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Messages - proximity

#101
Quote from: Crimson Wizard on Sat 31/01/2015 01:07:24
Quote from: proximity on Fri 30/01/2015 23:26:34
I don't know C++ language very well. I see most of C++ commands integrated to AGS script language. Am i right ?
You mean operators? Yes, pretty much of them.

Yes, i meant operators :)
#102
I don't know C++ language very well. I see most of C++ commands integrated to AGS script language. Am i right ?
#103
   Please consider Bizarre Earthquake Demo for "Best Demo 2014".

   Download demo : http://www.adventuregamestudio.co.uk/site/games/game/1862/

   Demo features :

   * 60 FPS, high paced gameplay.
   * 1024 x 768 resolution with anti-aliasing.
   * 32-bit color depth.
   * Photorealistic backgrounds.
   * Smooth and detailed character animations. 30 frames walking cycles per each direction.
   * Highly animated objects.
   * Convincing earthquake scene.
   * Forced graphical limits of AGS engine.





   
#104
Quote from: Crimson Wizard on Sun 28/12/2014 18:15:16
Quote from: proximity on Sun 28/12/2014 17:36:43
Wohhaaaa ! Excellent work ! I am especially tempted by modern resolutions. Can we expect unlimited number of sprites ?

Chris told me that : "The limit could easily be increased to 32767 sprites, but the problem is that the AGS Engine internally uses a 16-bit int in various places when dealing with sprite numbers. So to raise it higher than that or remove it completely, would require the engine to be changed to use 32-bit ints for sprite numbers.

So basically, yes it can be done, but it's a non-trivial change."

Is that possible to you ? Thanks.

Well, what Chris told is how it is; I had some changes planned, but it's difficult to tell when this will happen. I have few more important changes I need to do first.

Regarding sprites, the sprite cache might need to be rewritten to use different kind of storage. Currently it uses plain array, we might want to change to hash map to also allow larger non-sequential sprite IDs.

Thanks. I will be waiting for it. Just don't rush ;)
#105
Wohhaaaa ! Excellent work ! I am especially tempted by modern resolutions. Can we expect unlimited number of sprites ?

Chris told me that : "The limit could easily be increased to 32767 sprites, but the problem is that the AGS Engine internally uses a 16-bit int in various places when dealing with sprite numbers. So to raise it higher than that or remove it completely, would require the engine to be changed to use 32-bit ints for sprite numbers.

So basically, yes it can be done, but it's a non-trivial change."

Is that possible to you ? Thanks.
#106
Original post was updated sir (nod)
#107
After long delay, the demo available. http://www.adventuregamestudio.co.uk/site/games/game/1862/ . If you want to winsetup.exe to work, change game exe name to tuhafdeprem.exe. I hope you like it :grin:
#108
Interesting. I look forward to see which one will die first  ;D
#109
Quote from: Ascovel on Thu 28/04/2011 15:05:08

Maybe he could at least pass on his supernatural mysteries pants to his oldest son (or daughter)?

Good idea. It may be the only way to continue chapters.
#110
Studio3, i see you are 16 years old, very young. You will learn to deal with negative critics and feedbacks some day as you get older. We call it "experience". There are so many respectable members here like people replied your thread. You can't just treat them like they are your enemy if they don't like your game. There is no game never had a negative critic in the world. If you insist of going this way, you may not find anyone to reply your threads in the future.

And of course, don't expect your RPG games liked very much in the ADVENTURE game forums  ;)
#111
Wohhaaaa ! I can't believe my eyes ! Am i dreamin ?
#112
Hmmm you're right. I may have use it like LinkedAudio.Play. It worked with your code, thanks monkey.
#113
Quote from: monkey_05_06 on Tue 26/04/2011 22:22:08
Just set the LinkedAudio property directly:

Code: ags
ViewFrame *frame = Game.GetViewFrame(player.View, player.Loop, player.Frame);
frame.LinkedAudio = aFootstep;


I tried that but it says "cannot convert audio channel to audio clip.
#114
So, how exactly can we change current frame sound with using LinkedAudio property ?
#115
Critics' Lounge / Re: Is my character ok ?
Fri 22/04/2011 22:38:11
@Ali, thanks for suggestions about the room. You are right in most cases. I still don't understand why the character was illuminated in a different way. I rendered him in the scene with same values but the result is a bit different. Your room contrast looks darker than the character to me.Anyway, do you think i can adjust the character to the room with Character tint in AGS ?

I'm not really comfortable with those wide-screen and aspect ratio things. I have a widescreen monitor myself and designed the game with it but i don't know the result with CRT monitors. So you're saying that the game would look too narrow in CRT monitors if i use my background rather than yours ? It would be a very good experience if i understand this well :)

@anian, i had a feeling with things on the table were a bit smaller than they should be and now you said that. I'm sure now but unfortunately i can't change them because the image is in AGS now. About the carpets, i intentionally made them thicker to make them look more real. A little bit exaggeration :)

Does he have to have a mullet ? Well, what can i say ? I love Mel Gibson :P Seriously, this question was asked me many times in Turkish forums. The answer is, i couldn't create a good short hair, especially its texture. So i thought if i make a long hair with fur, it may look more realistic but the result is what you see, sorry  :-\
#116
Critics' Lounge / Re: Is my character ok ?
Fri 22/04/2011 11:48:07
Quote from: 2ma2 on Tue 19/04/2011 22:05:32
3D-rendered realistic character will always be slightly stiff. Whether it be HL2 or a Poser model. Using an idle animation cures a bit of that, but have the opposite effect dependant on the function of joints. Exaggeration is the key to realism, oddly enough. Perfection is death.

Just for the record, i modeled my characters on my own. They are not HL2 or Poser model. If they were, i wouldn't open this thread because they would already have a correct standing pose.
#117
Quote from: ProgZmax on Wed 20/04/2011 04:24:53
This is probably something that could be tackled by someone when/if the engine is open-sourced.  Personally, I'd like to go in and make all the limits dynamic just to end the limit issue once and for all.

Wonderful ! I'll be waiting that day  :)
#118
Thanks  :) I thought inception soundtrack would add some tension to trailer but of course i won't use it in the game. Animations in the trailer was slower than the original. I used CamStudio for captions. It may be related to capturing software or my processor i don't really know. In-game animations are smoother than the trailer i can assure you.
#119
Hi, i published the game's trailer. It contains some Turkish words but don't worry, i just want to show you how the game and animations looks like :

http://www.youtube.com/watch?v=tvDJVVQH7qk

You don't need to watch after 1:30  ;)
#120
Critics' Lounge / Re: Is my character ok ?
Mon 18/04/2011 01:00:10
I realized when looking at those 2 comparisons, my character actually stands like a wooden column  :P I can't move the pelvis to forward because software doesn't allow it, but i can rotate the top and bottom backwards while the pelvis stands still.

Ali, thanks for the alternative pose. Character's off balance you said may be because of angle of camera . Character stands quite vertical when you look at him from sides. I think i will use Ali's and Ilyich's poses both for different moods of character.

About character's adaptation of the background, character is actually in that room in 3d. I wanted the character has the same lighting level with background to avoid unrealism. It's very useful tecnique but you have to make different walking views for each room and unfortunately it takes very long time and many sprites.
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