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Topics - Nick Sonneveld

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2
Mega Tokyo AGI Archive / ebay GOOD
« on: September 21, 2003, 07:31:46 PM »

3
Mega Tokyo AGI Archive / so... wha?
« on: September 17, 2003, 11:59:31 PM »
So what's everyone doing at the moment?  I'm stuck doing uni work at the moment.. although i am testing one agi game which i think everyone will be pleasantly surprised with once it's released. (lots of bug testing)

Will definately do something once i have some time.

- Nick

4
Mega Tokyo AGI Archive / Space Quest 0: Replicated
« on: June 25, 2003, 06:53:55 AM »
A new AGI Space Quest game has been released!  This excellent game has been produced by Jeff Stewart.

It's been posted on a bunch of Space Quest fan sites but it's also available on my site as well.

http://agidev.com/games/



Play it and post some comments.

- Nick

5
Mega Tokyo AGI Archive / Subtle "bug" in interpreter
« on: May 15, 2003, 03:25:20 AM »
(note: this is for Sierra's interpreter but I think strange things will happen in NAGI too. )

Try this code in a template game:

Code: [Select]
if (said("look")) {
  move.obj(o0, 20, 100, 0, f60);
}

type in "look" and your ego will move to the left hand side of the screen where x=20.  Easy hey?

now replace it with this:

Code: [Select]
if (said("look")) {
  move.obj(o0, 20, 100, 0, f60);
  reverse.loop(o0, f140);
}

now your ego will move to the right hand side of the screen where x=140!  Same number as the end flag for reverse.loop right?  What's going on here?

It's hopefully well known that you can only call one of these for an animated object at a time:

move.obj()/move.obj.v()
wander()
follow.ego()

However, reverse.loop() and end.of.loop() ALSO share the area of memory as the movement commands above.

The problem is if you set reverse.loop()/end.of.loop() on your animated object and it's moving towards something with move.obj()/move.obj.v(), it'll change its x-direction but just keep on moving.  even stranger things will happen with wander() and follow.ego()

Conclusion:

If you call any of these functions, wait until they're finished or cancel them before you call another one for the same animated object:

move.obj()/move.obj.v()
wander()
follow.ego()
reverse.loop()
end.of.loop()

- Nick

7
Mega Tokyo AGI Archive / I'll be Back
« on: April 27, 2003, 11:57:56 AM »
Heya people,
I'm kinda stuck without a decent computer at the moment.  I only have this 486 to keep me company.  Will be back within a week with some new computer parts hopefully.

- Nick

ps..  can't seem to post a message but i can post a poll.  is this a problem with lynx?

9
Mega Tokyo AGI Archive / object.on.water ??
« on: February 03, 2003, 02:47:55 AM »
ok.. this command sets an object to only stay on water or land.  But it doesn't work for the ego unless you call it on every cycle.

why would you want the stay on water flag cleared on every cycle?  and only for the ego?

- Nick

10
Mega Tokyo AGI Archive / agidev style update
« on: January 28, 2003, 12:54:15 AM »
Hi again...

I've fiddled around with the style layout of the site.  Please let me know what you think.

I've tested it with a few browsers (IE 5, Navigator 3, 4.8 and Mozilla) but it's not as good under Nav 3 or 4.  It's still readable though.

- Nick

11
Mega Tokyo AGI Archive / agidev.com Update
« on: January 21, 2003, 02:33:12 AM »
Hi,

I've made a fairly major update to my site.  Most of it is all run off php and mysql so it'll make it much easier to maintain when I'm not at home.

http://www.agidev.com/

I'm pretty sure there's still bugs.. so let me know if you encounter anything.

What's updated:
- news.  current news and archives section
- games.  more and updated games, split into pages
- downloads.  updated everything
- links.  updated agi links.
- articles.  replaces tutorials.  moved nagi docs there.  articles now split into pages.
- misc bits 'n pieces

- Nick

12
Mega Tokyo AGI Archive / Bad Adventure Game Design
« on: January 15, 2003, 08:28:18 AM »
Hi!

This is taken from Grahem Nelson's Bill of Player's Rights.
http://lavka.cityonline.ru/nelson.htm

I'm assuming you guys have played a lot of adventure games.  What's the worst design flaw you've encountered?  

If you've played Kings Quest 5, you'll know there's a few horrible puzzles in there that require you to die to find a solution and you can arrive at a few deadends.

- Nick

13
Mega Tokyo AGI Archive / Emperor's Hammer
« on: January 12, 2003, 02:13:19 AM »
Anybody seen these sites before?

Science Office:
http://www.minos.net/~sco/project/agi/
Creating Games in AGI:
http://members.shaw.ca/khadgar1/ehagi/

- Nick

15
Mega Tokyo AGI Archive / New AGI Compiler Issues
« on: November 26, 2002, 03:18:13 AM »
Hi there...

ok, pretty near to releasing the first version of the compiler but I'm having a few problems with the preprocessor of all things.

How is #define meant to work in the current agi studio compiler?

Code: [Select]
#define ego o0
follow.ego(o1, ...);

does NOT produce follow.o0(o1...) and then an error in the current compiler.

Does the compiler only resolve preprocessor definitions when it's expecting a variable?  Not really a preprocessor then.. like a mid-processor or something.

If this is the case,  then I might have to add another preprocessor phase where it rewrites any #define's that only refer to a variable/other resource to a separate symbol.

- Nick

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