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Messages - ArsCreativa

#1
Thanks, Creamy!

I'm working in the communicator usabilty, and yes, I'll change the font to a smaller one.

Spoiler

The idea is to apply an electrical high tension overload into a working circuit. The lazer discharge can destroy them, and that's the reason the battery doesn't works on the door switch,  the control panel, or the comm panel.
I hope this explanation will convince you. ;)
And the lack of a weapon is part of the next scene. I hope you're interested in watching it.  :grin:
[close]
#2
Thanks, Selmiak. Definetly I'll check the PPCC usability.

Spoiler

You need to connect the lazer's battery to the regulator panel.
[close]
#3
Thanks a lot, Lorenzo! There's a lot of useful information in your post  :smiley:
#4
Thanks! Nice tip about reading time, I'll change the TextReadingSpeed value a bit lower.
#5
Quote from: MischievousGameDev on Mon 01/04/2019 20:44:40
Hello!

First off I want to say I haven't had a chance to try the demo, but all in all I really like your chosen art style and the title is fantastic.

Thanks!. I'd love to hear what do you think about the gameplay.  :smiley:
#6
Quote from: cat on Sat 30/03/2019 08:05:49
I'm not a native speaker, but shouldn't it be "So much space, so few lasers"

It's a reference to an old 90' movie quote, but I'm not sure anyone gets it...  (roll)
#7


Hi!
Today I'm lauching a small demo of my comedy Sci-fi game project, "So many Space, So few Lazers".
I'd really appreciate to receive some feedback about it, so I can be able to improve things before I go much further.
It's a self-extracting 7z, and if you like it, or have some comment or idea, don't hesistate to contact me.

Por cierto, puedes elegir jugar en inglés o en español  :wink:

Thanks!

https://www.mediafire.com/file/96zhxgiq8dbe3jv/SoManySpace_Demo_V0.1.exe/file

And remember:

#8
Hey!, I really like it! The only thing I would change is to tint the shadows a little with blue, and make them a bit less dark.
#9
The first thing I see it's that the right arm looks a bit weird. It doesn't have the muscular definition of the left one.
And the pose looks strange to me, I think you usually have both hands mimicking the pose.
I like the face and the expression, anyway.
#10
Mhhh It's difficult to decide, looks like you haven't decided if the game will be low or high res.
The ones I like most are A and C for the "Mercader" character, and A for the "Carcelero".
The others are too pixelated, or too messy for my taste.
#11
As info that might be useful, I'm testing alpha 8 with my game. I have changed the first "GetViewportX()" the compiler finds for "Room.Camera.X" (which is located in the Tween module), and then I get this message:
"must have an instance of the struct to access a non-static member".
#12
Hi!, just an idea for the illumination of the scene.
It never hurts to use real references to improve your art, look at this photo on how the lighting works on this building at night.



Usually, unless a building is self-illuminated, will have more light at street level than on the upper floors.
#13
Just a finicky personal opinion: The breasts could be better aligned, and the fold that the shirt makes at shoulder height breaks the silhouette. Totally agree with a lighter skin tone, to see better the black lines of the face.
#14
Yep, that was the error. for some reason several sprites have been ruined. Thank goodness I was able to re-import them from their sources!
#15
So, this happened:



Not sure exactly why it happens, everything worked fine until I imported an image with an alpha channel, which seems to have loaded incorrectly. Even though I deleted the image (and associated objects), and left everything as before importing that image, the error continues to appear. Any ideas? Thanks!
#17
Hi, I have a little problem trying to do a custom save & load GUI.
The GUI has five slots, shown at the same time on screen. I want to show a screenshot of the saved game if the slot is used, or a generic empty box if it isn't.
So I have this code to populate the buttons used to store the screenshots, every time the GUI appears on screen, but I'm doing something wrong, because no image is shown in any button.
Any idea? Thanks!

Code: ags

function SaveGame()
{
  for (int i = 1; i < 6; i++)
  {
    buttonSprite = DynamicSprite.CreateFromSaveGame(i, 214, 120); // Reads the screenshot of the current savegame slot loop (1-5)
    if (buttonSprite == null)
    {
      buttonSprite = DynamicSprite.CreateFromExistingSprite(507); // If savegame doesn't exists, the image is a default empty box
    }
    // Assign the image to the current loop button
    if (i == 1)
    {
      BScreenshot1.NormalGraphic = buttonSprite.Graphic;
    }
    else if (i == 2)
    {
      BScreenshot2.NormalGraphic = buttonSprite.Graphic;
    }
    else if (i == 3)
    {
      BScreenshot3.NormalGraphic = buttonSprite.Graphic;
    }
    else if (i == 4)
    {
      BScreenshot4.NormalGraphic = buttonSprite.Graphic;
    }
    else if (i == 5)
    {
      BScreenshot5.NormalGraphic = buttonSprite.Graphic;
    }
    
    if (buttonSprite != null)
    {
      buttonSprite.Delete(); // Clears the dinamic sprite
    }
  } 
}

#18
AGS Games in Production / Re: Metaphobia
Wed 07/11/2018 20:00:09
Looks interesting! Do you plan to release a playable demo before or directly the full game?
#19
Wow! Really nice animations and style! Congrats!
#20
Nice screenshots! I really like the style, I'd love to see a video of the game in motion.
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