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Messages - Dolphin's Cry

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1
Modding / Re: Feral Beast mod
« on: July 02, 2010, 08:01:40 pm »
For the receipts, I have modified the Aquaria source so that we can put the ingredient/receipt list in the mod and it adds it to the Aquaria list without having to modify the game, works great on my computer, I don't know when it will be available for everyone but I will keep you updated ;)
A nice step towards making mods not only modifications but also modular. ;)

I admit I haven't applied the changes to the main game yet and plunged right into this mod (no pun intended). It hasn't crashed so far, but I also haven't found a way to go to beast form yet. I suspected the altered ingredients might help with that. ;)

2
Modding / Re: Aquaria's Art Style
« on: June 10, 2010, 06:23:47 pm »
That looks great!

There ain't too many furry fish out there, as far as I know.
There ain't too many fish with distinctively mammalian features (a.k.a. breasts) out there either, as far as I know. ;)

3
Modding / Re: Stuff
« on: June 02, 2010, 11:12:11 pm »
Ninja costumes: I prefer the texture of the first one and the swords on the back from the second one. The cape would probably encumber the ninja. The webbed feet are a must though for an underwater ninja. How is she supposed to dash quickly through the ocean with human feet? :)

Pyramid head: I suppose that is a reference to pop culture I don't get. Looks interesting though. How much does the head move when it's animated? I never noticed it bopping up and down with the regular skins, but with that head the motion would be amplified. ;)

4
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: June 01, 2010, 11:43:14 pm »
Two comments regarding usability issues with the mods page:

The download button violates the principle of least surprise. Even on an Aquaria mods site, I do not expect the download button to be hidden behind a dimmed image with Aquarian glyphs on it. In fact it took me almost five minutes to find it (no kidding). Please use just a simple text link labeled "Download".

I agree that the mangled file names for mods are a problem. The problem is not in finding the downloaded file, but being able to tell what the file contains, preferably just by looking at the file name. How about using a directory for each mod and having the ZIP file inside the directory? You could use the mangled name as directory name and the original (descriptive) name for the ZIP file. Then your links would be something like "media/mods/faaab/sacrifice.zip".

5
Modding / Re: Stuff
« on: June 01, 2010, 08:18:20 am »
Maybe everyone should take some time off from this thread and spend some time playing Aquaria - in the Veil, not in the Abyss - before returning?

Oh, come now! You can insult me all you like, but to slight the Abyss? Sirrah, this time you have gone too far! :P ;) ^-^
Oh no, I meant no disrespect for the Abyss, it's just that the Veil gives off more happy fun vibes, don't you agree? Of course you are fully entitled not to. At least it got people talking about Aquaria again. ;)

Now to contribute something on topic: aerozol, if your drawings don't end up in a mod, I am going to be very annoyed, so you'd better find someone to collaborate with! ^-^

6
Modding / Re: Stuff
« on: May 31, 2010, 11:27:22 pm »
I'm not happy with this post but I had a long day at work and can't concentrate enough to make it better. Hope you'll still understand what I meant.
Truly, the life of a forum moderator is full of hardships. I applaud you for your commitment to this forum. No really, I'm honest.

Sorry to be a little blunt, but I'm not all too happy with it either.
Come on, he said he was tired. Could you please accept that his post wasn't perfect for the sake of letting the heat cool down? Be an example of what you want to see in others!

Maybe everyone should take some time off from this thread and spend some time playing Aquaria - in the Veil, not in the Abyss - before returning?

7
Modding / Re: Modding Guide
« on: May 30, 2010, 09:50:09 pm »
If you want to compare Lua with other programming language, it would probably go like this: Lua is very similar to Scheme, but with less parentheses and with (associative) tables instead of lists. Both have lexical scoping (i.e. closures), are dynamically type-safe (i.e. variables do not have types but all values do), and are relatively easy to learn (i.e. just a few simple concepts). The types in Lua are Nil, Booleans, strings, numbers, tables, functions, coroutines and user objects. User objects can only be created from C/C++ and are used to implement user-defined types.

