Search found 3591 matches

by Jasoco
Fri Aug 28, 2009 6:49 pm
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147317

Re: My Zelda style adventure engine progress thread

NPC's should be treated as actors. One per game. That can move around. Scripts can be created to include every single line of dialog they will say when you talk to them by using if/then/else's and variables (Flags) The only time a duplicate NPC will be used is if it is an alternate form of the origi...
by Jasoco
Fri Aug 28, 2009 6:22 pm
Forum: General
Topic: Ludum Dare 48, 15th edition
Replies: 7
Views: 3395

Re: Ludum Dare 48, 15th edition

48 hours. Too little. It's taken me months to get what I have now. But I look forward to seeing what comes of this.
by Jasoco
Fri Aug 28, 2009 6:18 pm
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147317

Re: My Zelda style adventure engine progress thread

Maps and scripts need to be kept separate. Since scripts can be used on multiple maps. I'm against putting everything in one file as it makes it difficult to edit just one file. I'd rather have all my maps in separate files, all my scripts numbered in separate files, and all my images in separate PN...
by Jasoco
Fri Aug 28, 2009 5:10 am
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147317

Re: My Zelda style adventure engine progress thread

Tests are going well. I created a long "Cutscene" style intro script where one NPC will wander around talking about her plans, then another runs up and they have a conversation ending with the second one running into the little house. The whole time I had Kefka in my head as he was the ins...
by Jasoco
Fri Aug 28, 2009 3:29 am
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147317

Re: My Zelda style adventure engine progress thread

I have a fully working Scripting system in place. Based on Lua now. But it will still need work obviously. While you can use inline if/then/else's at runtime they all depend on the state of the game when the script is loaded rather than as it is being run. Because it loads it all in at once. So I wi...
by Jasoco
Thu Aug 27, 2009 10:06 pm
Forum: Support and Development
Topic: Distributing Stand-Alone Applications on Mac OS X
Replies: 17
Views: 13452

Re: Distributing Stand-Alone Applications on Mac OS X

If you own OS X, you have the Development tools anyway which includes an app for making icons anyway.
by Jasoco
Thu Aug 27, 2009 10:02 pm
Forum: Support and Development
Topic: Draw Text Rotated?
Replies: 17
Views: 9858

Re: Draw Text Rotated?

It's a huge internet meme. The first time I saw it was on NeoGAF. it's usually yellow.
osgeld wrote:heh your avatar has the same expression
Haha, I never noticed that. :ultrahappy:
by Jasoco
Thu Aug 27, 2009 6:33 pm
Forum: Support and Development
Topic: Draw Text Rotated?
Replies: 17
Views: 9858

Re: Draw Text Rotated?

Are you a GAFfer?
by Jasoco
Wed Aug 26, 2009 1:59 am
Forum: Support and Development
Topic: Misc Questions
Replies: 11
Views: 4951

Re: Misc Questions

Yeah, I know, I read the changelog and am eager to get to recoding as soon as possible.

Blurring stuff is pretty standard stuff OpenGL has built-in as is my understanding. Like transparency, these days all the OS' take advantage of this ability as well. Sometimes at the same time.
by Jasoco
Tue Aug 25, 2009 3:38 pm
Forum: Support and Development
Topic: Misc Questions
Replies: 11
Views: 4951

Re: Misc Questions

A saturation option for images is what we need. And a way to colorize them. From what I've seen, Modulate just lets you remove each RGB value, but not change the hue or saturation or brightness. Would be nice to have that ability too. Being able to make things greyscale could work in a lot of games,...