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Messages - Slipshod

#1
Just finished it! I love this little game. By the tutorial I'm guessing the full version is still in development? If so, I cannot wait for the rest! Great job!
#2
Quote from: Kweepa on Wed 06/06/2012 06:20:22
"Honey motherfucking cocaine's quest for coffee!"
Hah! This is truly hilarious. What are the odds? lol

LT,
Thanks! I've been messing around with several different things at once. Perhaps one of them will make it to the surface. :)
#3
For the first question:

Code: AGS

function oScrew_1_UseInv()
{
if (player.ActiveInventory==iSpecificItem)
    {
    aMetal_Decay.Play();
    object[1].Visible = false;
    GiveScore(1);
    }
}


Replacing iSpecificItem with your specific item name.


as for your second:

Code: AGS

function room_RepExec()
{
if ((oObject1.Visible==false) && (oObject2.Visible==false)&& (oObject3.Visible==false)&& (oObject4.Visible==false)) 
{
  
oObject5.Visible=true;

}



This is how I would do it may be a better way. :)
#4
Okay. I've searched and searched the forums, and I'm beyond frustrated trying to get this to work. I've tried my own hand at fixing it, but I can't wrap my head around it.   ???

When the keyboard movement is in tapping mode, The animation flickers between the standing frame and the first walking frame when the keys are held.

Is there anyway to fix this? Or a completely different way for a tapping keyboard movement to be executed aside from the module. Trilby's notes is proof it can be done. (When the key is held he walks a couple of steps and stops, this is much better than the annoying flickering).

So how can I make the character simply stay stopped without flickering when the keys are held?  :)

#5
Completed Game Announcements / Re: subAtomic
Sun 06/05/2012 17:34:08
I completely concur with Ben. I thoroughly enjoyed it, and loved the humor. The way you moved the characters around and mixed it with their dialogue, very creative! Good job, guys.  :-D
#6
Congrats Nicky, I also thoroughly enjoyed yours! In fact, I couldn't stop looking at it when you posted it. (laugh)
#7
Critics' Lounge / Re: Girl Sprite (EGA?)
Sat 05/05/2012 21:01:10
I've been experimenting with IMFCreator for music, so I figured I'd match the graphic style to the music:


Commander Keen EGA palette which, if I'm not mistaken, is slightly different than the standard 16 colors.

Look EGA enough?

I'm really putting a lot of thought into this game, and I do believe I'm going for this EGA look. It's unfolding quite a bit since she started as a funny looking sprite.

Any thoughts?


EDIT: Just realized I double posted. I apologize.  :-[
#8
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Sun 29/04/2012 17:00:33
As Hudders suggested :D:


annnd the final walking view... phew... (laugh)


Quote from: Snake on Sun 29/04/2012 14:15:15
That is perfect! I love this character. Awesome animating, Maddoxic!
I appreciate your kind words, Snake!
#9
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Sat 28/04/2012 23:26:16
Thanks for the suggestion fellas. I did so, it's above. My mind is going today.

Edit: I'll post it here for convenience.


#10
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Sat 28/04/2012 22:54:37
Did some work on the down view walkcylce today.


EDIT: Put some shadow in the legs, as suggested by  Anian and Eric below ;) I really just overwrote the file. :-[
#11
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Sat 28/04/2012 00:30:23
Quote from: Hudders on Fri 27/04/2012 23:40:59
Much better!  :-D

If you could add some bounce to her hair and skirt, that would look good, (but don't feel you must).

I think you need to adjust the right shoe when it goes all the way back because it looks a bit like her foot is turning outwards, (towards the camera). Also the left leg has a bit of a wobble to it, (the right leg might be the same but I can't tell because it's too pale), which makes it look a bit like she's got very soft bones.
Ah, I don't feel I must, just wanted to see how it looked with a bouncy hair and skirt. I think I might like it. :-D
I think I fixed the "wobble," but still not sure what you meant about the shoe, haha. My eyes are crossed from looking at this all day, so maybe tomorrow I'll be able to spot it.  8-)

Quote from: Victor6 on Fri 27/04/2012 23:47:35
Definitely better. I'm pretty sure OCD happens to all pixel artists eventually (it might even be requirement).

The only thing that bugs me is the shoulder 'snap'. It jumps 2 pixels at one point for a couple of frames, and looks a little weird since it's the pivot point for the arm. I might be worth trying to smooth it out a little.

I see what you mean, I think I smoothed it out a bit in this one. Thanks for pointing that out.  :)


#12
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Fri 27/04/2012 22:07:49
Body Twist :)




Shew, I don't know why I'm so obsessive compulsive. lol.
#13
Quote from: Bulbapuck on Wed 25/04/2012 18:50:19
...I turned my head and that's when I saw it, but I couldn't believe it.

"Heeyyy. How's it goin'?"
#14
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Fri 27/04/2012 21:20:19
Quote from: Victor6 on Fri 27/04/2012 19:35:54
I'd do away with the head twist. People look where they're going (or have bruised knees), and it virtually always looks odd at low resolutions when the details are so small and pronounced.

Hah, yeah I thought it looked odd my self. Here's one for simplicity's sake.




Couldn't get the hair bouncing to look right so I omitted it. Took out the head twist as suggested by Victor6. Also took out body twist.
#15
Critics' Lounge / Re: Girl Sprite (Walkcycle)
Fri 27/04/2012 16:51:10
Thanks, Hudders  :P

So I stopped nitpicking about the shadows so much, and started animating:




(scaled pre-upload, because I can't turn image filtering off on my browser, I assume others have the same problem  ;))

edit:
Smoothed her "bumping" or what ever you call it out a bit.. too much?


#16
Like this?




Legs are 2 pixels shorter, and shadows are gone. The absent of shadow on her legs would be slightly less bothersome to animate.
#17
Thanks fellas, and you, Mad. I played around with her really quick before I left this morning, and uploaded. I notice a few things I need to fix, but after a few adjustments I think she will be ready for animations.

Based on Mad's paintover:





I realize there's a few things to be done to the first standing frame, but I'm not at home. I'll work some more on it when I have more than just my phone. :)



Edit:

Home now, and I did some more work on her. I'm just about satified now.  :=



#18
Alrighty, gave her some more shading, and changed the darker skin tone to a darker pink color, and adjusted her posture.




She's starting to look a bit better, I think.

EDIT TO ADD:

an alternate recolored version.


#19
Critics' Lounge / Girl Sprite (EGA?)
Fri 20/04/2012 04:31:04
I've rested for a couple of months after releasing Cherry's Quest for Coffee, now I've been tinkering with new ideas.  My next game will feature the following character:





Her design is simple, I'd like to keep it that way, but there's just something a tad bit off about her, and I can't place it. I think it's the arms.

So, what can I do better?

Oh, and for some reason I used the Doom palette. :)
#20
Quote from: Corby on Fri 23/03/2012 03:01:13
I went to look for a random AGS game to pass the time and this caught my attention (a coffee lover). I loved this game. Short and sweet. Charming graphics/sprites, funny little twist at the end. Many times I have awoken and went on a coffee adventure. Great work!


Hey, thanks! I love reading comments like this. :D
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