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Messages - Anomaly

#1
Quote from: Gilbet V7000a on Fri 05/12/2008 01:43:48
Yeah. Kingdom O'Magic might look bad, but it was on purpose (at least that's what I think). It is the kind of games that you either hate it or love it (I love it and I guess M0ds is with me :D). I'm looking forward to seeing the AGS remake.

Okay, back to topic. IMO the graphics of your game aren't bad. What m0ds was saying probably just meant your screenshots carry similiar atmosphere to Kingdom O'Magic, which is a good thing (for us). The green edge around the floating er.... thing in the second screenshot makes it look less professional though. I love the character animation also. Hope to see more stuff about your game later!

yah the green edge is just a bad alpha.. it will be fixed.
thought i covered that earlier
most these "renders" a... are just sketches for the final background

i'm using 3D as a "sketching" method.. to get down the basic feel for the background..


so like... the images you see are in progress.. as the rendered version.. and any imperfections. .are resultant of their purpose.. which ist to be kind of like a sketch that i will paint over.


kewl about kingdoM.. I know the type of games you mean..
i remember playing "afraid of the dark" .. crappy basic graphics.. but i actually felt scared as hell playing that game late at night.
I always thought Cthulu would pop out of a wormhole at any given second and munch on my brains.

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#2
Advanced Technical Forum / cursor engine error
Thu 04/12/2008 05:23:02
was told to reoprt this by the engine.

I was moving my pointer up to the X button on my window's window which the game was in.. and got this crash bug error report.. so i'm pasting it here.

Code: ags
---------------------------
Illegal exception
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An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0040667D ; program pointer is +379, ACI version 3.10.1050, gtags (1,5)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


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#3
Quote from: Mods on Wed 03/12/2008 15:25:59
The style of art is somewhat like Kingdom O Magic, I think it looks great. Looking forward to having a go when its done!

ouch.  i just googled some screenshots of that game...
looks pretty crappy  :-\

but thanks tho.. i think..

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#4
awesome graphics.

how do you create your grass?
do you draw them blade by blade in photoshop or something.. or rubber stamp / clone them from a pic of just grass?

thnx.

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#5
Quote from: Dualnames on Tue 02/12/2008 08:48:47
The main character looks definetely cool..

thnx. he's going to change alot during the game.. helmets.. wings.. backpacks .. steed etc..

posted walk cycle animation.

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#6
Quote from: Ghost on Mon 01/12/2008 12:00:29
http://www.americangirlscouts.org/agsresources/Templates.html
The ALARCOST and Beneath A Steel Sky template should be helpful- shame upon me, I cannot remember a game right now...  :-[

(Note: If you're using the newest version of AGS, you may need to tweak the template code a little.)

coolation.
thanx

posted a pic of the main character in my OP.

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#7
Quote from: Ghost on Mon 01/12/2008 02:33:27
A year deadline for a beginner's game is not a bad thing- always better to release earlier than announced than later...

I should know.

actually woopsies I meant 08'

Quote
Well, the style looks nice (though I'm not the greatest fan of rendered art), and it's fun to imagine a bit how the game could turn out. I like the "quest for oGlowOrb" touch- and nice to see you enjoy AGS.

yea i'm not a fan of stale dead stagnant poorly lit rendered graphics either.
I'm using the renders as a sketch to overlay more of a painted storybook style.
they're just not at that point yet.
the grass will look like fantasy game storybook grass .. rocks like fantasy game storybook rocks... etc..

Quote
But- what GUI? I assume you're going to use the black strips on the screen to display inventory? Will you use the modern "left click look, right click use" or the traditional Sierra/Scumm type? A bit more info would be nice.

can you give me the name of a short downloadable game that uses the modern left look right click use interface?
i'm going to experiment alot with this game and mess with alot of GUI methods.
I think I'm going to try one with a spacebar activation or something.

Quote
Finally: Best of luck with your game making!

thanks its so fun.
i designed a game with friends when i was a kid while we were playing kings quest III when it first came out.


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#8
In testing animation speeds for a character, do I have to click - select EACH frame and set the delay value separately?
or can I change a number of them at once?
I have very smooth walk cycle animations.. like 40 frames per view loop (walking directions)
in order to calibrate the walking to look spot on, no slipping etc.. I'm adjusting the delay.

The delay in the looping animation when viewing the character does NOT let me insert negative values.. in order to speed up the time that entire loop takes up.

but you CAN put in negative values on EACH frame.

do i have to do the laborious process of clicking on EACH frame in order to access these negative delay values??

