Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Messages - Fitz

Pages: [1] 2 3 ... 40
That was just one of many bovine puns in there. (laugh) There were much moooooo brands briefly/barely visible in the "haute cowture" segment as well as the TV channels, later on. Had tons of fun with that, and actually had to leave a lot of ideas out for lack of time/space in the video.

And there it is: a new video I mentioned in the post above:

I was listening to this song by Here On Mars on one hot, sunny day & started slowly dozing off. Then this dream vision of a blue cow with orange patches against a red Martian sky hit me. That's when I knew it has to become a video. Originally I planned it to be just a series of static images of cows grazing, repeating and progressively turning more and more psychedelic. But the song is just so clever and insightful that I had to do more than that to do it justice. I tried to reference the lyrics in creative ways - with cows at the center of the metaphors. The result is six minutes of complete madness that might only make sense to me ;)

AGS Games in Production / Re: Neofeud 2 AKA Dysmaton
« on: 09 May 2018, 21:48 »
Look at how far you've gotten with your podcast! From chatting with the little ol' me to interviewing to your idol! In under 20 episodes! The big question now is: who do you interview NOW?! Hm... Rutger Hauer? Keanu Reeves? The digitized consciousness of Stephen Hawking?

AGS Games in Production / Re: Neofeud 2 AKA Dysmaton
« on: 09 May 2018, 21:03 »
Holy heck! Dude! In two posts you've reached a critical mass of awesomess that might trigger a singularity! 8-0

I'm going to miss Dysmaton, it was a cool title - but the merger will definitely make Neofeud 2 that more awesome.

And an interview with Gibson? How did that happen?!

Thanks :)

Selmiak: Haven't really calculated, but I generally consider them fairly simple: firsr I do lineart in vector graphics using Inkscape, then convert them to bitmaps and color them in GIMP. Most of the time I was too lazy to take out my tablet & I did most of it with a mouse. I wanted to take it easy with this project, as opposed to my previous video. The whole video took about 4 weeks, 4 days a week, to make - including the computer crisis, the resulting depression, then finally re-doing the first minute of it in AGS. All in all, took MUCH longer & was way harder than anticipated - but still I'm happy to have gotten it done, really needed that.

Already preparing for another project - this time using a 4-color palette similar to that from Gray!

Took me a while to get back into the swing of things - but I'm back with a new video made in AGS:

The song by the talented singer/songwriter/pianist Jennifer Doll nudged me in just the direction I'd been wanting to go: to do something cartoony and weird, silly and dark at the same time. Think Tim Burton meets Amanita Design. It also gave me the inspiration to keep going with these little, simple videos I make in AGS. I was actually originally making this one in Open Shot Video Editor - but when you have a 7 year old computer, playing with video editing software is more dangerous than juggling bricks of uranium. So after the damn thing started spazzing and almost fried my CPU, I went back and re-assembled the video in AGS. Oh, the things you can do with dynamic sprites and some tricky coding. Suffice it to say that there's barely any frame-by-frame animation - except the rolling paper ball, because I was lazy. Everything else - characters extending arms, the falling droplet, the leaf, the chewing caterpillar's head - is rotated/resized in real time by code. It seems I also figured out the code for character jumping (with the slow deceleration in mid-air and getting pulled down by Earth's gravity). Wish I actually knew the first thing about designing platformers because I could totally make one now ;)

General Discussion / Re: Moho Pro
« on: 10 Mar 2018, 11:58 »
I've rushed into that 50% off trap with MOHO Debut last year. My bad. They'll brag about how Pro supports 4K - but they won't tell you outright that for some inexplicable reason the Debut version limits exported videos to 480p. Are you friggin kidding me?! I've only done a small animation with it before abandoning it completely. Also, it seems like they have these 50% off discounts every other week. No thanks! Might trick me once... >:(

there's always a little voice in the back of my head saying that no one will be interested.

Oh, sounds so dreadfully familiar ;) (except I usuallly listen & give up, and you're actually getting stuff done!)

Keep up the good work. The world needs more crazy, colorful adventure games.

Also, the red-haired fella makes me think of Brian Posehn.

AGS Games in Production / Re: Tardigrades
« on: 14 Nov 2017, 15:48 »
I've always loved the water f/x, but man, these lava f/x... 8-0

There's a similar archaism in Polish, which is my native language: odrodny (adj) - meaning someone who lost traits typical for a certain group/family. The prefix "od-" signifies something getting away/distanced from something else, "rod" being the root of the word "rodzina/ród" (family/clan). The suffix "-ny" is a typpical adjective suffix, while the "-ek" (also very typical in Polish), signifies a diminutive form in nouns, and is often meant to be derogatory.

