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Messages - Crimson Wizard

#1461
Engine Development / Re: AGS engine iOS port
Mon 04/03/2013 01:04:58
Quote from: JanetC on Mon 04/03/2013 00:50:05
I cut everything from the exe before CLIB. Seems to work. Is that right? I don't understand what jjs means about the "Also the end of the file contains the offset to the CLIB start iirc." - I didn't change that. Is that likely to cause problems?
He meant that there's a value written at the end of file, which tells at which offset (from the file start) the data is written.
Formally that should be 0, since now the file does not contain exe binaries, but for the same reason this offset won't be read at all. It is only being read when the CLIB marker is not found at the file's beginning.
#1462
Engine Development / Re: AGS engine iOS port
Sat 02/03/2013 19:17:44
Quote from: BigMc on Sat 02/03/2013 18:02:23
The engine does not require an exe, data file also works. JJS explains here where to cut an AGS game exe to get just the data file.
And with more details:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46152.msg636445497#msg636445497
#1463
I thought of
Spoiler
candle
[close]
too, but I wasn't sure it may be referred as "he".
#1464
My guesses:
Spoiler

1. Arrow
2. Stairs
3. Fire
[close]




Quote from: Renodox on Fri 22/02/2013 04:38:23
You'll find it on every tree,
It's a drink made for me
On a course it doesn't want to be struck
What is it?
DUCK!! :)
#1465
Engine Development / Re: AGS engine iOS port
Fri 15/02/2013 16:55:06
I think I saw an error with similar callstack (PThreadThread::thread_start -> update_mp3_thread), posted a while ago:
https://github.com/adventuregamestudio/ags/issues/34

Back then it was  "pure-virtual function call" on 64-bit Linux.
We did not found out the reason since.

How often does this happen for you? Was it occasional, or can be reproduced?
#1466
Quote from: Haggis on Fri 15/02/2013 00:08:12
"What's more powerful than god, more evil than the devil, the poor have it, the rich want it, and if you eat it you die?"

Spoiler
nothing
[close]


Since people quoting riddles from games, here's one from one:

The man, who invented it, did not want it for himself,
The man, who made it, did not need it,
The man, who needed it, did not know about that.
What is it?
#1467
Quote from: Renodox on Thu 14/02/2013 09:05:54
The actual answer was "Eyes."
Oh noes... I was so close. :)


Quote from: mkennedy on Thu 14/02/2013 02:31:14
What has 4 legs for breakfast, two legs for lunch, and 3 legs for dinner?
Spoiler
I remember very similar riddle, that was like "Who walks on 4 legs in the morning, 2 legs in midday and 3 legs in the evening". The answer was: a man, who crawls on four as a baby, walks on two as a grown up and uses stick for extra support in the older ages.
But at this time, it might be just a guy who loves eating chicken legs or something.
[close]
#1468
Quote from: Renodox on Wed 13/02/2013 08:21:26
Though your answer may technically be right, this is going off of the answers in the game.
What an interesting rule. Meaning, if the riddle is composed so that it may have 100 possible answers, the correct one is still the one... that was chosen in some game?
#1469
These three were too simple :)
Spoiler

1. Ears
2. The ring.
3. Shadow.
[close]
#1470
Quote
1. Four legs in front, two behind.
Its steely armor scratched and
Dented by rocks and sticks
Still it toils as it helps feed
The hungry.

That's a horse, the man and the plow, I guess :)
#1471
I can't give any promises in regards to timeline, but I was going to work on separating Allegro 4 from the general code anyway. Or someone else could do that too to speed things up (I think more people are becoming interested in working on the engine, like scotchchiefbaker and Slaxx). I will be returning to this task very soon. I think the situation here would become more clear in couple of months.
#1472
Engine Development / Re: AGS engine iOS port
Wed 06/02/2013 14:47:13
That's my fault. IIRC there was a C-style type-cast before, and I occasionally removed it. Probably your compiler does not like implicit cast.
It should be:
Code: cpp

ReadArrayOfInt64((int64_t*)buffer, count);
#else
ReadArrayOfInt32((int32_t*)buffer, count);

and
Code: cpp

WriteArrayOfInt64((const int64_t*)buffer, count);
#else
WriteArrayOfInt32((const int32_t*)buffer, count);
#1473
Ok, maybe not really a missing game, but does anyone have a valid AGS 2.61 archive? The ones I download from both maniac-mansion-mania site and Ags Archives are all broken :(.
#1474
As many of you should know, we have a number of AGS ports now that let run AGS games on other platforms (linux, etc). Plugins remain a problem, because they were written as Windows dynamic libraries. JJS already rewrote couple of plugins, and Calin disclosed his AGSBlend and SpriteFont plugins, so that their code could be used to compile plugins for other systems too.

