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Messages - subspark

#741
Well I imagine its pretty low on the list of priorities anyway, SSH but we'd be wrong to rule it out.  :)
Cheers,
Paul.
#742
QuoteGiven that you don't seem to have contributed to any games
Well you can start with Tribes Vengence, Bioshock and Monster Madness.
I may not have published any AGS games yet but I do believe I know what I am talking about when it comes to development.

Regardless of how many games I have published here I am as valuable as any other member. I'm sorry but I choose to ignore your petty backchat Radiant. Your starting to bother me and I have little time for children's games. Demanding is a far cry from suggesting that AGS should be open sourced. I don't remember demanding anything here. Might I finally suggest that you use a little more respect when posting to people you've had no previous encounter with. You can never know what is going on in peoples lives, Radiant and I'll admit that I am just that little bit sensitive to overactive criticism and pompus attitudes.

This rude little squarrel of ours is over.
Paul.

EDIT: Apology to the members of this forum. This argument was started by me and I'm sorry I let myself become angry over such a minor thing. I have apologized to Radiant and will try to keep thicker skin next time.
#743
Oh I'm on the same page now. Thats actually how I originally imagined it would work until I thought about the separate views thing.
Good suggestion Gilbot. If we could add this feature without incurring any collateral damage on the current system then it's definitely something to look into for a future version of AGS. Would you agree Chris?

Cheers guys,
Paul.
#744
We're a community aren't we? I never said it wasn't CJ's decision, Radiant. Quite frankly, my suggestion was not silly and it was directed at Chris anyway. If Chris wants to hold a vote then I'm in.
AGS is a tool for the developers. As a community, Chris relies on our feedback in order to progress forward. If you feel that this is not the way things should be done then I'm afraid your in the wrong forum.

Anyhow, I feel comfortable with risks that lie with an Open Source engine. My personal opinion is that if people choose to take apart my game and rip graphics so be it. If a rip off version draws attention away from my game, it wasn't that good of a game in the first place and neither was it's advertising. I openly welcome an open source engine knowing the platform independant release options it would give developers. That of course is how I feel and I don't speak for everybody else...Which naturally, is why I suggest Chris holds a mass vote.

Paul.
#745
Care to share with us how you got it working, Steve?

I'm still not sure what your eEaseOut does, Khris.
Cheers,
Paul.
#746
High priority no. But something worth exploring for future versions, I believe so.
You've raised some interesting points, btw.

Is what your suggesting the same as what ProgZMax wrote? I'm not sure what you mean when you say,
Quotewhich is nothing more than an extra integer parameter for each character:

Cheers,
Paul.
#747
Why don't we call a MASS developer vote. If the majority agrees then fair game, open source it is. If not, then we continue down the path we always have.

Cheers,
Paul.
#748
Advanced Technical Forum / Re: Foot Planting
Tue 04/12/2007 05:58:02
QuoteAlso I still fail to see why implementing this feature is even necessary. Everything it'd do can be achieved already by moving the pixels inside the frame.
I am suggesting it because in all cases it is by far more efficient, easier, quicker and neater if you can simply click a spinner than having to manually sift through your sprites in Photoshop and adjust them frame by frame. I can't understand your neglect of such an obvious plus for AGS.
Even as an artist, I still vote the easier method. :)

I've had no luck with what you suggested at all by the way. Got Fraps? Would you be so kind as to record your test and send it to me? My email is public.
I can only be sure I'm doing something wrong if yours works differently to mine. I adjusted the rest of my frames based on your generous example, set the speed to 3 (I predicted that one) and recorded it using Fraps.

Frame by frame I noticed shifting by one pixel here and there and on a low res game that can become quite a noticeable hindrance in full screen.
I would appreciate a recording if you have the time. You've been a great help so far Khris.

Thanks a lot,
Paul.
#749
I managed to get it to compile by removing one of the = from the int however upon running the game it crashes due to the following line:
Code: ags
cSubspark.Animate(curr_loop,5,eOnce,eNoBlock,eForwards);


While this may be done in code I still stand by my suggestion towards having a built in system for a future version of AGS.
Any ideas?

Cheers,
Paul.
#750
Advanced Technical Forum / Re: Foot Planting
Tue 04/12/2007 01:08:08
Hmmm.
I readjusted all my frames to try and keep even foot placement. Alas I still had to adjust a couple of frames. Frames 1 and 6. When I adjusted them, other frames went out of line.
I can quickly see how this is going to be a nightmare without some kind of official support for non uniform movement.

I'll have to move onto something else for now.
Thanks anyway Khris. Cool demo by the way!

Cheers,
Paul.

EDIT: I just had a thought. You could also use non uniform movement to have the character step down into an indent in the floor without the need for additional or specialized views.
And then of course theres 'stairs' which could easily be done!  8)
#751
Advanced Technical Forum / Re: Foot Planting
Mon 03/12/2007 23:15:02
QuoteIs this a feature that anyone else would be interested in?
This would provide a means to doing things like peg legged pirates or zombie limping. Thinks of LeChuck and his ever cool non uniform limb dragging action.

