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Messages - subspark

#481
Thanks Gilbet. Somehow I lost my question mark when I added [Cool Example Included] next to the original  subject.

Cheers,
Sparx.
#482
QuoteI know of a Quake I port too, but was not able to find any links.

http://www.peterelst.com/blog/2007/10/03/adobe-max-chicago-sneak-peeks/
Watch Flash on C/C++ (5 mins in)

I should have posted this link yesterday. :)

Cheers,
Paul.
#483
I beleive you could in theory run them on a ps3 and the upcoming 4th generation psp (which has flash 9+ support).

Cheers,
Sparx.
#484
Thanks for that.  :P
#485
There's been some great responses from everybody here. It's nice to see everybody experimenting either in their heads or in practice.

QuoteIt's eye candy that's easy to overuse.
Sure. But the same could be said for laser guns in movies or the fade transitions that Chris implemented into the modern AGS. ;)
"Something great is always remade because it is great and doesn't perish upon birth." I forget which philosopher said that.

Cheers,
Sparx.
#486
Radiant? You about buddy? I'd like to get your thoughts on such a plugin.

Cheers,
Sparx.
#487
Well we can always animated backgrounds and have custom displacement loops for characters. But a plugin that allows dynamic solution would be extremely beneficial.
Cheers,
Sparx.
#488
Why maintain backwards compatability like this? AGS 3.1.1 is largely different from 2.72 anyway. Simply put, theres really more to learn with the new editor than mere shortcut keys, which I support the idea of them being optimized in 3.1.1. Just my two cents. :)

Cheers,
Sparx.
#489
I beleive the right decision has been made. Theres just too much baggage to be had supporting Win98.

Cheers,
Sparx.
#490
Hey thats a pretty neat approximation! Good going Ryan. Does your method work or are you still testing it?

Good suggestion Ryan. Heatwaves are also very appropriate for screen displacement effects.
Also you could import the full-screen displacenment frames as an 8 bit grayscale 32 color set of sprites and add them into a looping view.
The image compression would certainly free up some more resources maybe even relax the proccessor a bit too?

Cheers,
Sparx.
#491
QuoteIf someone manages to write anything to do that effect we will have all AGS games under-water!!
Or with cool room to room transitions! ;D

Sparx.
#492
Thats kind of what I'm thinking. But something that could be run (in theory) on the PC equivilant of a PSP Processor.

Cheers,
Sparx. :)
#493
Would anyone be up for the challenge? It would be really cool to see some games made with real-time distortion effects such as the ones described. You could even do forcefields or shockwaves! 8)

Cheers,
Sparx.
#494
Would it be possible for a plugin to be written that allows screen buffer distortion?
Have a look at this effect done in Adobe After Effects:

Displacement:


Result:


Is this possible in AGS?

Cheers,
Sparx.
#495
Don't get me wrong, please! :) Windows 98 was a masterpeice of software back in it's time. But its horsemeat today. I still remember the days when driving around in Interstate76 and lugging punches at thugs in Full Throttle. Those days have been renewed through modern software and emulation. So why turn back? Just appreciate, pack up and move on! :D
Cheers,
Sparx
#496
Windows 98? Bleh!

Windows 98 should be referenced under 'Obsolete' in the English Dictionary. Vintage...
Sparx.
#497
QuoteFixed Characters pane chopping off bottom of view preview when run at 120 DPI
You ROCK Chris! := Some of these changes Makes a BIG difference here on my end. I've been waiting for this one ever since I alerted you to the 120 DPI bugs.

Cheers,
Sparx.
#498
I've mentioned this encryption idea before in a previous thread, but again, no one turned an eye.
Shame Chris has no help in designing this engine. I think the project managment side of the software could be taken much much further.
If I can remember what that old thread was from earlier this year I'll dig it up for you guys. I basically threw the idea at everybody that we could, in the editor, encrypt our files to a custom format with whatever file extension we choose.

Heres an image from that post: (The Ideal Project Tree)


An 'internal' project tree encrypted into a user defined/custom file format is the best solution I can imagine.
Sparx.

EDIT: I wasn't specifically referencing to using this type of encryption to allow an open source AGS. I just saw the title of this thread and posted accordingly.
#499
Quote
* Added 4x Nearest Neighbour filter to allow 320x200 games to easily be run on widescreen monitors at 1280x800
* Fixed D3D causing stretched pixels if it ran a 320x200 game at 640x400


Thankful very much Chris. Your a brilliant programmer/designer/manager! Love your work on this version. It will allow sharp graphics at 2560x1600. I truly appreciate your support for these newer formats.
Cheers,
Sparx.
#500
Or perhaps a simple, nearest neighbor method for scaling the graphics up. I can't imagine doubling pixels by a power of 2 being any great hurdle for the CPU. Why limit this option to 2x and 3x only?

Cheers,
Sparks.
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