCell(playerChar.x, playerChar.y-3);
    if (tile2==eMazeWall){
      DynamicSprite.Create(620, 400);
      DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
      dungeonWalls.DrawImage(0, 0, BACK_MIDDLE);    
      dungeonWalls.Release();
    }
    
    //MazeType tile3...
    //this times ten plus one more for each cardinal direction == bad times.
    
  }
  
}

EDIT: I realize now I have my coordinates incorrect but I don't think that really affects the concept too much.
EDIT EDIT: I fixed the coordinates.  I was think there were only 10 tiles I needed to render but there are actually 13.
#136
Oh that looks great!  It's always nice when you can think of elegant ways to cut the walkable area down.  I'd eat there!
#137
Well, Background Blitzes are always good for a little experimentation.  Usually I don't do isometric because I think it looks a little weird and instead I prefer to just sort of wing something and fudge it since perspective is always a little dicey for adventure game backgrounds.  But I thought I would give it a shot.  It was fun and I'm glad I did it but I don't think I'm going to do it again lol.

#138
Welcome to AGS!  This looks great!!  Excited to follow the production.  And, yeah, don't hesitate to ask a question.  Lord knows I've asked plenty of dumb ones.
#139
Quote from: heltenjon on Mon 26/09/2022 00:47:59And...played it. Very nice! While there probably was more eye candy in the first installment, I think this is the better game. This time around we get puzzles! And good ones, too, I might add. There's a fun and confusing story (that's kind of the theme of the jam, so that's okay), with plenty of humour. And of course, you do know how to make it look good.

Thanks for playing!  But yeah I used a full month on the first one for MAGS and that extra time went almost exclusively to the artwork.  Stay tuned for III where I intend to balance the puzzles and eye-candy!
#140
Saturday Night is the Loneliest Night of the Week II: Sunday Morning Coming Down (Hole in the Sky)

After being sucked unwillingly into a vortex the adventure continues! Dropped unceremoniously onto an alien planet Jilly makes her escape into the unknown.  Who knows, maybe you'll make a new friend!  A short point-and-click adventure game with EGA graphics with over 500 frames of animation.  That's, like, maybe a minute!    Made in two weeks for the $106 Adventure Game Challenge.

I'll have to change the name of the "in progress" post since I popped this numbered entry right out and snaked it in line.  So, that one's now III!



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