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Messages - xil

#81
Quote from: Stupot+ on Wed 03/06/2015 11:33:04
Quote from: Radiant on Wed 03/06/2015 09:56:26
So what's up with the June mags? Do we have a subject for that?
We're still waiting to find out the result of the voting for April's contest to decide who chooses June's topic. I've PMed Atelier but he's gone somewhat AWOL.

Yes, the reason I posted the May comp is because Atelier is very busy with exams at the moment. I'm sure he'll be able to check back soon enough.

Sadly, I'm not going to get my game finished for May though, I bit off a bit more than I could chew, but it's going to be something I finish over the next few months into a full game. I had fun trying to do a game each month but I've started to burn out so I'm going to complete a couple of side projects over the next few months to regain my self motivation!
#83
Here is my Lethan Twi'lek, Ardana Di'kina. She's duel wielding double ended lightsaber dagger things!

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/low-res-twi-lek-jedi.gif[/imgzoom]

Update:

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/low-res-twi-lek-jedi2.gif[/imgzoom]
#84
AGS Games in Production / Re: Shadow Wars
Mon 01/06/2015 17:22:23
I really, really like this graphic style. I've never been a massive fan of the higher resolution 3d-to-sprite sort of thing but this to me is a perfect balance.
#85
Quote from: Stupot+ on Sat 30/05/2015 10:31:43
Is anyone entering this one?
Xil, you've been awfully quiet lately ;-)

I think I'm in big trouble getting an entry for this month unfortunately! Thankfully I still have a couple of days but it's going to be a very short game if it gets finished.
#86
Quote from: proximity on Mon 18/05/2015 18:21:45
I found a cheap and wired mouse and tested it again. Result is still the same :( I think this is related to fullscreen rendering of the engine. May be AGS does not handle high resolutions very well.

Damn, that's not good :-\ I'll have a look myself later on in a high res test. At least we can pass some more data to the dev working on it which might allow him to debug the problem further.
#87
Unfortunately it does seem that the Logitech mice and drivers are the worst affected. I can go from my Razer Naga to a cheap non branded mouse and have the movement go from barely usable to perfect by simply switching mice. Switching mice does seem to be the only way for people using affected Logitech devices to play in fullscreen for the time being.

Hopefully it will be something that can be sorted for the next major version.

#88
Quote from: proximity on Mon 18/05/2015 02:17:04
Quote from: xil on Sun 17/05/2015 23:36:30
Quote from: proximity on Sun 17/05/2015 17:49:31
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).

So you're saying some of the players will get smooth movement, others will get this jump effect with the cursor. This is bad.

Well "jump effect" makes me wonder if we are experiencing the same thing. The current issue with certain mice/driver setups is to do with the acceleration. Some people with the affected devices may not even notice an issue because generally speaking adventure games do not require twitch reactions. If you move an affected device smoothly then the pointer will react smoothly, if you move an affected device very quickly then that's when a player might have issues (it may be similar to what you refer to as the mouse "jumping").

The problem is being worked on currently so hopefully it can be resolved. There has been test builds over the last few months which reduce the issue but don't fix it, so perhaps one of those solutions will be integrated if the issue is too difficult or impossible to solve completely.
#89
Quote from: proximity on Sun 17/05/2015 17:49:31
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).
#90
That's a tough one Armageddon!

My first thought was that the rules set forth by Atelier state that the game must be based upon and clearly inspire the game so I would say that the song is definitely not required to be within the game. However, I do feel that because we are essentially creating art based upon the song, much like fans make music videos for their favourite songs, I don't see an issue with having the song in the game as long as it is 100% freeware. A lot of artists would be humbled by the fact we took the time to create something based upon their work, but as Mandle says, there will always be those who think the opposite!

TL;DR My opinion would be that it is okay to include the song in the game if the dev wishes to.

(Personally I will refrain from using the song in the game so to avoid any possible issues with the artist but I shall message Atelier to see whether he needs to decide or myself as guest host can make the ruling.)
#91
I finally got a bit of time to investigate this properly and it seems as though it's just hard-coded into the module. On the off-chance that anyone else needs something similar to this weird behaviour, I have explained below where to edit/patch.

Line 784-787:

Code: ags

// if particle is on screen
if (FloatToInt (AllParticles[i].x) >= 0 && FloatToInt (AllParticles[i].x) < Room.Width &&
    FloatToInt (AllParticles[i].y) >= 0 && FloatToInt (AllParticles[i].y) < Room.Height)
{


For my purposes I just changed Room.Width and Room.Height to what I needed and voila, particles can be generated off screen so that when I move my object that I am rendering onto, they are shown without an issue. :)
#92
Hi everyone! Apologies for the delay getting this up. I'm attempting a personal challenge to enter every MAGS this year and because I was meant to be choosing the topic for May, myself and
Atelier decided that I will host and he will choose the topic, to keep it fair (and because there are no rules against the host entering the competition!). :)

Please do note as well the closing date will the the 3rd of June to make up for the lost days at the start of May.

Enjoy!
#93
Topic: 'Song -> Game'

This month's guidelines were set by Atelier:

This month, entries must be based upon your favourite song. Convert Stairway to Heaven, Folsom Prison Blues, Girls Just Wanna Have Fun... into a game!

There are no strict rules of adaptation, but your chosen song must have clearly inspired the game.

Please name the song and provide a YouTube link if possible, so we can judge how well the song has been adapted!

