Prototypical - New Screens!

Started by Candall, Fri 01/09/2006 15:51:32

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Candall

#40
Z-Con folk aren't very mathy.  We avoid it at all costs.  I suppose I could estimate that the story is about 95% complete and the graphics are about 40% complete... scripting, well, that's getting done as graphics are getting done... when it all comes down to it, any percentages that we spew onto the thread are gonna be pretty meaningless.

With that all said, I'm glad you dig the style.  Thanks!  :D

Steel Drummer

#41
I see the game requires some sort of DivX codec/plugin/whatever. Where can I download that? I'm not sure if I have that installed..
I'm composing the music for this game:



Candall

#42
The DivX (or more accurately XviD, in this case) codec is strictly for cutscenes.  It allows super-tight compression with reasonable quality loss.  It can be found at http://www.koepi.org/xvid.shtml

The game will run without it, but you'll get strange playback or a video error in AGS when a cutscene comes along.

Rui 'Trovatore' Pires

#43
re XviD - Candall, I strongly advise you to provide the codec with your game, or a link to where it can be downloaded. I know that nowadays most people have it, but it'd still be a pleasant attitude.

And re game - well, it looks terrific, and even though I'm not particularly fond of the big-characters style myself, I'm still looking forward to the full game.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Candall

Please view the first post for updated screenshots.  Thanks!


LUniqueDan

Man... I'm in love with that robot since I played the Demo last fall.

Your new orientation don't make nothing bad, and I do believe it fit well with the style. Keep on the good work this game is on my top 5 watch list. It's unique on is kind - as long as you don't implement pirate robots - and have a light atmosphere that's sooo immersive. (I get stucked for a while and I did'nt ever mind....
;D

"I've... seen things you people wouldn't believe. Destroyed pigeon nests on the roof of the toolshed. I watched dead mice glitter in the dark, near the rain gutter trap.
All those moments... will be lost... in time, like tears... in... rain."

Regun

looks pretty good!!

Cant wait!!

Nlogax

 ;D Having played the demo, I'm really looking forward to the game I have to say.

Good luck with it- keep us posted.

Candall

It's been a while, so I thought I'd drop a mini-update and show what's going on in Prototypical development lately.


This isn't exactly in-game, but here you can see one of the interesting places you'll be going.


And here you can see one of the interesting people robots you'll be meeting.

G

Exciting! I'm expecting this since so long!
You're making a very nice work. Keep on moving!

Cheers!

LUniqueDan

really love the : 'EMP is near'  :D

Keep on the good work!

"I've... seen things you people wouldn't believe. Destroyed pigeon nests on the roof of the toolshed. I watched dead mice glitter in the dark, near the rain gutter trap.
All those moments... will be lost... in time, like tears... in... rain."

Buckethead

Wow I was afraid this was death  :D Glad you are still working on it.

Bluesman

Hey! Looking very nice. Just a suggestion... have you thought about perhaps working on the sprites in a larger format, then scaling them down with antialiasing set to true within the actual game? Will make characters and objects blend much more smoothly with the background's look.

Can't wait to play this! :)

Candall

Quote from: Bluesman Ben on Thu 11/10/2007 11:23:18have you thought about perhaps working on the sprites in a larger format, then scaling them down with antialiasing set to true within the actual game?

I have indeed thought about that, but there are a few issues...

1.  This game has a lot of sprites.  I'm already in the 700s, though some of them would not necessarily need to be re-imported.

2.  AA would necessitate the move up to 32-bit color unless I'm mistaken.  I'm not entirely sure how I feel about that.

3.  I'm led to believe through other peoples' discussions here that AA sprites do not blend smoothly when they're scaled.  Am I wrong?  Was I right but now it's fixed?

I really do appreciate all of the great feedback, guys!  Keep it coming!  I'll strongly consider the AA issue if the side-issues aren't too overwhelming.

Bluesman

Heya!

Wow, point taken about the number of sprites. That's pretty extreme. Not sure if AA requires 32 bit colour. I seem to recall its having worked for me in 16 bit before. Lastly, I haven't used the latest version of AGS yet, but from what I recall, there's no edge blending; AGS antialiasing works to get rid of jaggies within the scaled sprites - that's the consolation!

It's still visually appealing without AA so if antialiasing is not the foremost issue during the latter part of the production phase, ignore me. :)

Thaatiba

#56
<removed>

Arkalem

Candall!  You posted!

They know we're still alive!

You're like....a GENIUS!


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