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 - CyberUncleCat

Pages: [1] 2 3
AGS Games in Production / Re: Astral Horizon
« on: 06 Mar 2018, 02:37 »
Basicaly just Mass Effect AGS.

And i really like Mass Effect:).

Critics' Lounge / Re: Proper Character Scaling???
« on: 02 Mar 2018, 02:24 »
Hmm point taken:).

 Very useful link Yitcomics!

Critics' Lounge / Re: Proper Character Scaling???
« on: 20 Feb 2018, 08:01 »
I had the same problem. I think its usually about 1/4 of height of the screen. What's cool with AGS is that you have this cool option with Walkable Areas called Scaling - there you can manualy change size of your character by changing values (%s of original size without losing quality). Very useful tool.

Why Sierra style? Why not using your own style?

Critics' Lounge / Re: Main Character Critique Request
« on: 08 Jan 2018, 15:16 »
Aren't his cheeks little to spikey from behind view?
Knees need fixing as said before.

Remember when doing reverse views to delete his feather. It would look weird when it would be in his hat when he goes left and right, but only on one side when he goes up or down. It's actually easy to do so with making feather a separate layer in your editor and thus removing and adding it at will with one click:).

General Discussion / Re: What are your goals for 2018?
« on: 08 Jan 2018, 03:21 »
My goals from gamedev point of view would be:
-finish the game im working on...
- ...and thanks to that gain good enough understanding of ags language to...
- ...start more serious project.

Quite standard eh?

All right i tried it today, and after some time it finally worked (i had to understand concept of variables) but i got it. Really, if i can do this then even dog can become scripter.

Again, thank you both for help. I will try to search harder from now on:).

Well yes, ive tried to find it but i used different (and bad it seems) keywords. And in faq i wasnt even sure where and what i must search.

I see, i will try implement this solution when i will have some free time.

And thank you for actual help and not washing me away with "learn to search noob" :).


Todays problem is a scripting one as i am a noob :) .

Let's say i have a 2 rooms, and in room1 there is an object1 i can look onto, and interact with. When i look on it it hero says "its an object!" and if i want to interact he says "i dont need it right now", and does not pick it up. Its ok.

Problems arise when i interact with object2 in room2 as i want this interaction to trigger different interaction with object1 in room1 - i want hero to say "i need this to advance" when looking on it, and be able to pick it up when interecting with it.

How do i do that sirs?

Are you using character sprite scalling in outside areas? If so then maybe try to set AdjustSpeedWithScaling to False in characters properties. Or next time use scrolling areas so it wont be "God he moves so slowwww" but "God this room is sooo big":).

AGS Games in Production / Re: Jorry [Demo available]
« on: 29 Dec 2017, 18:08 »
Well yes, i said its RE AGS, but trude - it also give away SH vibes.

And yes, i agree that pixelhunting is a bad thing.

I like the idea with items becoming avalaible to pick up when they are needed and to be honest im suprised developers are not using this design more often. In the game i'm working on now i'm also implementing this design choice. Its all about logic. There will be backtracking because of it, yes, but it rewards sharp player that pay attention to details. But, again yes, it works bad with pixelhunting all over again.

AGS Games in Production / Re: Jorry [Demo available]
« on: 28 Dec 2017, 12:53 »
After demo i can only say that if you guys dont mess up somewhere i think this has high chance to be one of the best indies in 2018.

This is basically Resident Evil AGS version. And that is REALLY cool.

Beginners' Technical Questions / Re: Background Problem
« on: 28 Dec 2017, 00:03 »
As a matter of fact - all of them were made in 4bit (i needed other color for transparency durning their creation in GG) so outcome file was identical in terms of parameters:).

No matter now, got to be a bug of some sorts. Important thimg is we got a way around it :).

The Rumpus Room / Re: Name the Game
« on: 27 Dec 2017, 23:34 »
Run Saber it is :).

Kinda hidden gem for SNES. Too bad it's this short.

Beginners' Technical Questions / Re: Background Problem
« on: 27 Dec 2017, 23:16 »
Kweepa's solution did work:).

But still, why previous bgs worked fine and this one did not is a mystery. ???

Beginners' Technical Questions / Background Problem
« on: 27 Dec 2017, 22:32 »
Hey there. I know it may be stupid question, but i struggle with finding an answer on my own since im a noob AGS user.

Well, ok.

In my 1st game that im developing right now ive encountered a problem durning change of background in one of rooms:
"The background could not be imported. The error was: Unknown pixel format"

Problem is - the background is done with exacly same way as BG's in other rooms (made in GraphicGale,black and white only, 320x200 res and output file type is .png) so how come this one's not working?

Ok so ive played both demos so i'll share some of my thoughts.

First, the graphics - they are delicious. Nuff said. Very good use of cartoon style and absolutely charming animations. I stalked Caroline's YT channel and i realized why she is the one up for the task of making graphics - cartoon - it's just her natural style in which she feels confident so results naturally will prove to be very good at least. But i have one question - why not higher resolution? Cartoon style is not extremely detailed so there should be not really any extra work for Carol to make stuff in, say, 2x current game's native res. Just curious.

Next is sound - oh man, how i enjoy this music. You composed and did it Crash? If yes, then you really are one man army (well, minus graphics but we cant be certain about that!). Question here also - how about voice acting? I mean, sound effects and music are SO nice that it would be a SHAME not to voice the dialogs. Damn if i got the good enough voice recording hardware i could even help you as i can speak both languages, and people sometimes say i could VO the cartoons with my tone(s) of voice.

Gameplay wise - its ok. Its easy (well, demo ver. at least), but we have to take into consideratrion thay this game will also be played by children so as long as riddles are fair on logic level (and those in demos are) then its fine. There don't have to be riddles demanding reading between lines of a poem for adventure game to be enjoyable.

This game will be good. At minimum. One has to be blind and stupid not to see amount of love you both did put into this game.

The Rumpus Room / Re: Name the Game
« on: 26 Dec 2017, 16:37 »
Nice guess but it is not Psycho Dream - if my memory serves me PD was not released outside of Japan, and i said that this game indeed was:).

All right time for a hint:
Mechanics of this game are very similar to Strider's. In fact this game can easily be considered Strider's clone.

The Rumpus Room / Re: Name the Game
« on: 25 Dec 2017, 15:50 »
Some kinda Japan-only SNES beat em up?
Yes about second part, but its not Japan only.

This is actually a nice idea but i personaly would prefer making games based on old books.

Pages: [1] 2 3