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Topics - Matti

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After having this issue with the blocking areas of characters and objects, I thought it would be great if one could specify the area that is blocked (especially the height), to account for the perspective/depths of sprites.

One simple way would be to specify if an object's or character's blocking height is centered around the baseline or if it's lowest point is the baseline. A more advanced and maybe unnecessary way would be to set the corners of each rectangle.

Would something like this be feasible?

I haven't worked with blocking objects in a long time and now that I do I'm having some issues. I think it isn't very convenient that the blocking height is centered around the baseline, because in most cases you'd want an object to be blocking from the lowest point upwards.

In my case, the character walks right through the chair, but cannot go past below it. I tried changing the chair's baseline but that didn't change the blocking area. I could use a dummy object or alter the walkeable area, but I'm not sure if I'm doing something wrong with the baselines or if there's another way to accomplish this.

Here's the situation with the walkeable area minus the blocking rectangles which are way off:

Critics' Lounge / Low-res character face
« on: 28 Jun 2017, 19:23 »
So I've been working on this character and I'm happy with most of it, but I'm struggling with getting the face right. I tried pushing pixels here and there for a while, but I'm not too satisfied with the results. Here are a few versions:

Any ideas, suggestions and paintovers are welcome, not only for the face. I do have problems with drawing the boots too, for example.

Critics' Lounge / Tile graphics: graves
« on: 16 Jun 2016, 16:40 »
Hi there.

For my current project I need a lot of different tiles for the game map. After a lot of work I'm pleased with most of them, but some still bother me.

While humans and orcs need farmland to produce food, the undead need to build graves. And somehow I can't get them to look decent.

I tried something like this, but I think it doesn't look good at all:

I tried this for winter (there's season cycling). I think it looks okay and fits the style of the cities, but I can't transfer that properly to the other seasons:

Just for reference, here's farmland:

Any suggestions or paintovers are welcome. You can of course also comment on other things.

AGS Games in Production / Fantasy Wars (working title)
« on: 22 Oct 2014, 00:30 »
Fantasy Wars
(working title)

A turn-based strategy game

Updated April 29, 2016

The game is somewhat similar to Civilization, but in a fantasy setting and less complex (still far more complex than I originally planned ;)).

Choose one of four factions and play against up to seven other players in a customizable game. Explore the map, choose locations for your settlements, let them grow with enough food supply, gather resources and recruit units. Many buildings, spells and research projects will aid you in your conquest.

  • 2-8 human or AI players
  • a customizable map with up to 50*50 tiles
  • fog of war
  • 4 playable factions
  • team play
  • ~ 15 unique units per faction
  • many buildings, spells and research projects
  • 6 resources
  • changing seasons
  • random events (like droughts and blizzards)

Stuff to do (April 2016):

- auto-movement for units, so you can send them anywhere on the map
- drawing a lot of units and map tiles
- spell casting
- redo the city managment screen
- finishing the battle(screen)
- making a menu for a customizable game - players, factions, colors, starting positions, mapsize etc.
- music and sound

Critics' Lounge / Facial Expressions
« on: 06 May 2013, 09:57 »

For the first time I tried to draw different facial expressions. I mainly changed the eyebrowes and the mouth and it turned out better than I expected, but I'm sure it can be improved. I'm not too happy with the one on the left and the one on the right. Any suggestions, hints or paintovers are welcome.

From happy to angry/serious:

General Discussion / bad week
« on: 22 Apr 2011, 02:36 »
Okay, so I lost my cell phone on saturday, my wallet on tuesday and today I almost got beaten up (well, it ended in one punch on the ear).

Do you have weeks of disproportionate misfortunes? Gimme some ease, guys..

Beginners' Technical Questions / baseline question
« on: 12 Apr 2011, 16:46 »
I'm working on a swordfight with several enemy characters and I want the player (well, the sword) to be drawn in front or behind the enemy, depending on the kind of attack.

I have this line to change the baseline accordingly. It's supposed to be the enemy's baseline + 1 or - 1 (basel).

Code: [Select]
 if (player.Baseline != character[baseChar].Baseline + basel) player.Baseline = character[baseChar].Baseline + basel;

It didn't work at all and I was going to post this here. Then I changed

and it worked! Shouldn't the default baseline be the same as character.y ?

Stupid question:

I've just downloaded AGS 3.2.1 Final 3 and I keep being asked if I really want to close all other tabs. I can't remember it being that way before, but I can't find any option to turn it off. It's really annoying.

So, am I blind and there is a way to turn that off? If not, has it always been that way?

General Discussion / Elephant adventure
« on: 08 Jan 2011, 18:13 »
I'm making a game about an elephant, it will be great. Here is the sprite. I didn't post it in the critics lounge because I think it's already perfect.

Can anyone recommend me a simple and easy video editing software? I don't need anything fancy, I just want to cut, copy and paste video snippets, make some transitions and put music in the back.. so yeah, something simple.

