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Messages - cornjob

#1
Hi Gilbot, good to hear from you. I'll look for the old files, although given that this was written in 2004, it uses the old scripting system. And yes, I agree the SCI01 system (or whatever number it is) is one of my favorites.
#2
Hey guys. Enjoy the demo. It's too bad I didn't get much further on this game than what you see here; it was probably overambitious, but would have been cool. I think I posted where this game's story was supposed to go a while back, but that may have been on the old forum.

By the way, it's great to see RoN still being worked on and kept up, even if new games haven't exactly been released very often.
#3
Esseb, I have bad news for you. Run Hot might be delayed.  :)

Erpy, what's up man? Congratulations on completing this epic game.
#4
What's up, AGS community? Long time no see. I guess it's been a few years, though I've been checking in from time to time.

So why am I here? Well, the remake of my favorite adventure game of all time has been released. More to the point, several years ago, I contributed some art touch ups to the project. I just wanted to say to the AGDI team, what you've done is incredible, a monumental project. And I'm thankful I had the opportunity to contribute to it. Seeing my name in the credits as the little flying carpet rose and dived over it was a real moment for me. It took me back to a very vivid memory of playing QfG2 when I was a kid. 

Oh, and sorry I disappeared after a while. The dedication of those of you who stuck with this project over the years is truly admirable.

One more thing:
Quote from: BlackDragon1200 on Tue 02/09/2008 04:27:41
Or as a closer comparison;

Original

Remake:



Actually, this thread:
http://www.agdiforums.com/forum/viewtopic.php?f=30=12583

...shows the even newer and more-improved version of that screen. And I'm proud to say I was one of the people who helped beat that background into shape.
#5
Adventure Related Talk & Chat / Re: pixel art
Wed 05/10/2005 23:23:39
As a longtime PSP user, I'd like to ask if there are any significant and useful features in PS that PSP lacks. I don't say this to be argumentative, it's just that I don't have deep experience with PS, so I'm genuinely curious.
#6
Quote from: Helm on Wed 05/10/2005 21:04:48
I remember when Run Hot wasn't released yet.

Hey, I remember that too.

I wonder why the hype for Run Hot that effective... Well, at least people will still remember it when it does come out, no matter how many years it takes.

Anyway, I also remember most of the stuff everybody was talking about. Except visy. Thatwas before my time, man.
#7
That RPG Creator is still one of the funniest things I've ever read. Maybe I just have a strange sense of humor...

Quote
50. There will be NO BUGS. It has been tested a lot OTIMES. Very addictive.
#8
Critics' Lounge / Re: Some Smilies
Mon 10/01/2005 04:35:25
Nice work. I'm the one who originally made the roger smilies, by the way... I was just too lazy to do the animated ones. So thanks for finishing off the set!
#9
I'd recommend you use hi-color if you don't know much about palettes, as you said earlier. Having to manage palettes throughout a full-length game could become a real pain for you.
As for the story, I hope you find a way to incorporate some ordinary people with real life problems, deal with social issues and add in some heart (and maybe a bit of corny Americana and nostalgia). Although I also enjoyed the more "sci-fi adventure" aspects of the show in the last season, QL is more than just that.
#10
Hi guys, I have something to add....
Back when P:DA first came out, I contacted Chrille offering to add/enhance graphics for it (which I did; they are in the game now). One thing I did was add light shading to alot of the backgrounds. I guess it improved them a little. not a big difference though. And I still love the gruesome death scenes/ splash screens I did, although they are lacking a little bit of the precision that Chrille's screens had.  Anyway, what I'm getting at is, working on those P:DA screens really influenced my view on art. Looking back on it, it was really my introduction to pixel art, which I've become more and more a fan of since then.

Today, almost all the work I do is pixel art or retouching backgrounds with pixel detail in mind. I now find P:DA's art nicer than I thought it was 3 years ago. And in my opinion, it looks good.
#11
Beginners' Technical Questions / Re: .pal file
Sun 08/08/2004 03:41:51
I think it's for Paint shop pro, at least some version of it.
I guess you'd be better off exporting the palette to .pcx or gif or whatever.
#12
Quote from: Sylpher on Mon 05/07/2004 20:03:48
(Corn.. Nice Deltron reference)
Yay! Deltron 3030. I also loved when somebody recognized my avatar.
Ah ... I get enjoyment from the small things.
#13

Hey, Scottdoom, I didn't know there was somebody else from Honolulu here.
#14
Quote from: juncmodule on Tue 15/06/2004 18:46:25
-Dialogue in boxes appearing letter by letter.
-Jumping/pushing/running with different button presses.
-A 'stopping' animation after the player stops running (like skidding)

These things are the ones that would be slightly harder to script.

The dialogue boxes might be done with text overlays... you could store the text in a string and have a function add one letter at a time. But I can't remember if text overlays are displayed left justified or centered. So that might not work.
As for the combat engine, it will be hard to make, but I can offer you this advice: since it's a real time sort of "action" engine, it's best to handle animation and movement directly. Instead of using AnimateCharacter, Move Character, etc., it's easier in the long run to have your script assign animation frames and positioning directly.
By the way, since you seem to be going for a console-style look, wouldn't it be cool if you handled walls in the same way as "a friend indeed"?
Anyway, good luck. I'm still looking forward to a good AGS RPG.
#15
Yeah, this works... I've done it in 256 color games. Another fun thing to do (if you have enough palette slots to spare) is to reserve some extra slots for "highlight" or "shadow" tones. For example, if you have a character with adjustable shirt color, you can also have shadow areas on the shirt that you set to a slightly darker shade of the shirt color (with 0,0,0 being the minimum, of course). But this eats up a lot of valuable palette slots if you plan to have adjustable clothes, skin, hair, etc. Also, sometimes it's hard to set up the palette and make sure you're using the right slots in your sprites.
#16
I used to think that filters like this were a cool idea, but that was before I really got into  pixel art. Filters like this can make bad pixel art look better, but it definitely makes good pixel art look worse, or at least strange.
#17
Critics' Lounge / Re: SCI0 Drawing - C & C
Tue 25/05/2004 03:25:29
Looks pretty good. Add some darker shadows falling across the background behind the sign... this will help the sign stand out more. By the way, I'm also a fan of halftone dithering.
#18
Yeah,  remember I actually did some research into art deco to make these screens. The dark livingroom is my favorite.
#19
Yo! What's up, guys?

Davis, how's it going? I still have those old screens I drew for Expendable, if you ever want to start it again.
Remember this?


3 years ago.

Anyway, what Mr. Eric Colossal said is pretty much true. I don't really work on game stuff much anymore, and although I do play around with Run Hot once in a while, it's not likely to be finished in the foreseeable future. Actually I am doing some art touch-ups for somebody else's secret project. I still enjoy doing graphics... wish I could show you guys, but you will see it when they release the game.

Speaking of filmmaking, check out my trailers here:
http://www.cornjob.com/forum/viewtopic.php4
and here
http://www.cornjob.com/sfmovie.html

Hey mods, I still want to see some of your movies.

And Davis, also if you haven't already, check out the Reality on the Norm site... it's still going strong!

It's really cool to hear from you again. It's like a reunion or something. And hey, I'll be sure to check out the new PMind.
#20
I think this was mine; it's also about 3 years old...

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