It's really tedious.
I mean I can do it for one character's view loop walking direction.. fine.. i clicked all 40 of them and adjusted the delay.
but to do it over and over each time I want to guage the walking speed for each loop??
baaaaah.. too time consuming.

you should be able to put in negativ values in the character view's delay field.
and not have to adjust it for EACH frame.
though having the option for each frame is very valuable.. it shouldn't be the only method for batch changing the entire loops speed into negative values.

please help if you know a workaround to this.
because until i find a workaround.. i'm stuck doing the tedious.

thanks.

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edit - er..  found my answer I believe... "animation speed" under the character's prperty grid.  silly me.

note - heh.. sometimes .. posting about something makes me think of more options.. maybe I should just  "talk to myself on notepad.txt instead of taking up forum space :P

#9
Quote from: Gilbet V7000a on Sun 30/11/2008 09:26:41
Hmmm are you sure the game is set to 32-bit colour? Also, did you try the game in DirectDraw5 mode or DirectX9 mode?

just figured it out.
it had nothing to do with whether it was in directdraw or direct3D modes..

what was happening was this...

i went to compile the game.. to run it separate from the editor.. and upon using winsetup.. i see there's a
"Downgrade 32-bit graphics to 16-bit" checkbox on the right.

I unchecked it..
and i got my 32 bit graphics.
I also got the alpha working perfectly.. exactly how I wanted it.  this in Direct Draw5 mode.


now I'm wondering.. am I going to have to compile my movie and run winsetup and uncheck that box every single time i want to test my game with it's alphas???

because I can't find an option for it in th general settings tab.
so when i preview test through editor.. it's going straight to 16 bit without me ever telling it to.

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#10
i've got an issue here.
I'm trying to use faded alphas for alot of things... shadows.. gui's .. bunch of stuff.. and while the alphas WORK.. they aren't working the way i want them to..
it's either .. yes or no.. black or white here.. transparent or opaque.. no fading.. as far as i can tell.
heres my image of what i'm talking about.

see the one on the left is how it appears in the editor..
the way i want it.. faded around the letters.. (no thats just a test i'm not really using it)
but in game.. its cut and dry.. like it rounds up or down the alpha value then gives it a yes no..

the "over" image is an object with baseline 0
so in front of everything.
it's a PNG.

can we use faded alphas?

this would help with alot of anti alias crappy "black outlines" artifacts i'm having around my characters.

thanks

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edit it appears that this is a directdraw limitation.. and putting it in direct3d would work.. but it's not.
maybe i don't have the latest direct3d driver.

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#11
I have a laptop, a tablet laptom, on it's side with the screen settings rotated 90 degrees.
I have a flat screen lcd monitor ( a samsung synchmaster 191T attatched ,which I use as my main monitor.

when I test my AGS game in fullscreen.. it ALWAYS goes to my laptop monitor and displays it sideways (the default rotation display level) .. i've tried busting up the resolution to 1024-768 then pressing the rotate button on the laptop's exterior... doesn't work.
until i press it again and the image is upside down.

I was thinking that it was obviously due to the fact that the game is by default played on the "primary" monitor.. selected in display settings.

I cannot  change my LCD monitor to be my primary monitor.. because it's just an add on monitor to the laptop.. it wont allow that.

wintermute games let you choose which monitor is used to display in the setup exe.. to launch the game.

can or will AGS allow a selection for which monitor or "graphics card output" is used to display on??

this would help ALOT

because i want to test alot of things in fullscreen that I cannot test in windowed mode.


and yeah a simple solution would be to just turn my monitor back 90 degrees...

but its a much smaller screen and the way i have my computer set up right now.. is just not conducive to that sort of arrangement.


just wondering


thanks

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#12
could you use this for (virtually limitless layers of) background parallaxing?

like .. player walks left.. play video of parallaxing background scenery...
player walks left.. reverse the footage?
scale footage playback rate according to current game speed?


mm?

or forward / backward / turning corners "dungeon master" type games scrolling for that matter.

I'm not  scripting genius, just started with AGS. but I'm very curious about this plugin.

also i think it could be used for Don Bluth type games.. Dragon's Layer .. Space Ace etc...

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#13
Has anyone gotten this up and running smoothly?

I was just imagining how cool turn-based cooperative gaming would be Lucas/Sierra style.

or heck.. just a few rooms of tcp/ip chatting.  mmorpg lucas/sierra style.