Are there anyone else who would like to disclose his/her plugin source to let the games, which used them, become fully portable? Perhaps someone may contact plugin authors that did not visit forums for a while?
Could there be a reason to not to disclose plugin source?

Additionally, I want to mention, that maybe it could be a good idea to state a rule, that AGS plugin should be made open source from the start (NOTE: "open-source" does not mean "free to use")? Aside from portability, this would also ensure that no one will put something unexpected, like malicious code in there.
#1475
Quote from: VVK on Wed 02/01/2013 20:14:15
I suppose there are two separate questions here: whether it's possible to combine pre-made pieces within the game to (effectively or actually) create a new sprite, which is more important; and whether it's possible to colour the "pieces" , eg. just create and import one image for a specific hair style (or, well, you know, one per needed frame of animation or whatever will be needed for other reasons) but then tell AGS to recolour it when needed.
This is most possible. There's a concept of "dynamic sprite" in AGS, which allows you to create a new sprites at runtime and draw what you like on them (including painting other sprites over).
Manual topic: http://www.adventuregamestudio.co.uk/wiki/DynamicSprite_functions_and_properties
Also this: http://www.adventuregamestudio.co.uk/wiki/DrawingSurface_functions_and_properties

After the sprites are created, you may assign them to character View frames.
The Character's Tint property may also be useful to some extent:
http://www.adventuregamestudio.co.uk/wiki/Character_functions_and_properties#Character.Tint
#1476
Quote from: JanetC on Wed 12/12/2012 14:43:08
When was the unsafe change made? I have a beta of Gemini Rue on iOS running on the Wadjet Eye boards at the moment, and we are getting a lot of crash reports.

29th November.

But according to network graph, you made last update from "refactory" 29th october, so it might be something different.
I don't remember anyone tested our latest changes on iOS. JJS should know better though. We confirmed it works on Windows, 32-bit Linux, 64-bit Linux and old big-endian Mac (I think).
Well, and Android (judging on this user report: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44768.msg634773#msg634773)
#1477
No, I was just thinking about other possibilities.

This proverb is international, I guess :).
#1478
There's a function in plugin interface that returns a room mask from the engine:
Code: cpp

BITMAP *IAGSEngine::GetRoomMask (int32 index)

So it is possible to get a Hotspot mask for a room, and draw it as an overlay, while the key is pressed, or something like that, similarly like walkable areas could be shown in game's Debug mode.

Never tried plugins myself though. But may be you could check that possibility out?
#1479
If this is a module that is supposed to be bundled with game project anyway, won't it be better to define Tip's x/y position for hotspots in hotspot's Custom Properties?

E: Ah, sorry, you mention this too, saying it's too labourous. Hmm, well, ok.
#1480
Quote from: JanetC on Tue 11/12/2012 20:30:30
Do you mean not to update from Refactory or master? Because I haven't updated in a while, but when I do, I use Refactory.
I mean both. There was a big change made in refactory branch (script interpreter). Then we created master branch and now working in there.
I hope it will become safe in a while, people are using it to play games, so these changes will be tested.

Quote from: JanetC on Tue 11/12/2012 20:30:30
Thanks for the info on Mac, guys. Sounds like quite a task!
Well, I do not want to overestimate things or scare people off. I don't think it is a year-long of work, maybe 2-3 months of work. There just should be dedicated someone who would do that fairly.
There's already my Bitmap class in use, someone need to do the rest (probably Graphics class for storing drawing settings like colors, Font class, etc).
I was hoping to work on this, but then I switched to something that I wasn't even planned to work on, and that distracted me for nearly 3 months.
If you have a will to help, you are most welcome :)
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