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Messages - suicidal pencil

#21
General Discussion / Re: AGS backup forum
Mon 12/03/2012 04:04:46
What if the backup goes down? We'll need a backup of the backup. But if the first backup could fail, it follows that the backup of the backup could fail. So Grim, you have two choices: create an infinite set of backups or write everything down on some paper...I hope your pen has enough ink  :=
#22
The Rumpus Room / Re: The bump topic!
Mon 12/03/2012 03:57:07
And once again this topic gets BUMPED

#23
Quote from: Iceboty V7000a on Mon 12/03/2012 01:26:15
Alright. Enough chit chats already, or else I may decide to break this thread up and remove the offtopic posts.

Absolutely. In the attempt to drag this back on topic:

Lets talk experience and the player, in the simplest form we can.

you will need two variables, one that represents the required amount of xp that the player needs to level up (hereby known as 'X'), and the actual amount of xp the player has ('Y'). Whenever X equals or is greater than Y, X increases, and the player's level increments by '1'.

In code, that's
Code: ags
if(Y >= X) Level_Up();
where the function 'Level_Up' increases X, and modifies the player's stats accordingly.
So now, the player only levels up when their accrued xp is high enough, instead of being leveled up every time xp is given.

So when the fight concludes and the player is victorious, somewhere in the code would be:
Code: ags
.
.
.
Y += Monster_Experience;
if(Y >= X) Level_Up;


so now how about X incrementing geometrically?

A third variable needs to be involved. This variable can either be a constant or increase along side X. I'm going to call this variable A. Every time the player levels up, X will equal X * A

Here's my example:
Let A equal '1.5'. A is a constant, so it never changes. The player's level is '1', and X equals 100.

Total XP required at level:
Code: ags

1) 100
2) 150
3) 225
4) 337.5
5) 506.25
6) 759.375
7) 1139.0625
8) 1708.59375
9) 2562.89063
10) 3844.33595


This also represents the difficulty curve nicely: The closer A is to '1', the slower the rise in the difficulty of the game. The higher A is, the higher the difficulty is (because you aren't leveling up and increasing your stats as often)

Now lets include 4 stats for the player that are affected by xp: Health, Mana, Constitution, and Wisdom.

So lets assume that:
Health = Constitution * 5
Mana = Wisdom * 10;

How do you know when to increase Wisdom and Constitution? It's simple if they increase every level, but what if you want Constitution to increase every second level (3, 5, 7, 9) and Wisdom to increase every third level (4, 7, 10, 13)? Use a counter!

Lets have a new variable, called B. This variable starts as '0', and increments by '1' every time the player levels. Once it hits '3', it resets to '0'. Now lets define the 'Level_Up()' function with this new variable and what we defined above:
Code: ags
function Level_Up()
{
  Player_Level++;
  X *= A;
  B++;
  if(B == 2) Player_Constitution++;
  else if(B == 3)
  {
    B = 0;
    Player_Wisdom++;
  }
  Player_Health = Player_Constitution * 5;
  Player_Mana = Player_Wisdom * 5;
}


These are the basics, and pretty much everything else is based off this.
#24
I've been avoiding looking at this topic because I'm helping Grim with this somewhere else, but now that I've read it I'm giggling like an idiot and face-palming at the same time.  :-\

Grim, buddy, I think the AGS forums need a break from the technical aspects of your QFG multiplayer remake. I've already told you I'm willing to help with the code in what ways I can. The next time you post about it, it should be about how awesome the latest build is looking ;) Khris is a helpful guy, but I've got the feeling his patience is running just a bit too thin, dealing with some of the delinquents romping around the forum.

Icey, my sentiments for your code have already been quite eloquently expressed:
Quote from: Khris
Are you serious? What the hell?

edit: Dammit Grim, you ninja'd me!
#25
Quote from: Khris on Thu 08/03/2012 13:16:19
-snip-
I'm sorry but anybody who can't figure this out should stay the hell away from programming... :-X

Wait, programming requires math?!? Stop the presses, ring the church bells, and tell Donald Knuth so he can write a series of 5 books that confuses the shit out of me  ??? Besides, it's not like it's the worst that code could be abused. I mean, look at the abomination I created (programmers with a faint heart need not look):