QuoteI took the liberty of evening out the foot movement (using only the first half):
Wow Khris. You can see now why I'm using video reference. My animation sucks kachugas. Looks smoother, more accurate and I'm about to test whether the feet line up in the engine.

QuoteAm I missing something, or do these problems only occur when people over-trim their sprites?
Trimming sprites has nothing to do with my problem, SSH. In fact you can see in my original post that my walkcycle sprites were square.

Cheers,
Paul.
#752
You'd have to do some additional coding but you might be able to read your wavs in subdirectories instead of the speech root!?
Would that filter them out? You'd have to move all NISM wavs into a NISM folder and UDDI into it's respective folder, naturally.

Cheers,
Paul.
#753
Would it be possible for a future version of AGS to support built in transition views?
I noticed that the walking views MUST have one of the idle (standing) sprites in frame 1 for the animation to work properly in-game. While this seems a little 'backwards', Chris has suggested that theres not much gain to be had by changing the way this works.

(However if transition views were indeed implemented, then I imagine this step would become unnecessary.)

The resulting view structure:

Views:
 
  • Idle: stationary and/or blinking character
     
  • Walking: walking frames only
     
  • Transition: frames that are called in sequence before walk views are played. (smooths out transition from standing still to first walking frame)

    I think this would be a suburb feature for AGS 3.0.

    Cheers,
    Paul.
#754
Oh right. Forgive me.
I'll say it again I'm an artist and not much of a programmer so any code from 2.72 that doesn't work in 3.0 seems to me like a big change in the language where it really is not.
It's an artist thing... You can't hate me for it.  ;)

Paul.
#755
Can you elaborate? What action would launch your preferred drawing app?
#756
Nice game Johnathan!

Hahaha. Just noticed your avatar, CJ. Nice one! Funny that, I sense beer too! German Pint anyone? Or maybe a 'Pure Blonde'. The best Aussie beer about.
\|/
[-] splik! gulp, gulp, gulp!
#757
Groovy Idea. I always liked a moderate amount of hotspots in rooms too. It gives the player better feedback about their environment while establishing a better connection to your world.
Important gameplay mechanics.  :)
That MultiResponse module looks pretty neat!

Is that AGS 3.0 code Ashen? If it is you're a wild fast learner! Did you get my PM, btw mate?

Cheers,
Paul.
#758
Advanced Technical Forum / Re: Foot Planting
Mon 03/12/2007 02:50:08
QuoteMost games that have pixel perfect feet do it through animation timing alone, which I understand is harder if you are rotoscoping.
It's hard in general, yes. If I did tweak my walkcycle to plant his foot evently each frame then the animation would look off and his legs would stretch too far or too little. In reality, nobody walks uniformly anyway. The minute we plant our foot on the ground we cause friction which in turn slows us down. Remember in true locomotion we use our feet to push up as well as forward.

QuoteWhat sort of feature are you asking for?
Basically this:


QuoteIf you're ok with waiting, fine.
While this is a feature I would love sooner rather than later, it's not something I'm going to halt production for.

Edit: By the way Chris, turning small fonts on doesn't seem to solve my wacky layout problem. Just FYI.

Cheers,
Paul.
#759
Advanced Technical Forum / Re: Foot Planting
Sun 02/12/2007 22:00:34
Again, moving the character about inside the frame is futile. When it comes time for the loop to occur the character is either too far ahead of himself or too far behind.
It might be tricky, but this can't be impossible in code.

If no one has any ideas, I guess I'll move on. There are other things to do besides this right now however it would be a lovely feature.

EDIT: After reading that post, Misj, it's even more of a lovely feature than I initially thought. Chris, you said this wouldn't make 2.8, how about 3.0 v1? It's a pretty well known feature in the original SCUMM system for DOTT, and Sam & Max. There are a lot of people besides myself who would benefit from such a feature.

Cheers,
Paul.
#760
Advanced Technical Forum / Re: Foot Planting
Sun 02/12/2007 21:20:33
QuoteThe animation only moves once per loop, so its up to you to make your animation move forward properly within the loop.
Believe me the animation is as perfect as I'm gona' get it. (Besides actually painting over the placeholder limbs).
It's based off of video reference of myself walking in a controlled straight line. I even had poor man's foot markers just to be safe.

The problem is that no matter how much you shift the character within the square, it's always going to center the sprite internally in AGS.
I don't know if center pivot actually effects anything but the animated preview.
Perhaps it could be worked around by making some of the sprites non square but then again, the feet plant for several frames then break again on the loop over.

As far as my knowledge brings me, this is practically impossible without some sort of scripted intervention.
Is anyone willing to try scripting something?  :)

Cheers,
Paul.
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