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Messages - King Teddy Wogan

#1
I just finished Larry Coke in about 45 seconds. Is this a joke game?
#2
Thanks for the script, this looks great for the intelligent scrolling I was mentioning, but I think this will still give a smooth scroll. The only other option would be to choke the entire game into running at half the framerate, but say, twice the speed to compensate for the slower motions.
#3
Just out of curiousity, has anybody else managed to create a new scrolling system? Wondering if it's possible to create a convincing engine, that's all!
#4
Actually, thats not such a bad idea, since I recall DOTT used simmilar engine so that when the character touched about within 50pixels or so of the edge, it would slide with them, and follow them when they stopped until they were centred...
#5
No problem!  ;D

If you play the early (up to Full Throttle, say) LEC games, you will notice the motions of the character movements and scrolling is rigid, unlike the typical AGS smooth-style scrolling. Compare Maniac Mansion Deluxe to the original Maniac Mansion or even the remake, and you'll notice a much more film-like quality to the scrolls and motions, thanks to the original engine. Is there a way of emulating this in AGS by making the movements jerky?
#6
Anyone else noticed that the old lucasarts games have rigid, movie-like pannings and character movements? The Sierra games didn't, and I think that detracted a little from the cinematic approach that LEC took, whether they intended it or not.

The question is, can AGS be forced the scroll, say, two pixels, but half the speed of a normal scroll, thus the same speed is achieved at a much more rigid pace. This also applies to character movements.
#7
Thanks folks, GM it is!
#8
Quote3.Game Maker
A free program for creating 2D games, creating of FPS's is enabled, but only in the full version.

Okay, there's a demo of Doomed, and it looks as though it could do this type of game. Unfortunatly, they haven't used any rooms or Y-co-ords, so it's hard to tell if it could go the whole way.
#9
Yeah, thanks for the links, trouble is aren't those all for more Quake style games? of course, it would be hard to do the ray-traced methods that Doom was based on, but I believe some of the older tools like Pie-in-the-Sky could accomodate for that type of game.
#10
General Discussion / Doom-style game creator?
Tue 07/12/2004 11:32:48
I've seen alot of game creators for modern 3D games, but have yet to see an easy-to-use development tool for creating the old semi-3d games like Doom, Heretic, Hexen and so on, which I think still have more charm than the new age pure-3d games. Is there anything available for this kind of thing?
#11
I've given it a go, and it just keeps on insiting on putting the colors either all the way at the bottom, or just fill all the spaces with black, possibly because the colors are already in use by the locked colors. Shouldn't it just insert the colors in the boxes that I tell it to?

Oh and also, is 17 colors for my main characters animations too much?
#12
Hey there!

Thanks so much guys, I was doing the wrong background import (doh!). The trouble is, it inserts all the colors at the bottom of the palette. I have the Palette Suite 2, is this good fore reversing the pattern order?
#13
I followed the tutorial from Karlfa's Kofee, but when I import the animation frame into the room editor to try and get the colors into the palette, the frame of my character in the room editor is all wacky looking, with odd colors. It also doesnt add any colors into the palette editor like it was supposed to. I've been trying to get this darned palette working all day, and my character only uses 17 colors for heavens sake! Is there any advice anyone might be able to give me?
#14
Where abouts are all these guis? I've tried all the links around the posts, but it seems the sites have gone down!
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