Spoiler

SDATAW.WriteString("R");SDATAW.WriteString("0");SDATAW.WriteString("-1");SDATAW.WriteString("2");SDATAW.WriteString("-1");SDATAW.WriteString("1");SDATAW.WriteString("353");SDATAW.WriteString("241");
SDATAW.WriteString("D");SDATAW.WriteString("1");SDATAW.WriteString("-1");SDATAW.WriteString("0");SDATAW.WriteString("-1");SDATAW.WriteString("3");SDATAW.WriteString("348");SDATAW.WriteString("247");
SDATAW.WriteString("D");SDATAW.WriteString("2");SDATAW.WriteString("-1");SDATAW.WriteString("4");SDATAW.WriteString("-1");SDATAW.WriteString("0");SDATAW.WriteString("417");SDATAW.WriteString("266");
SDATAW.WriteString("R");SDATAW.WriteString("3");SDATAW.WriteString("6");SDATAW.WriteString("1");SDATAW.WriteString("7");SDATAW.WriteString("5");SDATAW.WriteString("284");SDATAW.WriteString("241");
SDATAW.WriteString("R");SDATAW.WriteString("4");SDATAW.WriteString("8");SDATAW.WriteString("9");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("422");SDATAW.WriteString("241");
SDATAW.WriteString("D");SDATAW.WriteString("5");SDATAW.WriteString("-1");SDATAW.WriteString("3");SDATAW.WriteString("-1");SDATAW.WriteString("10");SDATAW.WriteString("279");SDATAW.WriteString("269");
SDATAW.WriteString("D");SDATAW.WriteString("6");SDATAW.WriteString("11");SDATAW.WriteString("-1");SDATAW.WriteString("3");SDATAW.WriteString("-1");SDATAW.WriteString("299");SDATAW.WriteString("236");
SDATAW.WriteString("D");SDATAW.WriteString("7");SDATAW.WriteString("3");SDATAW.WriteString("-1");SDATAW.WriteString("12");SDATAW.WriteString("-1");SDATAW.WriteString("318");SDATAW.WriteString("305");
SDATAW.WriteString("D");SDATAW.WriteString("8");SDATAW.WriteString("13");SDATAW.WriteString("-1");SDATAW.WriteString("4");SDATAW.WriteString("-1");SDATAW.WriteString("455");SDATAW.WriteString("236");
SDATAW.WriteString("D");SDATAW.WriteString("9");SDATAW.WriteString("-1");SDATAW.WriteString("14");SDATAW.WriteString("-1");SDATAW.WriteString("4");SDATAW.WriteString("486");SDATAW.WriteString("253");
SDATAW.WriteString("R");SDATAW.WriteString("10");SDATAW.WriteString("-1");SDATAW.WriteString("5");SDATAW.WriteString("-1");SDATAW.WriteString("15");SDATAW.WriteString("215");SDATAW.WriteString("241");
SDATAW.WriteString("R");SDATAW.WriteString("11");SDATAW.WriteString("16");SDATAW.WriteString("17");SDATAW.WriteString("6");SDATAW.WriteString("-1");SDATAW.WriteString("284");SDATAW.WriteString("172");
SDATAW.WriteString("R");SDATAW.WriteString("12");SDATAW.WriteString("7");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("18");SDATAW.WriteString("284");SDATAW.WriteString("310");
SDATAW.WriteString("R");SDATAW.WriteString("13");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("8");SDATAW.WriteString("19");SDATAW.WriteString("421");SDATAW.WriteString("172");
SDATAW.WriteString("R");SDATAW.WriteString("14");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("9");SDATAW.WriteString("491");SDATAW.WriteString("241");
SDATAW.WriteString("D");SDATAW.WriteString("15");SDATAW.WriteString("-1");SDATAW.WriteString("10");SDATAW.WriteString("-1");SDATAW.WriteString("15");SDATAW.WriteString("210");SDATAW.WriteString("282");
SDATAW.WriteString("D");SDATAW.WriteString("16");SDATAW.WriteString("21");SDATAW.WriteString("-1");SDATAW.WriteString("11");SDATAW.WriteString("-1");SDATAW.WriteString("322");SDATAW.WriteString("167");
SDATAW.WriteString("D");SDATAW.WriteString("17");SDATAW.WriteString("-1");SDATAW.WriteString("22");SDATAW.WriteString("-1");SDATAW.WriteString("11");SDATAW.WriteString("348");SDATAW.WriteString("204");
SDATAW.WriteString("D");SDATAW.WriteString("18");SDATAW.WriteString("-1");SDATAW.WriteString("12");SDATAW.WriteString("-1");SDATAW.WriteString("23");SDATAW.WriteString("279");SDATAW.WriteString("345");
SDATAW.WriteString("D");SDATAW.WriteString("19");SDATAW.WriteString("-1");SDATAW.WriteString("13");SDATAW.WriteString("-1");SDATAW.WriteString("22");SDATAW.WriteString("417");SDATAW.WriteString("190");
SDATAW.WriteString("R");SDATAW.WriteString("20");SDATAW.WriteString("-1");SDATAW.WriteString("15");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("146");SDATAW.WriteString("241");
SDATAW.WriteString("R");SDATAW.WriteString("21");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("16");SDATAW.WriteString("-1");SDATAW.WriteString("284");SDATAW.WriteString("103");
SDATAW.WriteString("R");SDATAW.WriteString("22");SDATAW.WriteString("-1");SDATAW.WriteString("19");SDATAW.WriteString("-1");SDATAW.WriteString("17");SDATAW.WriteString("353");SDATAW.WriteString("172");
SDATAW.WriteString("R");SDATAW.WriteString("23");SDATAW.WriteString("-1");SDATAW.WriteString("18");SDATAW.WriteString("-1");SDATAW.WriteString("-1");SDATAW.WriteString("215");SDATAW.WriteString("310");

