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Messages - Darth Mandarb

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1
Critics' Lounge / Re: 3D Bunker
« on: Today at 13:38 »
I think they are off to a good start and it's a great way to learn texturing (on easy to unwrap shapes!).

I had the hardest time w/ marking seams... I just couldn't wrap my head around it at first. Just kept at it and eventually got a feel for it.

Is it too generic? Yeah probably...  but that's how just about anything starts off! Just keep adding details to make it more real!

Also it feels a tad too "clean".

Are you familiar with Polligon? They have some amazing FREE textures (with AO, diffuse, gloss, normals, etc) and all repeatable. The pricing isn't too bad either if you want to be paid member but for this project I'm sure there's free textures you could use to learn with! What they have that I LOVE are the "overlays" for adding smudges, cracks, grime, etc. It takes renders up to the next level!

The second image (with all the fireflies). There's a few tricks I use (if I want to avoid more samples/longer render times) but want to diminish the dreaded cycles fireflies!
  • The one I find works the best is increasing the lamp/light size. It won't get rid of all of them but usually kills most of them! I have found I can keep the light "level" where I want it (meaning it's not brighter, just bigger).
  • No Caustics. In the render panel > light paths > near the bottom there's a checkbox for "no caustics". This works wonders in most cases!
  • More Samples! This seems counter to the point but I have found that increasing the samples just slightly can, in a lot of cases, kill a lot of the fireflies as it gives the cycles engine a little more time to calculate the light paths. Takes a bit longer to render but it's a trade-off.
There are several other ways but these three have worked the best for me!

Here's a link (probably the one I used to develop my three above, it was a while ago I don't recall!) from Blender Guru (a great resource on YouTube but I'm sure you're familiar with him already!).

Good luck and keep posting the WiP images!


2
Such a blow.  I survived the 90's in high school thanks to Chris Cornell and the like

Alice in Chains, Soundgarden and Pearl Jam defined me in high school. That Seattle sound was my life. First we lost Layne and now Chris. Hang in there Eddie. I can't lose you too.

Sad, sad day.

A few of my friends (back in Michigan) were at the Fox for that show last night. Can't imagine what that feels like.

DISCLAIMER
I didn't forget Kurt (Nirvana) and I rather liked them they just weren't as major to me as the ones I mentioned.

3
AGS Games in Production / Re: SRAM 2 - Cinomeh's Revenge
« on: 11 May 2017, 08:52 »
Oh dear...

jmjm - this thread hasn't been posted in since December! We have a rule (please review them!) about not bumping threads that haven't been posted to in over 90 days!

arj0n - if you want to post an update, please do so soon or I will have to [sadly] lock this until you have an update ready!

4
Really inspiring!

I have been following the progress of your game for a long time now and it's great to see the real passion you all have for this project.

I have always had a romantical fascination with Transylvania (maybe because I was born in a "sylvania" (Pennsylvania)?) seeing the environment you're developing in seriously makes me want to move there! I, as an American who lives in an area with, at most, 100 years of "history" would be constantly inspired in such an environment!

Poor Cami... I wanted to give her a hug sheeesh! I think we all understand that stress/worry about our passions and devotion to a project like that!

I have no doubt your game will be a success (geographical location doesn't matter as much these days!).  However even if not you guys could make your own way as documentarians. (nod)

I will not claim (or pretend) to be a Lovecraft fan but this game exudes style and professionalism even to somebody not versed in that world.

It is my most anticipated game right now.

Kudos and keep up the good work guys!


5
C o n g r a t s ! !

Great job finishing this up (been a long time!).

I'll be purchasing it soon!

6
AGS Games in Production / Re: STATION 54
« on: 05 May 2017, 13:52 »
Interesting changes. You might want to update the original post with the current versions of the screenshots (just a suggestion).

7
This board is for games being made with AGS. Please review board rules before posting.

8
I'll miss seeing this in the GiP!

Congrats on the release!

9
The Rumpus Room / Re: The Movie Quote Game
« on: 27 Apr 2017, 15:47 »
Dangerous Beauty?

That's the one!

Highly under-rated movie in my opinion!

10
The Rumpus Room / Re: The Movie Quote Game
« on: 27 Apr 2017, 12:59 »
Another quote and a hint:

quote:
"If I were yours alone, your property, chaste and silent, you would soon tire of me."
"You're wrong!"
"Am I?"

hint:
Mandle was half correct...

11
The Rumpus Room / Re: The Movie Quote Game
« on: 26 Apr 2017, 13:22 »
Interesting guess but, sadly, not correct!

"I think you mistake me for one of your easy court companions?"
"No, no... I mistook the asking in your eyes."

12
The Rumpus Room / Re: The Movie Quote Game
« on: 25 Apr 2017, 13:59 »
Hilarious! I haven't even seen the movie yet (but I have it in my queue).

Anyway, here's the next...

"If I didn't know you better I'd think you have the feigned indifference of a man in love. Go on son. Tell the truth and shame the devil."

13
The Rumpus Room / Re: The Movie Quote Game
« on: 24 Apr 2017, 16:49 »
I haven't seen it, but it sounds like something somebody told me about the movie. So...

Passengers?

14
I think the thing that's being overlooked here is that people want to stick with AGS. They just want it to be more capable/modern. I have an adventure game project I'm working on (with my wife) and we've jumped ship to Unity because, while it's crazy expensive, it's WAY more capable for what we want to accomplish with the project. I feel terrible about not using AGS but AGS cannot do what I want so I have no real option in that regard.

For whatever it's worth I think AGS4 should be a total rewrite to encompass modern technology.

