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Messages - Calin Leafshade

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I'm trying to enumerate all the inventory items but I can't find any way to do it. Usually its something like character[ i ] but inventoryitem[ i ] doesnt seem to exist.

So how do I get an inventory item by its ID?

EDIT: Ha, ok so it *is* inventory[ i ], but that array is only defined when you have at least one inventory item. The same goes for the gui[] array.

I agree with the idea of using plain zip files as the data format.

It makes sense to use a format that has plenty of upstream support instead of having a custom format just for AGS.

I see no downside.

General Discussion / Re: Videos in AGS
« on: 22 Apr 2015, 15:56 »
I think that's always been the case since the video rendering in AGS is totally separate from the other graphical systems i think.

General Discussion / Re: Videos in AGS
« on: 22 Apr 2015, 14:32 »
All The Way Down uses a video for the Sanctuary Interactive logo. Interestingly AGS videos are played at the res of the game window not the native res of the game so you can use it for things like high res logos.

in that case just make a new bitmap that is screen size, attach it to a GUI and draw on that.

probably not because the areas outside the viewport will be culled and not rasterized.

To save others some time: Her theory is that the towers were destroyed by some sci-fi "energy beam" superweapon that was able to disintegrate their molecular structure.

Well I'm convinced.

I like your new design. As a professional web developer myself I'm happy to offer my services.
The main reason for my generosity is that I want to expose a dev API for the games db for Nimbus.

(2019 seems good for me, nothing on the calendar anyway)

Engine Development / Re: Porting to Allegro 5
« on: 01 Mar 2015, 12:21 »
If its a new interpreter then it's not "switching" to anything.
Just saying you should analyse the options available and not use allegro just because the original AGS uses it.

No hostility, just a suggestion.

Engine Development / Re: Porting to Allegro 5
« on: 01 Mar 2015, 12:01 »
If C++ is important for you then why not use a gfx lib with c++ bindings like SDL?

(sorry for pushing SDL, i don't really care either way but it seems like you're keeping allegro for no real reason)

Engine Development / Re: Porting to Allegro 5
« on: 20 Feb 2015, 16:11 »
If you'd start from scratch then why use Allegro? Isn't SDL generally better supported and more actively developed?

The new thing that these generators introduce is that they use the distance from the background to roughly determine the height of the sprite.

You could maybe use normal mapping in a low res ags game with fairly small characters.

Otherwise, without shaders, it's just too computationally expensive.

I cloned Sprite DLight a few days ago because it's not free.

Beautiful right?

I managed to get pretty cool results.



I agree with CW. Really there is no difference between a file stored in the game package and a file on the file system. They are both just byte streams with arbitrary data.

Beginners' Technical Questions / Re: Why? What happened?
« on: 18 Jan 2015, 17:51 »
The mistake is on line 934 of the script MyGame.asc

You spilled coffee on your keyboard and it caused the backspace key to be pressed 14 times before you mopped it up. This deleted 13 spaces and one closing brace.

Easy fix really.

Script API

ProcessClick -> Room.ProcessClick
The old ProcessClick() global function is now a static function of Room class. You may need to fix your scripts if you use it, or disable "Enforce object-based scripting" option in Game Settings.

Is the source on github or anything? Maybe some of us could contribute.

Thanks for the comments everyone, yes it was rushed since we didnt start work until about the 10th so it was a bit mad near the end and we had to cut corners.

I have a boring technical question: I noticed that there was some Lua-related files in there. How did you take advantage of the Lua scripting? Which parts were created in Lua and which in AGS Script?

you might find this thread interesting: http://www.adventuregamestudio.co.uk/forums/index.php?topic=50413.msg636496669#msg636496669

For this game i was going to use lua for real time multiplicative tinting. AGS Script is not fast enough to process pixel by pixel in real time. The lua script is orders of magnitude faster.
In the end I disabled the feature because i ran out of time to create all the tint masks for the all the rooms. Maybe in a future version in a few days.

Spoiler: ShowHide

(in room 6): Character.RemoveTint called but character was not tinted

That's a useless warning. I have no idea why AGS feels it necessary to warn about that.

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