//this is only because I don't have a proper 'level creator' to make specific levels, instead of just random ones.
[close]

Hey Steptoe, don't be afraid to try and solve a problem on paper (or a whiteboard if you have one). If you can figure it out on paper then programming it will be easy. That, and if you ever forget something, you have a hard copy you can look from!

#26
Quote from: Domino on Sun 12/02/2012 00:03:25
Quote from: LUniqueDan on Tue 07/02/2012 15:49:35
Quote from: Ryan Timothy on Tue 07/02/2012 14:53:52
I'm more shocked that people actually send Dan pm's.   :-*

Bullcrap!

You're the reason why the AGSers World Map is Down!  :-* :-*

Blame Canada!  :)

Us? How can you blame us! Wtf did we do (other then bomb the Baldwins, but seriously, can you blame us?) Expect an incandescent PM veerrrry shortly ;D
#27
So when do the initiations start for the noobs? If I had to shove a pickle up my ass and walk ten feet, then you KNOW I'm making one of them do it too  ;D

Dualnames, I'm looking at you here...

Anyvays, welcome one and all, and all in one! If a guy named qptain_Nemo asks you about hatches, just smile and wave...
#28
Development blog and top post updated

The minimap demonstrates the general shapes and possible layouts that I want the level generator to be able to make. It's not all the way there yet, only generating one-size side rooms and doors. I have a few more ideas about what the level generator will do, but at the moment I'm sticking with the basic level components: side rooms, corridors, and doors. Outdoor environments (urban and rural) are planned, but will not be implemented for a few weeks yet.

Plus, I'm also thinking about implementing something that would let me (or anyone else) build maps for it. That way if I (or anyone else :) )want to build a specific map, it can be done.

Even with only two types of map segments (64x64 side room and 5x15 door), some of the designs this thing pulls out of it's ass are kinda cool :=
#29
Well thanks to Bicilotti it seems I'll be attending this Mittens, and as luck would have it I'm on the same continent!
#30
This feels like a nice game to play, even though I didn't make it out of the room. I had trouble figuring out what to do next.

Spoiler
found the strange key behind the planks, opened the floor grate. Found the coin in the water, put it in the slot....now what? I tried examining and interacting with everything I could possibly think of to no avail.
[close]

My only complaint is that I have absolutely no idea what to do after the first few interactions. I'm completely lost, and I hate pixel-hunting.

That aside, I like it. I'm gonna try one more time to get out of that blasted room, but whatever the result I like what I played...even if I only played a few minutes of it  :P

edit: Figured it out. Apparently I'm just an unobservant fool  ;D

I would have liked it to be longer, and I feel that *her* dialogue is a bit...off sometimes for who she's supposed to be and what she's done, but these are relatively minor nitpicks. I enjoyed it  :)

Spoiler
The story can't end there, can it? That couldn't really have been her that gets shot, could it?
[close]

I don't normally play p&c adventure games, but when I do, I always enjoy it ^__^
#31
AGS Games in Production / Re: Grim Quest
Thu 09/02/2012 01:50:28
Not only was it cool, I was helping with the code :( Now I have no idea what's going on, since our main line of communication is the IRC channel and he hasn't been there since the drama (of which I still have no idea about) started.

Grim, what's up man? The code is in limbo, and I need to know whether you want me to keep going or you plan to do it yourself
#32
AGS Games in Production / Re: Grim Quest
Wed 08/02/2012 18:53:24
Jake, uoou, wtf did you guys do.
#33
Quote from: Darth Mandarb on Sat 04/02/2012 18:31:51
...we still need TWO in-game screen shots (one more).

hold that thought...
As you requested :P

Quote from: Darth Mandarb on Sat 04/02/2012 18:31:51
Also, keep the criticism out of this thread.