Android/iOS. Windows/Linux/Mac.

It should, essentially, work the same way it does now (to keep it familiar to the loyal community that's been here all along) but brought into the 21st century a bit more.

I don't think AGS (as it stands today) is in any real "danger" but it is definitely stagnating (in my opinion) due to falling WAY behind in terms of how people are consuming games today. I have always felt that AGS was a system designed to keep adventure games from going extinct. It does this very well in a retro sense. I would rather keep adventure games evolving and keeping up with modern tech. AGS does not do that very well. But it could...

The current version of AGS should be renamed AGS Classic and maintained but not improved. It is for creating classic/retro adventure games which is does, and does very well. Leave it alone.

AGS4 should have two versions:

AGS4 and AGS4 Premium (or Pro, or Plus, something like that).

Both are full-featured versions of the engine. The only difference between AGS4 and AGS4 Premium are:

1) AGS4 Premium is not free but a very affordable price (like $49.99)
2) AGS4 Premium has no "watermark" where AGS4 would have a water-marked "Made in Adventure Game Studio" splash screen

There is ZERO licensing nonsense that is so prevalent in (and ruining) the games industry. You pay the initial fee for the premium version and you can release as many games you want.

I was thinking something along the lines of the purchase (for AGS4 Premium) would be $49.99 and then when AGS5 is released it would be $49.99 but to upgrade from AGS4 Premium would be like $19.99 (again keeping it very affordable) or if/when they purchase AGS4 Premium they can do a $129.99 version that grants them free upgrades for life.

I think this model is sooooo much better than the way Unity and others and all their convoluted licensing nonsense. This is just my opinion. I feel that the lower price would mean more sales.

I think the way to fund the development of AGS4 is a kickstarter.

- find a developer(s) willing to commit to the project
- find out what the developer(s) want as far as salary
- set a campaign fund-raising goal (meticulously calculated, let those in the community that have KS experience give advice)
- put together a kickstarter campaign (let the community work together to create the campaign/pitch video - could be fun)
- start an LLC, or equivalent in the country that does the founding, (using the funds from the kickstarter if successful -if AGS4 has a paid version, a "company" is necessary to handle the revenue)
- sign a contract w/ the developer(s) and start cuttin' them paychecks as they develop
- the project will need a project manager/coordinator to create goals/deadlines/etc to keep everything streamlined and on target.

I think this is all very possible and doable if people commit to it. I am fairly certain there are developers here that, if compensated accordingly, would devote to it as a full-time job! Could even work out some kind of partnership with the company where they get a percentage of the revenue.

Maybe I'm just too optimistic but I think we have it in us to pull this off. (nod)

15
The games could even use a common resource pack (RON? OSD?) so people can really focus on the programming.

I had the exact same thought! Each of the "demos" is actually set in the same game/world.

One of my original ideas was each demo (if done in order) would then actually build a larger game as you go through them (each adding on to the previous) so by the end you've combined all the demos into one large/completed game. This would require a tremendous commitment on several developer's parts to implement properly though.

Another idea I batted around was the the demos could actually incorporate teaching into the demos (not just in looking at the code which, of course, you could still do) but breaking the 4th wall where the character in the game would say something like, "okay... if you wanted to script me to do XYZ how would that work?" and then a code dialog box pops up and you could actually enter code (sort of like a very interactive quiz/test to teach scripting, etc).  This, again, would require a large effort to make work properly.

16
This is actually something I have given a lot of thought to over the years...

What I eventually settled on (and I think it's what Abstauber was meaning?) was that the AGS download contains only AGS and no demo games.

Then we have, in the same download section as the engine, multiple demo games to showcase different aspects of AGS but are VERY targeted to that aspect. One for the sierra type interface, one for Lucasarts style, etc. I was thinking they'd be organized is a community decided "curriculum" if you will. So it would be like... the order you should learn AGS programming. Start with the first demo and work your way through to the last to get a solid grasp of the fundamentals of AGS!

The demo game(s) should be useful to learn, without being overwhelming. Like Snarky (and others) said if we have one demo game that tries to cram EVERY aspect in there it would be overly complicated and hard to learn from. Multiple short and small packages that showcase 1-3 aspects would much more useful in my opinion.

Then maybe there's one final, larger, demo game that sort of ties everything you've learned into one game.

I was also thinking, if somebody were willing, would be to create an AGS official YouTube channel. It'd be really great to tie each of the demo games into a youTube video (where the demo game referenced in that video is linked to in the description) and we put some ads on the account and generate some revenue for AGS (could be used to pay some of the fine folks doing the good work on the engine, server bills, etc).

Just my $0.02 (€0.02)

17
The Rumpus Room / Re: The Movie Quote Game
« on: 12 Apr 2017, 16:33 »
YES!!!

You got it, and well-earned :)

18
The Rumpus Room / Re: *Guess the Movie Title*
« on: 12 Apr 2017, 16:33 »
As I've watched it more than a dozen times and read the book twice, I don't need confirmation...
One of my favorite stories of all time!

YES! It is an almost perfect movie/story!

19
The Rumpus Room / Re: The Movie Quote Game
« on: 12 Apr 2017, 14:05 »
Here's another quote:

"Liberality all around. No punishment, I don't want that. And the leaders - Jeff and the rest of 'em - if they escape, leave the country while my back's turned, that wouldn't upset me none. When peace comes it mustn't just be hangings."

20
The Rumpus Room / Re: *Guess the Movie Title*
« on: 12 Apr 2017, 13:59 »
This one might be an easy one...


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