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 - scotch

#941
Standard web serving stuff like that isn't much overhead, what causes the CPU usage is all the database lookups required to generate rhe forum pages every time you click one.  The search function is probably one of the worst considering it has to search through every post.
#942
If C++ violates pure OO I think that is why it is useful, C++ is C++... it's not Java or C# (which I do like to code in, but not for anything that requires great performance, such as games), it's not purely object oriented like those languages, and this is a good thing for games/speed.  For me it is like C but tidier, you can do anything low level that you could do in C, with the same low level access and performance, however with classes and inheritance and namespaces etc you can build much more elegant programs, Steve said "Writing games code in C gets very ugly and ends up half-faking a lot of C++ features.", I think that is largely true, I have much less trouble managing my C++ code, you can hide a lot of low level and confusing C code behind clean OO interfaces.  It isn't true to say that most game engines are written in C these days, C++ has been the game industry's language of choice for years, as far as I can tell, I think the last big game engine I remember being in C was Quake 3 (and I'm not entirely certain that was completely, the modding part was).  In any case the biggest few game engines around at the moment are all C++.

I learned C/C++ last year, and started fiddling with Java after that (working on the #ags IRC bot, Roger), the transition to Java/C# from C++ is very easy, I could start coding right away, and it's been a lot of fun.  C++ has most of the concepts you use in those languages.  I think if I started with a garbage collected and very high level language like java or C#, then was confronted with the pointers, memory allocation and low level stuff of C/C++ would have been tougher.

By the way, if anyone is working in C++ and wants to do 3d graphics (and see an example of some pretty good C++ code), I'd recommend OGRE, I've used it for nearly a year now, it's so nice to work with and supports cutting edge graphics features that not even the commercial games out these days do.  There's also a C# port called Axiom, I think.
#943
I'd recommend starting with C, it teaches you the syntax that is used in a lot of the most popular languages and also requires you to think about what you are doing when programming, having to deal with memory management and things by yourself, so you'll end up a less sloppy coder. Ã, Yes, you'd want a library to do graphics, one very popular (2d) graphics library made in C is SDL, it's probably used in most cross platform 2d games and emulators and is quite easy to use. Ã, Once you understand C fairly well you can get into OO by learning C++, which is essentially C with object oriented features. Ã, Worth doing because game engines are almost exlusively made in C++ these days.
At first it'll probably be quite confusing and some things might not make sense or seem useless, but after a month or two everything falls into place. Ã, If you are experienced with basic and AGS scripting you have a head start.
#944
If enough other AGSers show up I might go.
#945
Sometimes people write scripts or code that expects numbers to "wrap" like that, they do in C/C++ and other languages.  A char is just behaving like an 8 bit unsigned integer (unsigned char) in C as it is.
Although... you'd get warnings, such as about conversion from signed to unsigned numbers if you tried to assign an int returning function to an unsigned char I think, so perhaps it is confusing in AGS.
#946
I know people, like myself, who have tried to use it... but nobody seems to be able to work out how to.
#947
Exactly, it's based on a #1 TV show watched by millions and millions of people, that's the reason it is popular, and GTA is so not an adventure game :P It has a few basic elements of adventure games like most games, but is missing even more... it's primarily an action/driving/shooting game.
However I wouldn't say adventures are dead, there are still a lot of adventure titles released each year, some of them make a profit, they're just not in competition with the blockbuster games.
#948
There's no easy way, all you can hope is for someone to make it for you, if you can't work out how to use the tcpip plugin to do it.
I'd give up on it, it's not that important surely.
#949
Rick, Dosbox might be ok for running some old AGS DOS games or roomedit, but it's primarily designed for games, I can't see it running windows software.

lysdexia, converting from one to another might not take too long to understand, but identifying which bits of the code suffer from the issue would require C++ experience and as has been said, missing libraries is an even bigger problem... you'd have to find libs with equivalent functionality that have a mac ports, and that might not even be possible depending on what they are.  Unfortunately a Mac port seems like quite a large undertaking.  If an experienced C++ programmer was willing to spend a few months on it I expect CJ would give them the source, I'd like to see that but I don't think it'll happen.

For someone called lysdexia you sure like to correct spelling :P
#950
Yeah, perhaps he meant the Xbox 2 (or Xbox 360), that's PPC based.
#951
I expect there are free compilers for Macs, but as ETG says, there's an added complexity porting something to run on mac (PPC) CPUs from PC (x86) ones, and that is that the byte order of multi byte numbers is different.Ã,  It's possible to make code work on both but some of the code in AGS or its libraries has been written in a way that assumes little endian (x86 style) hardware, macs are big endian.Ã,  You'd have the same problem porting it to PPC linux.
So it's definately not something for a coding newbie.
#952
Your browser only downloads the image once, it's no extra downloading or bandwidth usage.  That said, it's just annoying, people shouldn't quote images, or more than a line or two of text.
#953
Both the editor and the games are playable in an x86 emulator + windows, VirtualPC is the ones most use I think, some games have been made that way.  Did you mean running 32 bit linux in an emulator and using that? It's possible... don't think anyone's tried it.
#954
There isn't one specifically sierra engine that will play them all (and I can't find a mac port of the ones that exist), but you could try Dosbox... it's played every sierra game I've tried, don't know how good it runs on a Mac.
#955
General Discussion / Re: InC's TC: A tablet
Sat 16/04/2005 14:35:31
I'd only buy a wacom in future, no tablet I've tried has worked with everything as perfectly (and I'd never use a tablet with a battery powered pen again...).  The cheaper ones are ok, I believe mine is the cheapest that was available when I bought it and it's fine, although slightly small.
The price difference is because the low end (Graphire, Volito) ones are aimed at home users, and the midrange (Intuos) ones at pros... the absolute most expensive ones are LCD panel based, and I don't think anyone sane actually uses them.
#956
Did you read the plugin error message?
#958
I like the character art, unfortunately I'm no animator.  Looks tough to animate, but any high res sprite would be.  Probably the hardest part of doing a high res game, good luck.

(One thing, you keep posting these promos in the wrong forum, GiP is for game promotion as it says in the rules.  People do read the GiP threads.)
#959
Yeah, the defaults were silly.  The first time I moved the mouse I realised it wasn't very good, so I moved the attack button to the keyboard and didn't touch the mouse again, no problem fighting or controlling the camera with the keys, with that setup I quite liked the controls on the whole.
#960
Wonder if double click detection would be acceptable, that'd effectively give you two buttons.  Perhaps one click would cycle through options, and a double click would select one.  That'd be enough to play a lot of hentai games (sorry, can't think of any other "adventure" game that uses such a basic interface).
A double click might be tough for some, perhaps detecting either a short tap or a long press would be easier.
SMF spam blocked by CleanTalk