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Topics - LysleShields

Pages: [1]
1
Off Topic / General / test test
« on: August 26, 2022, 08:51:33 PM »
test test

2
Editing A&A / A&A Level Sources
« on: February 14, 2016, 05:39:41 PM »
I guess the source script files were missing.  I've put all the original editor files up at http://www.amuletsandarmor.com/download/LevelSources.zip

Lysle

3
General Discussion / Missing Windows Font
« on: December 14, 2014, 10:09:56 AM »
So I've been stumped by something that has annoyed me to no end.  Quite simply, I cannot seem to find the original or any close replica) font that was used to make the Amulets & Armor title screen as seen here:  http://www.pixelships.com/adg/ep0096.html

The 'A' is very unique and I've searched high and low to find it.  If the community would like to help, I would be greatly appreciative.

As a bit of info -- I believe we were using some type of Adobe Illustrator in the past for Windows 95 and I'm guessing the font might have been bundled with it.

Thanks in advance.

4
Community Edition / 24-bit Color Rendering
« on: March 09, 2014, 02:23:15 PM »
I took some time here last night and a bit of today to change the 8-bit color rendering into a 24-bit color rendering.  I've been having problems with OpenGL and wanted to know what the game would look like if I went with a software renderer into 24-bits.  The results are interesting.  For example, take the following scene in the 256 color (8-bit) output:



I set it to gamma 3 to help us see in this dark dark room, but you can see that it is very splotchy.

Going to the 24-bit renderer, we get:



Again, both are gamma level 3, so the dark areas come out.

All in all, very nice.

What does it do for the lighter areas?  Not as much as you would think.  Mostly the water looks better.

If you want to play around with the 24-bit version (there are some bugs in this), then you can download it from here: http://www.amuletsandarmor.com/download/AA_24Bit.zip

What this experiment has shown me is that I need to just keep going forward with the OpenGL version.  The color increase is nice, but the resolution increase is going to be nicer.  Plus, one of my goals of doing 24-bit texture images will be also come along automatically too.  I'm basically still facing some of the same problems I had before, so OpenGL is still the way to go over a software renderer.



5
Announcements / New dev blog post added
« on: February 17, 2014, 10:25:08 PM »
My new blog post talks about the Community, the Community Edition, and Lua.

http://amuletsandarmordev.wordpress.com/2014/02/17/community-edition-lua-lua-hey-lua/

6
Announcements / Spam from support@amuletsandarmor.com?
« on: February 06, 2014, 10:27:01 AM »
Is everyone getting emails with spam from support@amuletsandarmor.com?

7
Announcements / A&A Classic v1.04
« on: December 31, 2013, 01:36:33 PM »
A&A Classic v1.04 is now ready for download.  Here are the bugs fixed:

* Option added to disable dropping items when character dies.
* Option added to change speed of mouse and keyboard turn rates from 20% to 200%.
* Toggling between look and mouse mode no longer causes the look angle to jump.
* Added missing music files (MUSIC6 and DANCE). Now music can play on all adventure levels.
* Fixed a crash at the end of the first level of Elmore's Retreat.
* Fixed leak when playing a long time that would cause music to stop playing or crash.
* Fixed problem when teleporting to water covered area while wearing ring of water walking. It no longer constantly teleports back and forth.
* Movement speed is now properly recalculated when strength changes from spells.
* Health and Mana properly update when using amulets and rings fo food and water conservation/nourishment.
* Improved diagonal strafe/sidestep calculations.
* Players can no longer move when dead.

8
Announcements / A&A OpenGL Development
« on: December 27, 2013, 11:40:45 AM »
Everyone might know I've posted an update to the OpenGL port at http://wp.me/p3br5A-2v/

9
Bug Reports / [BUG 1.03] Misguided homing missiles
« on: October 07, 2013, 11:26:50 AM »
Using a homing fireball (456 on Warlock/Mage) during network play, if the target is in front, it will properly lock on and go after the target.  If no target exists, the homing missiles seems to take a different route and go to an invisible target and not go straight ahead!  Found when doing 2 player network gaming on Windows version on Q1L1 in god mode.

10
Bug Reports / Bug Reports go here!
« on: September 28, 2013, 08:37:09 PM »
If you find any bugs in the game, feel free to start a new topic here for the bug.

Naturally, the more details given, the more we can look at the bug.

11
General Discussion / A&A Dev Blog Started
« on: February 17, 2013, 11:33:15 AM »
Just a quick note that I've setup a blog/plan page for my work on A&A at http://amuletsandarmordev.wordpress.com/.  Be warned, my grammar isn't perfect and I'm bound to talk/whine about more technical items.  If you just want to know about releases, just sign up to the mailing list instead (go to http://amuletsandarmor.com/mailing.htm ).

Speaking of the mailing list, I've noticed some people subscribed their email addresses but did not receive or click on the confirmation email.  It is a pretty short looking email confirmation, so check your spam folder for potential junk coming from moderator@amuletsandarmor.com.

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