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 - Ryan Timothy B

#221
Wasn't there a Module that turned blocking events into non blocking events? Such as when the player is automatically walking up to a character/exit/etc once you click on it, and then the dialog or interaction starts. But you could easily just walk away without it being a blocking event?

I have an idea of exactly how I'd do it, but I'm curious how the person who wrote the module did it, JUST in case my idea isn't as clever.

I swear there was one, but I quickly browsed through the whole Module sub-forum and didn't see a title that suggested it.
Thanks!
#222
I'm not sure if this one has been posted before, but it's definitely a must see 3D video!

http://www.youtube.com/watch_popup?v=jEjUAnPc2VA
#223
I know, you'd think it would sort by ID number, which the lowest numbers would be the oldest releases.  I've also been quite confused by it and I can never rely on it as a correct timestamp.
Although only two games in my profile are in the wrong order of each other.  Yours on the other hand is crazy.
#224
That's like asking: What was first, human or embryo?
If you think about it, it's basically the same question.
#225
The Rumpus Room / Re: Happy Birthday Thread!
Sat 29/05/2010 13:32:24
Happy birthday Bicirooni!
#226
The Rumpus Room / Re: Happy Birthday Thread!
Tue 18/05/2010 16:30:10
Quote from: abstauber on Tue 18/05/2010 14:20:45
QuoteRyan Timothy (26), Travis Anthony (26)

You guys are twins?

Yep!  :P  Our last name is quite french, so I decided to use my middle name instead.  He followed suit.

And thanks guys!
#227
The Rumpus Room / Re: Happy Birthday Thread!
Wed 12/05/2010 03:49:48
Happy birthday Steve-o!
#228
See, it's been a while since I've used Pascal.  Truthfully it wasn't Pascal, it was Turbo Pascal. :P  But it looks the same.

So all that you're grabbing is a character?  Not a string of characters?

In Turbo Pascal I used to use (forgive me if I'm remembering this wrong) something like this:
Code: ags

var
c: Char;

begin
while (c<>'A' and c<>'B' and c<>'C' and c<>'D' and c<>'E') do
  begin
    c:=readkey; //this grabs the character
  end;
end.


I believe this will work.  Like I said, it's been several years, so I may be wrong. :P
Turbo Pascal was always my free hobby program that I made little graphical games with, then I found AGS and never looked back.
#229
I believe I understand you correctly.  All you want is for it to repeat if currentstate != 'A'?

I don't remember exactly how the while statement is typed out, but wouldn't this work? (it's been years since I've worked with Pascal):

Code: ags

{ *** Main Program *** }

begin
  while (currentstate != 'A')
  begin
    write ('Input a string consisting of the symbols a, b, c, d, and e: ');
    readstring (string, stringlength);
    process (currentsymbol, currentstate, string, stringlength);

    if currentstate = 'A' then
      writeln ('String Accepted :-)');

    else
      writeln ('String Rejected :-(');
  end;
end.
#230
Not really since resizing the image will only change the resolution of the image but the perspective would remain the same (unless what you meant to write was crop instead of scale).

You'd actually need a large canvas but with the same size background image.
Like how a draftsman uses a large table, but draws on a small sheet. ;)  

What I basically do in Photoshop is start out with 640x480.  Color the background to some light brown or something, then add to the canvas making it something like 2000x480 (if the horizon is inside the 480 height, but if it's higher or lower you'll need a higher vertical canvas too) and make sure the extra canvas is a different color to make the general area of the background easier to determine.

You could also do the perspective lines and decide how to crop it depending on the composition, rather than a predetermined location.

Edit: Basically what I mean is the lighter area may actually be your background area (320x240 or whatever) and the darker area will be the extra canvas used only for perspective lines.  And imagine that box being your room or whatever. :P
#231
Ahh you're correct about the 90 degree.  But the better method is to use a circle.



This one pretty much shows that it'll be 90 degrees from the intersection line to the circle.  Cool stuff.


If the images don't show up, or you want to read the full crazy long article it's here:
http://www.handprint.com/HP/WCL/perspect3.html

It even explains how to choose the proper distance from the vanishing points to show proper viewing distance.
This for example is a cubic box which is 2 meters high (but obviously not scaling the cube to show distance, this is about perspective not depth):

1st is viewed from 3 meters away.
2nd is viewed from 6 meters away.
3rd is viewed from 12 meters away.
4rth is viewed from 24 meters away.

The 4th (the flattened, far apart vanishing points) is mostly for telescopic lenses or something you'd see using binoculars looking at something far away.

And the bulgy 1st cube has close vanishing points which is a badly done perspective given the size of the cube and proximity of the vanishing points. It's something you'd see using a wide angled lens at a close distance. It's also the most common incorrectly done 2 point perspective people use on their backgrounds, like your first image or even the second one.

Interesting read if you've got the time, I've even read a few sections.
#232
Quotemidpoint of the two vanishing points must be 90 degrees
It should only be 90 degree if it's being viewed as a flat surface (from top, looking down).  Any viewing angle beyond that will change the viewed angle of those two intersecting lines.  The lower the camera is to the ground, the larger the angle will be.

Like I mentioned earlier, look at cd case from the side and pretend it's the floor of your room.  Tilt the cd case and you'll see how if the camera changes height, it will affect the angles.  But as for the true method to finding out where to place your vanishing points, I've never bothered to find out, I've always guessed it for what I felt looked realistic.
#233
The vanishing points are too close to each other giving the image that fish eye lens look.  With two vanishing points, they have to be off the canvas and further apart.  There is probably math and stuff to figure out exactly how to determine where your vanishing points should be placed, but I just guess.

The easiest way to notice that this image is wrong with perspective is the bottom corner.  Try looking at a 90 degree corner of something, like a dvd/cd case and notice how the angle never gets as tight as this angle.
#234
Yeah it's Legion.
#235
The Rumpus Room / Re: Happy Birthday Thread!
Wed 17/02/2010 03:39:21
You guys are totally getting out of hand in this thread.
I'm going to lock this now, PM me if you have any new birthday updates.
::)


*cough*  I mean... Happy birthday Darth.  ;D
#236
midpointX = ((A.x)+(B.x)) / 2
midpointY = ((A.y)+(B.y)) / 2

It's literally that simple. ;D
#237
It's:
(edit: an Image once went here..
I had linked an image from another website, but turns out I guess you can only view it if you're actually visiting or recently visited the site. the answer is below anyway. :P)
#238
Who's knees do we gotta bust to get this going? lol
#239
I've personally never worked or been in cubicle hell, but from what I've seen in movies and tv shows, they are pieced together quite well.
Cubicles
#240
So when is the next OROW (wags tail)? 
Everyone loves a good OROW competition. :P

The last one was June, 2008.
SMF spam blocked by CleanTalk