At first sight, judging by the word's morphology, it looked to me like a Czech word -- and indeed there is an interpretation that it is a distorted/misspelled "odrodek" - "one without roots". But said interpretation goes further and seeks to make a point there's something German in there, too -- which I'm personally not convinced by.

AGS Games in Production / Re: Future Flashback
« on: 10 Nov 2017, 14:54 »
Neat! Loving all the magenta and indigo. A very useful lesson, too, for someone who's not very good with backgrounds.

AGS Games in Production / Re: The Witch House
« on: 05 Nov 2017, 07:47 »
Man, the game looks incredible! The character design, animation, the backgrounds, it all just oozes style and atmosphere. And those flickering reflections in the last image! :shocked:

I just love the new minigame graphics! Reminds me of my own first attempts at art on my C64.

And I was SO disappointed they didn't feature you on Polskie Gry Video's series on games from PGA.

You're welcome :) One other thing you'll need to consider when making sophisticated cutscenes within AGS -- especially if they're supposed to run in sync with music -- is that people will run your game on different specs, and very often the graphics, especially in higher resolutions or when screen-captured without compression (on programs like FRAPS), will lag, thus ruining the desired effect. So while it's perfectly feasible to make cutscenes in-engine, it's probably best to screen-grab them, upload them to the project and play them as videos.

Basically, the video is nothing BUT non-stop trickery ;) Perhaps I could've taken it easy here and there, with a simplier, more time-efficient solution -- but I wanted to challenge myself. What I'm proud of the most is that there's very little frame-by-frame animation (other than random background effects like rain, snow or asphalt - which were usually made by flipping a single image left/right or up/down, anyway). It's usually having multiple objects on top of each other and unveiling or hiding them dynamically throughout the scene by manipulating Transparency (like in the scene where the vampire rides through the city) or changing color (such as the city exploding). But these are rather basic. The one I'm most proud of is the cat in the headlights. This one has two masks for the face: one for when it's in the dark, one when lit -- and behind those semi-transparent masks, four object moving and scaling simultaneously to simulate dilating pupils AND two more for the light reflections. There's also one thing in AGS I discovered only while making this video that just blew my mind: rotating things! 8-0 I've never even thought it possible, given the fact that it's a sprite based-engine -- but I blame it on my superficial knowledge of the program. It's not super easy to do, either, but it's feasible. And so, the witch doing a wheelie is just a static image of the woman on the motorcycle being rotated. Of course there's the hair in the wind, which I had to animate and move around separately - since the wind still blows in one direction, which doesn't line up with the angle of the motorcycle, and also dynamic sprites ignore transparency.
As for watching the video over and over -- yup, no easy or failproof way around it ;) Doing my first AGS music video, I did cut the audio into smaller chunks, worked on a few scenes at a time, and then joined them later, but it'd go terribly out of sync sometimes. So this time I only did two major splits, and even that was a pain to sync right afterwards. Multiple viewings and screen captures were a sad necessity, especially since my current work station is over 6 years old and it'd usually take 2-3 takes before it'd chew through all the graphic assets and run without a hitch. Perhaps/probably there's some very simple solution, like a code that would start playing the audio from a specific point, but I haven't looked hard enough ;)

Here's a Halloween special!

Some time ago, after seeing my first video, the French synthwave band ELEVN, whom I'd been following with great interest from the start, approached me about creating visualizations for their live gigs. And so, over months of blood, sweat and tears, driven by madness and black magic, I concocted the darkest, craziest creation of my entire life. This time it's pure-bred hellspawn of AGS, with no other magic involved: inanimate objects and undead characters moving around, vanishing and reappearing, changing size and tint in real time by the power of The Code... MUAHAHAAAA!!! (laugh)

Confirmed. It says:

Silver Spook Games, the developers of 'Neofeud'. are working on a new sci-fi adventure game: 'Dysmaton'. In it, as a young engineer by the name of Noria you fight for survival in a space colony after machines took over. On this fateful day Noria lost everything and has since been on the run from the hostile robots. On the game's official website you can already download a demo of the game. You'll also find a Patreon link there, through which the developers are asking for support.

AGS Games in Production / Re: Future Flashback
« on: 07 Aug 2017, 06:13 »
This project is giving me serious Technobablyon vibes.  All the best with production, definitely one to keep an eye on!

My first thought was Until I Have You -- especially the story revolving around a guy haunted by memories of a girl. Looks and sounds great. And kudos for devising a realistic schedulue and ETA.

Completed Game Announcements / Re: Earthling Priorities
« on: 05 Aug 2017, 12:43 »
This was fun! It had the same kind of trippy feel and nihilistic sarcasm as All pigs deserve to burn in hell.

Pages: [1] 2 3 ... 40