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Messages - subspark

#541
Advanced Technical Forum / Re: Footstep Sounds
Sun 25/05/2008 05:07:54
Yes. Controlled randomness using rules is something I am very familiar with. Thanks for the suggestions GarageGothic.

Most appreciated. I will try writing a few structs soon tonight. I hope I don't get stuck but don't hold your breath thinking I'll be successful without some kind of hitch. ;) I'm no code-jamming wiz here. Just an artist who enjoys a bit of casual scripting here and there. Still, I don't doubt that this is something I can do. At least with what's been shown already.

Thanks again,
Paul.
#542
Advanced Technical Forum / Re: Footstep Sounds
Sun 25/05/2008 03:44:17
Would a struct simplify the amount of code though? I'm having a play with structs now and will post with a progress report. Hopefully I'll be able to figure something out.

Thanks GarageGothic,
Paul.
#543
Advanced Technical Forum / Re: Footstep Sounds
Wed 21/05/2008 18:25:43
Sounds interesting OneDollar. Thanks for replying. I was hoping someone would answer my question sometime. I didn't want to bump the thread if nobody was able to help me. Ideally, the region adjustment should be based on what frame of a particular loop the character is in rather than just the loop alone because the character takes up more hotizontal space when his foot is extended outward and his heel hits the ground for the first time. This is the frame where the region or something needs to be adjusted to compensate for the character's foot position. There must be an easier way to simulate the collision detection of the character's foot.

Thanks again,
Paul.
#544
Brilliant work Snarky and GarageGothic. You guys certainly impress with your mathematical wizardry! I can't wait for the day when I simply create a smooth scale and light map in photoshop and load it into AGS for use with the finished module. Truly intuitive guys.

Keep up the good work.
Cheers,
Paul.
#545
Fantastic work mate!
Very impressed here! :)

Cheers,
Paul.
#546
You don't know what your missing, Jetxl!
Oh wait, the feature list is on the first page. ;)
How is progress on the release candidate going anyways, Chris? I'm excited about what new features might arise. :D

Cheers,
Paul.
#547
Indeed. :)
This would be handy.
#548
I'm hanging out for the Nintendo 64 version! Is this one far off, Chris? :P
#549
I guess I just brushed through the thread and saw the screenshots. I was in a bit of a rush actually and didn't have time to read.
Sorry for the confusion lads. Is there a Mac editor planned? I can't imagine why it shouldn't be developed. It kind of goes with the engine like bread and butter. :P

Thanks for the info guys. Sorry again. :)
Paul.
#550
No need to be smart. I seem to be a bit confused though. :) What's this screenshot displaying from the Mac thread?
Is this not the editor running on a Mac?

Naturally, I assumed GrogGames was using this version.



Cheers,
Paul.
#551
QuoteSince there's no Mac editor
Then what is AGS 2.71 Mac? Surely you know AGS has been ported to platforms other than Windows already. Unless you've been living under a rock. No offense of course mate.

Quoteand he said he was using XP SP3, I doubt it
Yeah I must have missed that. I saw the thumbnail and saw a mac interface so I assumed he was using one. Honestly, Grogs, if you love the mac interface so much then why not just own a Macbook Air rather than emulate it with a skin? This is not a judgmental comment however. I'm just curious, as to why you skin your PC like a Mac. It is kinda cool in any case. It's essentially a Mac that does everything you wish your real one did. ;) Indulging to say the least.

Cheers,
Paul.
#552
I have to agree here. If your not commenting your code, how can you or anybody else keep track of what everything does?

Paul.
#553
I see by your thumbnail you are using the Mac version of AGS. Am I correct?
Support for the Macintosh version is not as frequent as it's windows counterpart.
Having said that, if you've found an error, you should also post it on the Mac section of the forums and hopefully Steve will get round to it in the next century or two. ;)

Quote from: GrogGames on Fri 02/05/2008 05:23:28
i have this error when i try to run the editor


I am using Windows XP Service Pack 3,  with .Net Framework 2.0
i dont know if this would help you,  but there aren't other anormal things. I hope yes
Ags 3.01 runs perfectly

Thanks!

PD: Sorry for my crappy english,  again,  i speak spanish
#554
Thankyou. It is a beloved projec of mine that is under development.

Cheers,
Paul.
#555
Your work is tops always, CJ. I guess I speak for the majority when I say we really appreciate the work you've put into AGS. Honestly some of those new features in AGS just rock the cradle man!

I hope everybody realizes that the AGS engine is as good as it gets for Adventure Game Development. I still find it difficult to factor the scope of this thing into my perspective. I must ask you Chris, do you still have the AGS clockwork mapped out in your head or is it too grand now to remember how everything really works together. I suppose it's the same in hardware. Nobody fully knows how to build a modern day computer. The age of the specialists ;).
Still I do wonder if you remember it ALL or have you written it all down somewhere.

Cheers,
Paul.
#556
Patience friend and your updates will come to you.
#557
Me too! And I mean that in the least sexually perverted way  ;).
#558
Fantastic work Lemmy. Your DP program really shows promise to those who desire that retro adventure look. Bravo! Bravo!

Cheers,
Paul.
#559
Advanced Technical Forum / Re: Footstep Sounds
Mon 05/05/2008 16:13:47
There is one problem actually. The footstep sounds don't change from stone to metal soon enough when the game checks to see if the player is on the region. Is there a way, and I mean this in the most nonequivocal manner, to change the the pivot of a character or object via code, or is this something that people believe should be added as a feature?

Unfortunately detection of whether a character steps onto a region is calculated by the center pivot of a character. Obviously, this doesn't allow for accurate detection on frames where the character's limbs are extended beyond the center pivot and planted on the ground.

The manual didn't turn up much when 'pivot' was searched but I'm left to wonder if this has been done before via different means.

Cheers,
Paul.
#560
Thats fair enough. I guess I was unfortunate enough to miss the advance notice and freaked out when everything was offline.

I'll assume a server upgrade or something is going on next time.
Cheers,
Paul.
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