- Classical music is allowed
- Wonderwall is not allowed

Ending 3rd June



__________________________________________________________________________________________

What is MAGS?

MAGS is a monthly competition for amateur adventure game makers. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, or provide a kick-start into making adventure games. Regardless of skill, MAGS is for everyone. Voting is based on "favorite" games, and not the most artistic, or the best coded. If you have bad art skills, use it as a chance to do some graphic work. If you're sub-standard at coding, use it as a chance to give scripting a go. Ultimately, people will vote for the most enjoyable entry.

You may get help for the competition, although you must end up doing something yourself. You should however be warned that it proves difficult to organize a big team within thirty days. You are not allowed to use material already created before this competition. Your game must be completely new! Music and sound is an exception; you can use free material that is available to the public, if you wish. Modules and templates are also allowed.

Entering MAGS is simple. First, conceptualise your game following the month's criteria (see top). Second, create your game fueled only by coffee. Finally, post your game in this thread, including:

âœ" A working download link
âœ" The title of your game
âœ" A suitable in-game screenshot

At the end of the month, voting will begin, usually lasting for fifteen days. The winner chooses the next month's theme, and their name and game is immortalised in the MAGS Archive. For more information, please visit the Official MAGS website.
#94
Thanks Shaun, it was a nice surprise! I really enjoyed both You Rock, Topus! and The Terrible Old Man and it was amazing to see an AGS game picked up by Markiplier :)
#95
I'm not so bothered by the pose, it has got that certain cartoon feel so I don't think my brain looks for realism when looking at that art style.

Andail has pretty much nailed everything else.
* With the hands, it's specifically the thumbs as well as the general pose of the hand that bother me, the thumb would not be that disconnected from the hand.
* Her stride is actually different for her left and right feet. Because she is so side on, you wouldn't really notice any difference in how far her feet go. I'd say increase the left foot by a small amount and then match that with the right foot.
* Agreed about more frames for the follow through and I'd also say that the foot bends more at the toes when it goes back, just try walking around now keeping your foot completely flat, it will feel very awkward! :)

It does look extremely good though so don't take that as too harsh a critique, doing the above points would be akin to perfecting something that is already pretty damn good ;)

In regards to creating an interface like The Cat Lady I would not call it difficult but you certainly wouldn't want to be attempting to code/script something like that if you were new to programming. There is a module for AGS that can handle keyboard movement, but that's only the start of what you would need. The more challenging stuff would be to do with scripting the interaction system.
#96
I'm certainly no expert but a quick hack could be to set the PopupYPos coordinate to the height of the resolution perhaps?
#97
Intense Degree has it pretty much spot on apart from one point.

I think calling it 'dated' is wrong when used in casual conversation as I think that's just a case of where you are in England. I know for a fact some younger people I know from Nuneaton use it as a greeting e.g. Sup youth. How you doing youths?
#98
Hey!

Just a quick question (it might be about dynamic sprites in general but I'm not sure).

I'm running a 320x180 game and want to generate particles onto a 640x360 dynamic sprite - is this possible? I can only seem to get it to generate particles in a 320x180 bounding box, no matter what values I change :(

It's almost like the particles can only ever generate within a box set to the 320x180 resolution? E.g If I start generating particles on my 640x360 sprite and then move it 100 pixels to the left, the particles will disappear 100 pixels before reaching the right side of the screen.

Code:
Code: ags

ParticleSystemManager PS;
DynamicSprite *sprStars;

function room_Load(){
  sprStars = DynamicSprite.Create(640, 360, true);
  
  s = PS.CreateSystem(300, false, dtSprite, 640, 360);
  
  PS.emitter_creation_mode (s, rmAllways, 0, 1, 1);
  PS.emitter_set_position (s, ptPoint, 160.0, 180.0);
  PS.emitter_set_velocity (s, 1, 3, 0, 360);
  PS.emitter_set_transparency (s, 0, 0);
  PS.emitter_set_age (s, 900, 900);
  PS.emitter_set_sprite (s, 11, 11);
  PS.emitter_set_scale (s, 100, 100);
  
  PS.action_set_bound_box (s, 0, 0, 320, 360);
  PS.action_add_force (s, ftParticleDirection, 0.3, 0.3);
  PS.action_set_scale_evolution (s, 100, 1);
}

function room_RepExec(){
  sprStars = PS.GetSystemSprite(0);
  oStars.Graphic = sprStars.Graphic;
}


Any ideas? I'm happy to provide a test game if anyone would be so kind as to have a look :)
#99
Hey! :D

I randomly came across your blind to siberia video the other day and could have sworn I recognised your username! Turns out I did from way back when when I used to lurk these forums. Since then I have made a few games, of which you have now played two :). So firstly, thank you so much for taking the time to do that - I really enjoyed watching you think your way through them, and secondly, I apologise for some of the random puzzles and the very obscured meaning buried within blind to siberia haha.

You've got a good personality for doing let's plays, your english is very good and I like your accent (guessing Scandinavian from the above comment ;)) so keep at it and I think you'll do well. Another subscriber here anyway!
#100
Thanks for the feedback guys :)

It did end up being very abstract because of the unfortunately short time frame we had to produce it in. I'll make sure in future if my games have tight time restrictions to create more focus on the meaning as opposed to adding more backgrounds and content :)

If you are able to spare a couple of minutes to vote for blind to siberia in #adventurejam 2015 then that would be greatly appreciated as well! (you will need a Game Jolt account)
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