Didn't mean to imply I wanted people to deliberately talk shit about the project, just a heads up that I don't care if people do :P (preempting any trolls, ye see...) I might make a sister-topic to this one in the Critic's lounge just to see what happens.
#34
AGS Games in Production / SPE: The experiment
Sat 04/02/2012 18:15:15
The experiment being an attempt to create an AGS game with as much of the content that I can get away with randomly generated when the game starts ;D when I say as much as I can get away with, no part of the game and it's content will be unmolested by randomness.

Now of course, there are constraints: there will be a theme to stick to (hint: think apocalypse), and there are some things that I can't really randomly generate properly or at all in AGS (sound and music. I think it could be possible but I'm not willing to spend the time on that...yet), and of course the constraints AGS comes with (like only 40 objects per room, 30000 sprites, etc.), but that's part of the fun: seeing how much I can twist AGS before it breaks.

It's called 'SPE' just because I haven't thought of a name for it yet, and I'm trying to retain at least a little bit of ambiguity for what the final product will look like, even though I'll be sharing it's development every step of the way.

Enough with the rambling, below is the current information available for it. I'll try and keep at least a weekly update both on the development blog and here. updated February 12th, 2012

The development blog is here: http://bigfiredev.blogspot.com/

latest post: "State of the project 2
latest build (0-01) is available here
source of that build (0-01) is available here

snapshot of progress: February 12th, 2012
Quote from: Dev blog
Progress
Level Generator / design ~= 15%
Story and Theme ~= 2%
Player ~= 80%
Enemies = 0%
Objects = 0%

This project is in it's infancy so don't expect something spectacular until I sink more and more time into it  ;) As well, I'm in the middle of refactoring the level generation code and the latest build doesn't reflect this yet. Code refactored the way I like it. Now to making it do some more fun stuff

latest images

The level generator is working much better now!...but the doors are still being a little annoying


first look at how the game is going to look


Another attempt at generating the map


how the generated map will look, and it's data structure


Obviously there's a long way to go yet, but I think the project is an interesting enough idea as it is to warrant discussion. Comments and criticism are welcome. Right now, the only thing the level generator is doing is creating the starting sector, the doors to that sector, and placing another side room behind those doors. There is currently no method of opening doors and the basic implementation of collision detection for the player stops him from moving past the starting sector, but I'm working on this. The level generator is doing a bit more then that now. The challenge now is to tweak how it's going about it, and add a few more level segment types to the mix. Once I have a basic version of the level generator working the way I want it to, I'm going to start putting in some enemies to spice the game up a bit, and work on a basic form of "AI' for them.

Progress is being made, no matter how hard qptain_Nemo tries to distract me on IRC  ;D
#35
actually, saving the data to a text file and reading it back in when you need it is not a bad solution, and probably the only way to save data not saved by AGS.
#36
Not immediately supported but doable...that's exactly what I wanted :D What fun would it be if everything I wanted was already there?

I'll see what I can do with this over the course of tonight, I'll report back when I have results.
#37
If I use this plugin, does it mean I have to close the source to games I (attempt to) release on Steam?

and I wonder if this means that we might see a few multiplayer games made in AGS...
#38
General Discussion / Re: Hide my IP, bad idea?
Tue 28/06/2011 13:26:23
The best defense against hackers is to not make yourself a target! Fly low, under the radar. If you look like just another random person in the crowd, one of the masses, they usually wont bother or they'll target someone randomly out of said crowd.

Having said that, LulzSec has been hacking in to the systems and databases of large companies (sometimes with nothing more than a simple SQL injection...), and releasing the information they find. So it's much more likely that your accounts or your computer will be compromised from these leaks then a hacker breaking in to your computer.

(Leaking info isn't the only thing LulzSec is up to. They're DDOSing as well, which is more of an annoyance then a threat.)
#39
I honestly don't know what to do: laugh or shake my head :P

I would have volunteered but a) Monkey beat me to it *shakes fist* and b) I'd rather not deal with the consequences if anything went wrong. I'm 50% sure that the police are already keeping an eye on me, and if something did happen and I got charged with fraud that would bring them down on me like a tonne of red rectangular building things...
#40
Quote from: Babar on Tue 28/06/2011 10:14:43
You should combine the two games so that the Guitar-Hero screen would be a jet-fighter, where you'd have to "kill" enemies in the sequence they appear to make the music :P

o.O

<_<

>_>

-.-

Ya know...that's just crazy enough to work. Looks like I'm gonna need to make that 4th pot of coffee after all. (That's how I plan to be able to put enough hours of work into this to make the deadline  := )

edit: approx. 288 hours until the deadline. I'm gonna have to source a small coffee bean farm within the next 12  :(
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