Lua is not object-oriented as-is, but provides mechanisms that allow the implementation of object systems in the language itself. Then again, the Lua scripts in Aquaria do not make use of that. I have seen people have problems understanding Lua because they tried to compare it to C++ and Java too much.

As far as the types of application-specific objects in Aquaria go, there are entities and nodes. There are functions that return a reference to one of these types. They return 0 (the number zero) to indicate that a requested object does not exist. A more natural choice would have been to make those functions return nil in that case, but that's how things are. I would recommend to not make any assumptions about the Lua type of references to valid objects. Just don't pass in a node reference where an entity reference is required, or vice versa.

For more information about Lua itself, I would recommend the Lua Reference Manual or the book Programming in Lua. Especially the latter is nice to read, quite unlike "The Programming Language C++" by Bjarne Stroustrup which I would not recommend to just anyone.

8
Modding / Re: Aquaria: Sacrifice v1.1
« on: May 30, 2010, 12:38:21 am »
Yes, you can, but you have to use a trick. Rename the files in two steps. For example you could add an underscore in the first step. In the second step remove the underscore and change the filename to lowercase: MyFile -> _MyFile -> myfile

9
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: May 26, 2010, 07:49:17 pm »
Do you mean security as in escaping user-supplied parameters in SQL queries or putting the database password into a configuration file that is not included in the publicly viewable SVN repository? ;) It would be a shame if some hacker breaks into the database and destroys it just because he's bored.

10
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: May 25, 2010, 10:59:18 pm »
Well, I was under the impression that this was supposed to include an extension to the Aquaria source code to make said platform accessible from within the game. If that's not the case, then I also see no problem regarding license conflicts. :)

11
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: May 25, 2010, 07:53:06 pm »
Project is now online and we are working on it, bit by bit. ;)
http://code.google.com/p/aquaria-mod-db/
Do you already know under which license Aquaria's source code will be released and if it's compatible with GPLv3?

12
Modding / Re: Aquaria Editor Changes
« on: May 24, 2010, 02:23:20 pm »
The format for entities that are not referenced in the entities.txt file seems to be a bit different. Apparently the ent_id value is replaced by "-1 "+ent_name, where ent_name is the name of the entity, i.e. the name of its script file with the ".lua" extension.

13
Modding / Re: Aquaria Editor Changes
« on: May 24, 2010, 11:17:21 am »
As an aside, Entities are stored as [ent_id+" "+x+" "+y+" "+r+" "+groupid+" "+scene_id+" "]* in the mapfile.
ent_id is a reference to the scripts/entities/entities.txt list,
x y r are coordinates and rotation (0-360 degrees = 0 to 12 o'clock) as used in tiles or nodes,
scene_id seems to be a unique id in the map.
Not sure what the groupid is used for ingame, or where the flags are stored.
Cool, thanks for the info. I expect the flags to be stored in the save files.

14
Modding / Re: Aquaria Editor Changes
« on: May 24, 2010, 11:11:59 am »
Looks great :) Will you share it with us when it is ready ?
Sure, for a certain value of ready. ;) My original motivation for researching the Aquaria file formats was to create a mod editor, or in the case of Tide a "mod(est) editor". Aquaria already has a built-in editor for maps and animations, but there is nothing to help new users a create a mod. You have to create certain files and directories before you can start, and mostly this is done via copy&paste. Tide was supposed to fill in that blank by automating these menial tasks. :)

Right now I would be content if it would read all the mod files correctly without crashing on broken files. For the sake of making some progress with the level rendering, I have neglected the error handling. Now that's becoming a pain in the neck. ;)

15
Modding / Re: Aquaria Editor Changes
« on: May 24, 2010, 12:21:31 am »
It's written in Java, so it should run on Windows, Mac and Linux. Also the user must configure the path to the Aquaria installation and mod folder. ;)

As far as code quality goes it's not up to par with my usual code. I wrote it to learn SWT while exploring the Aquaria file formats. Right now it can display the contents of tile sets and (partially) of maps.

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