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Messages - stuh505

#341
Strazer,

While that feature would be handy, that is not really encompassing what I'm asking for.

I'm asking for the entire group of sprites in an animation to be treated as 1 unit within AGS.  I don't care of the background implementation is exactly the same...as long as I see it as 1 unit so that I can't mix up the order of the sprites. 

So instead of loading up 10 frames in a loop for an animation, I would choose one of these animation units, I could also very easily then switch from one animation to another without unload realoading a million images.
#342
Yep.  Sounds pretty easy now.  I just had forgotten that we had list boxes already to work with heh
#343
I have 2 things to say.

1) I assume that AGS language is here to stay despite my preference.Ã,  But in that case, there still could be a way to include modules of AGS script, so that users on the forum could for example write out an AGS file that contained some new functions and variables etc and then share it with someone else and they could just include it without literally having to copy/paste.Ã,  The good thing about this besides shareability is that by breaking it up into modules the main AGS script can be less confusing and long.Ã,  Also, these could be loaded with their own separate namespace to avoid variable overlap problems.Ã,  And it would all compile into 1 exe unlike plugins.

2) Back to the debate at hand.Ã,  The C++ syntax could be used in AGS without really changing anything at all.Ã,  Just because C++ is used doesn't mean that you have to learn a more complicated and new language...its basically identical to the AGS language in terms of everything that AGS can do.Ã,  The only real difference is that with C++ there are MORE things built in...so if you're not a good programmer, you wouldn't have to worry about trying to do any of the other advanced features.

AGS is really bad at managing data structures for example.Ã,  But if we were using C++, we could just link in to the the Standard Template Library, and you'd automatically have access to hundreds of data structure classes that have been tried and proven to work without CJ having to re-make them all by hand.Ã,  C++ is pretty universal and basically it would just allow everyone to reuse a lot more code!

Basically as a final note...the language could be switched over to C++ without anyone having to learn actually learn the new benefits of C++ if they didn't want to...they could keep on using AGS just the way they have been, and probably not even realize what had changed...except for a few very minor syntactic differences.

#344
General Discussion / What's your angle?
Mon 07/03/2005 06:09:11
Well I might as well make this into a fun decision  ;D
Cast your votes

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#345
What was the point of writing a new language for AGS?  It would have been much easier to simply use the existing C++ language.  Maybe he did it for fun.  Well, I move that the AGS language be replaced by C++...and just have some built in libraries for the AGS functions.
#346
Oh yeah, alpha channels are a must...I work all in 32-bit.

But numbered sprite imports would be fine...anything so that once I got it into AGS I could treat it as 1 package rather than getting mixed up with all the individual frames. 
#347
I know how to write the code, but I'm not sure how it could be done in AGS.

It would certainly use up too many overlays to do it graphically.

I suppose maybe a GUI with a listbox could be used (duh)...well I'll look into it more.
#348
Critics' Lounge / Re: Isometric Background WIP
Mon 07/03/2005 00:59:54
I don't like how the ground appears to have a grid pattern like starcraft or warcraft.

Since you're using warcraft etc, there's no reason you can't have natural (non zig zagging) edges.

Also, the water patterns look like they are a scale of about 50 miles across...while the house shows a completely different scale.

All of the water in the rivers and lakes are equally stagnant
#349
How about allow .avi files to be used for sprite import for animations?

I have found it extremely difficult to manage sprite loops that involve tons of frames...I can't see the difference between them and if I import 1 frame in the wrong order, then I've got to start all over...it's also not nice having folders filled up with so many sprites.
#350
I would like a plugin that allows me to handle text in a chat-log type system.

Aka,  everything that is said in conversation is added to the log...and they can scroll up to read past comments.

IF you still don't know what I'm talking about, think NWN, Baldur's Gate, etc.
#351
Advanced Technical Forum / Include suggestion
Mon 07/03/2005 00:47:58
I would like to see a way to include .cpp/.h files (that would accept C++ code), either through the use of a prepocoessor directive such as #include, or by setting them through some kind of visual editor.

A lot of code, such as the STL, has been written in C++ and shouldnt' have to be written over again for AGS use.

I don't know how the AGS Script technically works -- if it is really using a C++ compiler, then this should be pretty simple right?

If it really is using a new compiler...then you could just incorporate a c++ compiler to compile the included files into binary, and then use that.
#352
Advanced Technical Forum / Re: AGS API?
Thu 03/03/2005 04:15:05
Rick,

Actually...I meant libraries for the AGS API...but I had no idea there were more basic libraries existing just for making games...thanks a lot for those links.  I think I'll try that.
#353
Advanced Technical Forum / Re: AGS API?
Thu 03/03/2005 03:10:54
QuoteIt strikes me as a bit pointless though, one of the reasons scripting languages are added to game engines is to enable you to develop rapidly, without the clutter and unneeded complexity of scripting the gameplay in a real programming language.

The AGS scripting language does not offer the kind of control that I need in order to program my game.  I have spent a significant amount of time using the AGS language already, but due to it's limitations, I have found it extremely inefficient to program some mathematical situations...and I expect to have many more.  I will also be writing my own language parser.  And I also want to have much more control over what gets displayed on the screen...for instance I want a text log. 

All in all, I would much rather be able to just write the whole thing using C++...so all I need is some libraries from the AGS API in order to give me access to the internal functions.  Wrapper functions do not make sense...
#354
Advanced Technical Forum / AGS API?
Thu 03/03/2005 02:13:52
I've seen the AGS plugin API thing...but I'm not sure that's what I want.

Basically, I would like to bypass the AGS scripting editor...and just do all my scripting in C++...but be able to call internal AGS functions from there.  I haven't seen any AGS cpp/h files available for download though.

Can I get some feedback on what would be the best way to do this?
#355
sound blaster cards may be top of the line, but other cards can offer equally good performance at much lower costs

I use the Gamesurround Fortissimo II, and I absolutely love it.  it has a really nice control panel that pops up from my task bar with an equalizer and other controls.

I am using a 400w 4.1 surround sound system...and the music sounds very full and flawless to me.

last year I bought a sound blaster card of comparable price, and the sound of it was *SO* much worse in comparision that I immediately returned it and went back to Fortissimo.
#356
Critics' Lounge / Re: Three nice women
Mon 29/11/2004 15:35:30
It's amazing how many different models they pose for reference at that fineart place, a good reference.

Berglinn, it looks better but I don't think we're there yet.  You have the backs of the hands as normal to the page; they should be rotated another 90 degrees so that the backs of the hands are perpendicular to the page and the thumb is in front.
#357
General Discussion / Re: I organized my music!
Sun 28/11/2004 16:20:40
And....you see a distinction between Modern Folk and Neofolk?  Neo=new=modern
#358
Critics' Lounge / Re: Three nice women
Sun 28/11/2004 01:37:54
The arms themselves look good, but with changing the angle of the arms, you also need to redraw the hands.  They are flaring out; think about the natural position that your hands wrists and fingers fall into when they hang at your sides.
#359
Noobish?  I dare say not.  It looks fantastic.  Simplicity is not always bad.  The only problem you open yourself up to is that key items will be easier to spot and hence puzzles easier to solve.  But in terms of looks, it does look nice.

The clouds I would suggest not having darker at the top....this comment has already been made in one of the edits.

The extended detail with the hint of bricks and cracking in the lighthouse and wall are aso welcome, yet not necessary.

I think that your original was much better than your second attempt or any of the edits.
#360
I'm not a expert, but 400W supply still sounds like it might be pushing the lower limit to me!
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