Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - tzachs

#681
The Rumpus Room / Re: Happy Birthday Thread!
Fri 24/06/2011 22:44:49
Thanks guys  :D
And also happy belated birthday Chicky!
#682
I am now officially your fan!
I hope that will help you reach the 30,000s in reverbnation, it might help if some more people become fans though (hint hint)  ;)
#683
Some really funky stuff in here!
ProgZmax's screenshot looks really promising...

Ok, now here's mine. I'm working on a remake for SSH's previous popular game: SSH walkcycle generator...
I don't know if I'll ever finish it, but here's a teaser:

#684
Thanks Armageddon.
sarien.net is interesting and impressive, though the games are kind of buggy from what I've played so far...
#685
Well, I just got myself an iPad, and I'm looking for some adventure games to go with it (preferably free, cause I am a cheapskate)...

So, any recommendations?

#686
Quote from: abstauber on Mon 23/05/2011 13:08:53
edit: Framerate stabilized a lot, but there's still room for improvement. The framerate at the bottom right corner is still dropping very low (20 fps on a 2Ghz Intel C2D). So the next thing I'll try is caching.

If there's one thing I learned the hard way, is that it's often better to first do some measurements and identify the source of the problem, even if you're convinced that you know where the problem is coming from.
I have once worked on some utility that has to parse files, and it took a lot of time, and I was sure it was due to having to parse large files, and I've worked a lot on reducing the amount of parsing.
While that helped a little, it wasn't nearly enough, and then I started to measure times of different parts of the code.
As it turns out, that was not the large bottleneck. The problem was in a completely different area, where there was a copy of an array that took a whole lot of time, and the solution was actually really simple...
Anyways, might not be relevant here, but just in case it is...
#687
Congratulations!!

As for the diapers puzzle, the solution is:
Spoiler

Use diapers on wife.
[close]
#688
Well, if you want some performance boost, maybe try to change your last while loop to work on the last item and not on the first. Each time you remove the first item you iterate the entire list again, which will be unnecessary if you use the last item instead.
#689
Happy Birthday dear Dennis, and what an awesome gift from Snarky!
Hmmm, that means that LPR's birthday is only a few days from now too!  :D
#690
Note to self: participate in a tune contest.
#691
It's a nice piece, I liked it.
I liked that you took the same theme/motif and made variations both in the first and second part, and you did that rather well.
However, I feel that maybe that theme in itself is not strong enough. It's ok, but it's not a highly melodic tune that will stick in your mind after hearing it. It may be down to a matter of personal preference, but for me at least, since it's only composed of half notes and nothing more, it's not memorable.

I liked the transition between the classical part and the epic part. The epic part is much more interesting than the classical part, and I suspect you worked on it a bit more. It seemed that the classical part itself was pretty static, and I'm mostly talking about the volume. Even subtle changes to the volume (which make sense in the context of the piece) can make a whole lot of difference.
#692
I think that the library I was talking about have this functionality in it.
If not, then it is still probably possible, but might be complicated since I'm not sure if the default dot net tab control supports this out of the box.
#693
@monkey_05_06 & RickJ: I'm glad we've come to an agreement (well, sort of)!
I agree that the "TestRoom" event handler would make it even more useful.
I'm also very much for the export GUI as a whole with its code and for separating event handlers linking to other files (I wonder if the linking is done in the editor source code or in the native though).

@General_Knox: Yes, both of these are doable. As I told cat just a few posts above, I plan to integrate a docking windows library, which will make all windows being able to switch between docking to a certain area of the screen (which is resizable), or a floating window (which is also resizable). Plus, this library also comes with support for loading/saving the layout, so it will at least help incorporating some of your suggestions.
#694
@RickJ: Let me ask you this:
* Wouldn't you say it's more intuitive for newcomers to have this button in the room editor, than having to use the debug function?
* Isn't it more convenient? If the button was there, wouldn't you use it?
I know I would use it on a daily basis.
And while it's true that some rooms will not work out of the box without some work on your part, a lot of times it would be perfectly suitable. If I just want to test walkable areas and scaling issues, then this for me is a productivity enhancer, and really not at all comparable to "Make my game" button.
Also, unlike the "Make my game" button, this feature is actually doable (while obviously not the most important feature on the list)...

@cat: Thanks, and it's possible. The reason I didn't do it in the first place was because I'm planning on adding docking capabilities to all windows which will also make them resizable. If I'll see that it's too complicated for me, then I'll do this as plan B.
#695
Quote from: monkey_05_06 on Fri 06/05/2011 23:43:41
Yes, and by "test one room" you mean play. The editor is for designing and compiling only. Not playing.

I know what you meant, and I'm saying that there's not really a lot that can be done to simplify the process.
Well, not necessarily.
Adding a button to the room editor "Test Room" can be a useful shortcut to the "teleport" debug function, which makes this a combined engine&editor feature.
#696
Awesome, something to listen to in the car.

MORE!
#697
Quote from: ProgZmax on Mon 02/05/2011 19:17:29
I suppose you could use one of those flowchart programs to plot all the dialogue out and use that as a reference.
Yes, I thought the same thing.
I haven't tried it myself, but from what I've heard you can try and use FreeMind or Labyrinth.
#698
Quote from: Joe on Mon 02/05/2011 11:46:31
My suggestion: auto-scale characters when they are positioned in scaled walkableares in room editor
I've looked into that some time ago.
It seems that we need to wait for open sourcing the native, since it requires changing the API to allow scaling to non-whole numbers.
#699
Oh man oh man!
Last night I went to sleep. I had a long weird dream which I won't go into details here.
But then somebody screamed "Hey everybody, look at the moon", and I looked up and there was a huge star moving and covering the moon. It was all very vivid and bright.
It was then I recalled this thread, and thought to myself, "wait a minute, this isn't real!".
I figured, ok, interesting, let's test this by doing something illogical. A friend from work suddenly appeared in front of me, so I just grabbed his leg and hoisted him in the air, then he jumped 2-3 meters and looked at me strangely.
Now I was sure this is a dream, and I had complete control, and thought "ok, let's do some crazy shit..."
Unfortunately, that was when I was kicked out of the dream. It's like the guy in my mind that invented the dream said, "oh no, he found out, everybody retreat", and I was transferred into that state between dream and awakeness.
I tried to go back to the dream, but at this point I was already feeling the pillow on my head and realized that I'm awake.
It was all very exciting for the few seconds I had control, too bad it didn't last, but I'll keep trying in the coming days.

If anybody has any idea about how to stay asleep, please let me know.
Hmmm, maybe this thread should move to Beginners Technical Questions...
#700
Quote from: Pumaman on Wed 27/04/2011 02:04:51
QuoteWhen moving an object after zooming in and out, the floating co-ordinates no longer appear next to the object.

Recent versions of the editor no longer seem to display the scale of a walkable area at the mouse pointer. This makes it very difficult to create smooth transitions from one walkable area to another.

Can a developer take a look at these please?

I fixed the first issue and checked in to 3.2.2 (if needed, I can port it to 3.2.1).

About the second issue I don't know.
I didn't know this feature ever existed, I didn't see in the code a hint that it exists, and I tested with 3.2.0.103 and also didn't see it.
SMF spam blocked by CleanTalk