I checked out  some programs half a year ago or so, but every one of them had some annoying limitations/flaws or was confusing in some way, so I didn't use any of them.

Critics' Lounge / character sprites & BG
« on: 19 Nov 2010, 13:42 »
Current set:


Advanced Technical Forum / invalid script name [SOLVED]
« on: 01 Nov 2010, 20:12 »
I opened one of my games the first time after quite a few months and got this error message:

Quote from: Adventure Game Studio

Critics' Lounge / City map
« on: 26 Oct 2010, 18:03 »

Yes, I am finally working on an adventure again.

This is a very early mockup of the overview map where the player can decide where to go. I am going for a rather simplistic look, I don't want to draw a detailed city here.. though of course the final picture won't look as sluggish and boring as this mockup.

I just want your opinions on a few things for an easier decision.

1. Would you prefer a more realistic and detailed look like the small buildings to the left (below the oil rig), or a more 'symbolic' look like the other buildings?

2. At the top is a picture and a description for the locations that are available for the player. Would you prefer that the player can select locations or that the stuff at the top is only visible when the mouse is hovering above a location?

3. In either case I definitely want to make the available places obvious and standing out. I'm thinking of making these places more detailed or give them a color (like in the picture) and an outline when it's selected or when the mouse is above. Any other ideas or do you think the buildings could use some color anyway?

I'm interested in everything that comes to your minds, just give me your thoughts.

General Discussion / busy 43 minutes
« on: 12 Jul 2010, 21:59 »
He isn't as active as he used to be.. but hey, he still cares.

Sorry, but I haven't started a thread in the GenDis for a long time  ;)

I just experienced a sudden unexpected slowdown in my game and it seems to effect every room in the game, even those without animations, interactions etc. I tested a backup from last week and it worked fine.

The point is that I haven't changed a thing in the global script so I don't have the slightest idea why the game as a whole is suddenly slowing down.

I'll try to put all the changes of the newest version into the backup version and see if it works like it's supposed to but that'll take a while and I just want to know if there are things that can slow down the game as a whole.. without changing the global script that is. Any thoughts?


Wait, what? The problem was that I disabled music + sound via the winsetup. After enabling both again the frame rate was back to normal. Why is that?

In one room I used region lighting levels for quite some time, but somehow it doesn't work anymore. I'm not sure but I think I turned it off some day because I tested several backgrounds in the same room. The point is I don't know how to turn it on again or why it doesn't work anymore. The lighting setting of the characters in that room are all set to true and there doesn't seem to be anything region/lighting related in the room's script. The regions in the room still have their lighting levels set..

So my question is: What could be a possible cause or is there any way I could have turned off the lighting aside from the characters setting?


The game is a mix of turn-based movement and real-time fights. The players wander around on a map, visiting lairs, towns and other locations. It's basically about fighting creatures and your opponents, with RPG elements like experience, skills and equipment.

While the gameplay is inspired by the old Amiga classic Moonstone, we improve things a lot. The AI controlled opponents are quite clever already and the fight system is more elaborate, meaning that you can't just accustom yourself to a simple technique in order to easily beat your enemies. Also, the map is larger and more varied, and reappearing lairs technically result in unlimited gameplay. While the fight between two knights basically works like a duel, it's a whole other experience to fight creatures like spiders and trolls as your movement speed and attack and defense moves will change.

Either play the alone and bring an epic story to a happy end or play against AI players or your friends via hotseat.

It's going to be commercial, but we haven't decided on a price yet.


  • single-player storymode
  • AI controlled players
  • hotseat function for up to four players
  • 800x600 32-bit graphics
  • detailed hand-drawn backgrounds
  • various landscapes, effecting backgrounds, movement and enemies
  • a duel system and fighting techniques depending on the type of enemy
  • a customizable difficulty level, effecting the reactions and behavior of the enemies
  • very simple keyboard control, yet a variety of moves


- Programming / Ideas : Matti
- Art / Ideas : Nickel





Theme: MAGIC!

Let a magician cast a spell, a witch mixing some magic potions or whatever comes to your mind. It just has to do with magic somehow..


- No size, colour or frame limits.
- You may animate the supplied sprite or draw and animate your own sprite.
- All entries must be posted in this thread until 10th October
- The host of the competition will judge the winner.

Critics' Lounge / Little Miss Mushroom
« on: 23 Sep 2009, 19:47 »
This is Li'l Miss Mushroom (aka Lilly) with her sidekick, a little fairy.

I worked on it the last two days and am generally happy with the outcome. There's still some shading to do, as well as the feet, though.

But the longer I look at it, there more I think that some things are wrong. It could be that the neck is too long, or the head too big, or the legs too thin.. I don't know. Also, I'm not too happy with how she's holding the basket. I made it that way to avoid drawing the hand, haha (always my biggest problem next to the feet).

Any comments, criticism and suggestions are welcome.

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