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#14
This i my first game ever with AGS.
it is going to be a small 10 room test game "Testgaemia"

Set in a fantastic world of dreams and nightmares,  "Testgaemia" the incredibly small story consists of cYouego, an exotic creature, and his quest to find the oGlowOrb.

- graphics 40%
- puzzles 0%
- scripting 5%
- music/sound 0%

goal date for completion approx 10 dec 08

here are some in game screenshots. I have the GUI, cursor and ego invisible.



















more images to be added soon...

dev diary
26 nov 08


this game studio is so much fun to work with.
very easy to understand.
I'm going to use this test game to practice learning as many different scripting techniques as possible.



dev diary
02 dec 08


heres cYouego.. I have walk cycles of him.. i'll have some animated gifs of them soon.
gonna work on his textures later though.. and re-render the walk cycles.
he's going to have lots of different wearable useful items he will obtain and shed along the game.
i rendered his frames out at 200x400 so that I get alot of detail.. and i just scale him down in game.
it's also useful because there will be alot of closeup rooms
he's going to have diagnoal walking.. i wish there were inbetweens.. like 16ths angles for walking available.



dev diary
03 dec 08


here's cYouego's walk cycle (crappy animated gif colors but whatever you get the idea)
if you want to see it play smoothly, wait for it to fulyl load each frame.



he's in-game now. so on to making my first puzzle/objects.


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#15
Quote from: Gilbet V7000a on Fri 28/11/2008 04:23:19
I'm not quite sure about the problem, but you may check whether the files are named correctly. Most importantly, make sure that the "hide known extension" option is not checked in Explorer, otherwise it is possible that the files are named incorrectly as video.avi.avi and flic1.flc.flc .


no, the files are named properly, and I don't have "hide known extension" on.
I always turn that off as soon as I've done a fresh install of Windows.

thanks though.

Anybody else?


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#16
I've checked the FAQ and Help and searched...

I made 2 files, using After Effects.
one is video.avi and the other is FLIC1.flc

I have both video.avi and FLIC1.flc in my Compiled folder.

to test them, I made a room script function as follows -
for the  video one i put

function hHotspot2_Interact()
{

PlayVideo ("video.avi", 1, 1);

}

the video one gives me an error upon clicking the hotspot saying
"Video playing error: AddMediaStream failed"


for the  flc one i put

function hHotspot2_Interact()
{

PlayFlic(1, 1);

}

the flc one is not responsive.
it does nothing visible.

I've tried to solve this as I solve anything... looking to help and tutorials and searching diligently on forums.. but to no avail.
I'm just testing every function / script, in order to get comfy with all that is scriptable.
These two are functions/scripts I plan to use ALOT.

any help would be great.

thanks.

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#17
Hi people.
I'm Anomaly.
I joined back in 04' when I started working on a Wishbringer remake in graphical form..  was going to use the actual original text to use as script  for dialogue.

but noooooo I got completely derailed and all my time was spent the next year or so in constructing a massive recording studio.

anyway.. i'm back re-familiarizing myself with the AGS suite... and am going to putz around with a small test game for  a bit.

nice to be back.. this always brings back warm fuzzy memories of my childhood playing old Sierra and Lucasarts games.

if i do make anything LARGE i'm aiming for the rich painted background and shaded characters looks of the new KQ remakes... but in higher res.
no cell shading for me.
and no amateur "too sharp and badly textured and lit" 3D for me.
I'm a professional 3D animator so I may use some 3D assets.. but probably only to set up a basic sketch to paint over.
i like that old-storybook look and feel.

look forward to contributing and having fun on here.

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#18
Would be very very cool to have Flash Porting.
Playable to everyone in the world through browsers... obviously.

Save games would have to use cookies or an account login though.

peasant quest wqas actually done in flash.. (i'm sure a lot of you are obviouly aware)

http://www.homestarrunner.com/disk4of12.html

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#19
AGS Games in Production / Re: King's Quest 2.5
Fri 27/08/2004 12:39:08
I just had to post this.. heh
While messing around with the BETA of the new enhanced KQIII radiant is working on.. I remember that when you looked behind the tapestry outside Gwydion's room, in the origional Sierra release,  that it said there were scribbles and drawings for KQ IV.
So I looked in Radiant's beta and it said you see scribbles and drawings for KQ 2.5 but don't worry bout that since you're playing KQ 3 !
I thoguht it was cool and a nod to the non-cancellation I've heard so loudly stated
cheers.
#20
thanks!  lots of other things are on my plate righ tnow.. so its taking a back seat.. but if ever i have a moment of peace.. id like to start sketching out some more bg's
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