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Topics - void

#1
Hi fellow AGS users,

today I discovered a possible bug in the AGS api interface. When using MinGW (32 bit) together with the new C++11 standard, something's wrong with managed objects. As soon as one instance should be deleted it's corresponding Dispose() method is invoked. However, the instance address it passes always refers to zero, no matter what.

I tested this multiple times using different approaches and everytime it failed. I also tested the string array plugin on google code (http://code.google.com/p/ags-plugin-stringarray) with bad results.

Is this a known problem? I haven't been able to find any information about it (or the Managed object interface in general). I cannot guarantee that it has something to do with C++11, it is just the only setting in my project that might be slightly deviating.
#2
And now for something completely different...

http://kiwi6.com/file/efm20r3ieg

No sprites/artwork this time, but a small demo song I made for our team to decide about the acoustic style of our game. The game itself is intended to be some kind of cartoonish / 'superheroesque caricature' style. This song is to accentuate the heroes headquarters, a cave filled with desultory and only partially working equipment. I was hoping to catch the sleazy atmosphere in this song. And yet, almost instantly, I had the freelance police office in my mind, so I thought I give it a shot and try some jazz ... or whatever it's called. As always, I'm very open to criticism, so let me know what you think about it! :-)
#3
Engine Development / Plugin API
Thu 19/04/2012 11:48:32
Hello, fellow AGS-Users,

while using the AGSs Plugin API quite intensive during the past time, I noticed there're some things that may be missing right now. For example, there is no clean way of retrieving all the objects of the game, not only the current room. I know this is more likely due to the resource management of the engine (I guess it only loads the current room and discards all previous objects), but a possibility to load a room on demand would be great.

Also, the implementation of the callback functions back to the scripting language is rather inconvenient. Having three integers as arguments just isn't enough and requires a good portion of workarounds that are not very comfortable. There should be a way of at least pass a String object back to the engine.

I also noticed that the handling of the data types isn't very consistent. Sometimes you use an AGSCharacter struct, sometimes an integer as ID, but there's no way getting the ID from the struct (or at least I don't remember any).

Those things are just my quick thoughts on that, I guess there may be more, but I mainly intended to start a discussion about the API and its further development. Your thoughts on that?
#4
Hi there,

as some of your might have already noticed from the AGS Multiplayer topic ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45536.0 ), i'm currently in the process of developing a plugin that enables you to incorporate coop multiplayer in your AGS games. I know that might sound a bit strange, and I can tell you it is :-D

During the last few days I've done lots of work in getting this to run and I managed to find a concept that will be (relatively) easy to implement and, unlike the slightly out-dated TCP-Plugin (don't get me wrong here, i don't want to be offensive. It's surely a great piece of work, but I haven't been able to use it because of the recent changes in the String handling.), already provides mechanisms for game state mangement such as character movement, inventory item propagation and object handling.

I've set up a small test game that uses some FoA sprites and allows you to play with Indy and Sophia in a cooperative way. Even though we only had two rooms and just some basic objects, items and a chat function, the experience we had while testing this out has actually been surprisingly entertaining. Currently I'm in the process of testing things out, tracking bugs and making sure everything's working as excepted. There're still some issues, mainly regarding animation synching and savegame handling, but once I get a feeling that everything works like it should, I'm planning to release it here, but I haven't been able to post threads in the Plugins section of this board.

Just wanted to let you know, so be prepared for some old school multiplayer experience ;-)

UPDATE: You can download a modified version of the AGS demo game here

Also, the modified demo game sources are available here

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