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Adventure game


Re: Adventure game

Postby Paul » Oct 6, 2001 @ 10:19am

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Re: Adventure game

Postby Ian Ferguson » Oct 26, 2001 @ 11:46am

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Re: Adventure game

Postby Herder » Dec 1, 2001 @ 4:14pm

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Re: Adventure game

Postby GeoffSulcer » Dec 3, 2001 @ 12:17pm

<a href="http://gsulcer.blogspot.com">Rampant Futurism Blog</a>
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Re: Adventure game

Postby trevize » Dec 5, 2001 @ 8:45pm

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Re: Adventure game

Postby danyblue » Dec 17, 2001 @ 10:56am

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Re: Adventure game

Postby esw » Dec 17, 2001 @ 5:20pm

hey, it appears someone allready ported this! :)<br><br>(scroll down to the bottom of the page)<br>Wonder how well it works? Last modification: esw - 12/17/01 at 14:20:25
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Re: Adventure game

Postby jongjungbu » Dec 18, 2001 @ 12:03pm

I do not know but disappointingly it only plays AGI games. Therefore, SCI Sierra games like Kings Quest IV-VI and Quest for Glory IV+ won't work :(
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Re: Adventure game

Postby Herder » Jan 13, 2002 @ 12:47am

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full throttle

Postby Tiber » Jan 13, 2002 @ 9:31pm

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Postby bdillon » Jan 13, 2002 @ 9:58pm

if(!assertion) *(int *)0 = 0;
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PocketAdventures

Postby kaiton » Jan 14, 2002 @ 7:53pm

Hello,

Allthough we haven't worked on it for
some months now, we are still planning to
release our PocketAdventures suite.
Maybe, you've heard of it or seen the demo on
discussion.brighthand.com.

For those who haven't heard about it:
It's a Jscript/Gapi powered Adventure
toolkit, for writing games with a Scumm
interface, like Monkey island, Dott, Sam and max,etc.
Everyone, with some basic knowledge of J(ava)script
should be able to create a game with it.

We allready have the following working:
* Pathfinding
* Sprite Scaling (Indy in distance is smaller than in foreground)
* Inventory (you know, like in Indiana Jones)
* Multiple character control (like in Dott)
* Conversation-system
* Parallax scrolling
* 4 -channel Music
* Sound Effects

We were investigating Low quality MP3(for speech).
It should be possible to use 32 kbit/s MP3's
for speech in the adventure.

That's were we stopped, because of a VERY BIG
project here(we are a little IT company in the
Netherlands).

Maybe, IF i have time, i will try to finish
it(shouldnt take much time, but i am VERY busy).

But don't count on it, cause like i said, i am
a very busy man.

Greetz,

Kaiton Buitendijk
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Full Throttle and ScummVM

Postby andys » Jan 14, 2002 @ 11:36pm

Well, I haven't got Full Throttle to try, although it is apparently (to some degree) anticipated to be supported in scummvm.

andy@pandora:~/scummvm$ grep -i throttle *.cpp | head -3
actor.cpp:#if !defined(FULL_THROTTLE)
actor.cpp:#if !defined(FULL_THROTTLE)
actor.cpp:#if defined(FULL_THROTTLE)

etc. I thought I'ld cap it ;>

It does successfully run other stuff.

Now has anybody managed to get it to successfully and pleasantly running on the PocketPC yet (other than me)

PS: I screwed up the last post (didn't realise the username field <cough>), and it won't let me edit it, not meaning to usurp identities at all, I'm just asleep ;>

I still want to play Monkey 2 on my E-125 ;> Don't make me download most of cygwin to get a Windows version of CVS ;> (in order to get around the CR/LF issues that I imagine were causing me the trouble)

If you've got scummvm - you might want to rebuild it and give this define a try. If one of my flatmates remembers to bring down Full Throttle I'll give it a go under Linux ;>

Slightly off-topic - what's the fastest way to convert a planar layout to the chunky format that PPCs use?

ie

64bits (8 bytes) - is plane 1, then you have another 8 bytes - plane 2, etc.

In order to generate the first pixel, you take the first bit of plane 1, the first bit of plane 2 etc, and combine them into one uber-pixel (of say, 8 bits)

Aside from reading in chunks and trying to do lots of pixels in one go - can anybody think of a fast way of doing this? I'm stumped, and I imagine it's going to be painfully slow. Are there any clever algorithms I'm missing? And is anybody aware of the cache size on an E-125 and the cost of missing it?
andys
 


adventure toolkits for ppc

Postby golan trevize x » Jan 15, 2002 @ 2:08am

Kaiton,

Just read your post and I'm feeling obsolete already! I've been working on almost the same thing, called GAS (Gapi Adventure System), although it's nowhere near as complete as yours yet, and behaves a little differently. I haven't got any sprite scaling or pathfinding yet. I'll probably use the concept of tracks instead of pathfinding code.

I'm interested in your proposal to use MP3 playback in a game. I was thinking of using the oft-discussed MikMod for music and sound effects but haven't got around to trying it out yet. What are you using for the music? Do you have performance issues? Also, 32kbit/s sound means that a mere hour of conversation audio (not much for an adventure game) would take up 14MB.

Trevize
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Kaiton

Postby kaiton » Jan 15, 2002 @ 11:34am

Hi!

You want to use tracks for path-walking?
Sounds a little bit difficult to implement
for users. Are you planning to use arrays
for defining a path?
Your system should be easy to learn, and
i think that track defining is very dificult!

We have implemented the following:
We have got:
a scene bitmap.
a path bitmap (same dimensions as scene, but only
with a path drawn on it. 2 bit. Where it is white,
Indy can walk. Black is a no-go zone).
a Back bitmap (the horizon bitmap, for parallax scrolling).

Yes, we use a MikMod-DLL for sound effects en music.
We were investigating the MP3 talk engine.
With our system, an adventure is ALWAYS devided
in smaller bits. So it isn;t nessecary to
carry the whole game with you (you could, however).
Greetz,

Kaiton
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