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Messages - xelanoimis

#1
AGS Games in Production / Re: Anna's Room
Sat 05/02/2011 09:57:40
Looking really great! Can't wait to play it! Maybe on Halloween?!
#2
Nice game. Pretty funny.

I was stuck in the lab...
Spoiler
didn't think about annoying him with the journal.
[close]

Maybe some clues about it would've been nice. Especially since
Spoiler
there was no indication there are embarrassing things in there. I would've made that note available to read before and Neely could said "Oh, how embarrassing!" Then let him talk to Spliner in the lab but he should ignore Neely, being too busy, until you start reading the journal.
[close]

About tech issues, Egor walks jagged when screen is scrolling.

Anyway, great game! Thanks for making it!
#3
Hi there,

The 3d stereoscopic idea is nice, though playing a whole game with the eyes crossed might be a bit too much.

I think you can use an optic device to look at it normally. I saw some post cards like that.

About the game, or the wannabe game, I think your 3d effect is missing some alignament. It's difficult to draw it by hand. Best to use a 3D CG software (max/blender,etc) and render 2 images, one from each the eye. You can still give it a hand painted look (or even paint above it).

I can easily see this sort of 3d images, but I had difficulties with your game. Also might help if you separate the images (smaller than half screen) on a black background. Also use more layers and don't forget about moving or animated things.

Also, I think you can play it on 3d tv, but depending on tv model, you may need to display the 2 frames side by side or one up and one down. Interlaced images may be harder to do in ags.

Maybe you can have a version for red-blue or red-green glasses where you add the 2 images with colors tinted. Not sure if ags supports it. Some people can't see the cross-eye images.

Don't loose fate because of others' negative feedback. Just try to make it look better. And make it a game, by adding a purpose. At least a hidden object game.

Alex
#4
I played this. Very atmospheric indeed. I like the animations and the art style.
There was a small problem with the current focused object - sometimes the name was wrong, like saying "henge" on the swing.
Please continue it. It looks very interesting.
#5
I played this. Really nice. Can't wait for the rest.
#6
This looks perfects. I love the noise effect on the graphics. It's very appropriate for the mood.
I hope it will sound perfect too. You need good music and hopefully good voice acting too.
Keep the good work, I'd love to play this one!
#7
Looking great! The graphics remind me of Beneath a steel sky. I hope you get to finish it.
#8
AGS Games in Production / Re: Heroine's Quest
Mon 10/08/2009 15:45:27
This really looks great!
I love the backgrounds and the main character.

P.S. Broken links to the music samples on your website.
#9
Thank you for your reply.
#10
Hello,

I'd like to ask a few questions about how AGS handles the game's rooms, objects, and their logic status.

1. Is there only one room accessible in script at a time?
I mean, that you can't access objects from rooms other than the current one.
I saw a trick in the forums, that you can use a global variable to hide an object from another room, but you have to test that variable when the room is entered, and change the object visibility then.

2. Does the status of a room gets preserved by the engine, so the next time you enter it, you find it's objects as you left them last time? So if you hide an object, or change it's view, leave the room and then come back, the object is still hidden? I saw a Reset function in the docs, and it saids it can be used to reset room's objects to their initial state.

3. What about room scripts? Are they loaded when the game starts, and the variables, declared at the beginning of the room script, are preserved during the game?

4. What does the engine loads when a room is changed, and what does it unload when the room is exit from?
Since it has to keep some info about that room (like objects status), does it load only the graphic sprites from that room? Does the engine use to cache them for faster room loading? What happens if you have a game with lots of rooms with lot of graphic content. Will the game have a very long loading time at the beginning, or will it have long loading times when room changes?

5. If ChangeRoom function changes the room after the script returns, how can you implement cutscenes where you get to see what happens in another rooms, then back to the current one for more talking? Do you have to use a global variable to tell the room it's in a cutscene mode, so when it loads to do some specific stuff and then change back to the previous room, where the player was supposed to be?

Well that's it for now. Please drop a few YES or NO to the questions if you know how this stuff works, and if you want to give more details, it would be appreciated.

Thanks!
#11
Looking wonderful! Very professional.
Can't wait to play it!
#12
Quote from: zabnat on Thu 05/06/2008 20:40:05
I just watched the trailer on the game's website and the voice-over on it made me laugh out loud  ;D

He he, I know the voice overs in the trailer are not exactly what they should be, but there was a about 60% to 40% in favor of keeping them.
And since I couldn't afford to pay for a movie trailer professional, and no one offered to help, I just decided to keep them like that.
In case you want to give it a try, recording a better version, let me know :)
#13
fixed the links - it was a different url format than the one used by the board.
#14
Hello,

Dizzy and The Other Side is fully released!
It's a FREE retro adventure game... To cut it short, visit the game's website:

http://www.yolkfolk.com/tos

And if you just want to see how it looks like, here are a few screen shots:




The press release is also available on the website.
http://www.yolkfolk.com/tos/tos_press_release.html

Enjoy it!
Alex
#15
AGS Games in Production / Re: Near Somewhere
Sun 13/04/2008 16:39:23
Looking great!
I hope you'll do some nice animations too.
I also hope you get to play with the cat :p
And loose the Sierra pointer.
#16
AGS Games in Production / Re: Resonance
Wed 09/04/2008 11:59:37
Looking great!
Can't wait to play it.
#17
I hope you'll finish this game. It looks great!
I didn't read Robots of Dawn, but I read other robots stories by Asimov
and I see the potential of such game.
Well, I wish you good luck with the project and we all wait for it.
#18
I finished the game and I very much enjoyed it.
Excellent graphics, addictive music, smart puzzles, cute characters, nice story,... everything a good adventure needs, your game has.
Congratulations, it is a great game!
I hope you're planning a Nelly 2 too, or perhaps already working on it?
Alex
#19
Hello,
I finished the game and I must say it was a very pleasant evening!
It's a very good game and since it's custom for everybody to write a few words...here I go.
Don't get us wrong with the criticism, but the game was so nice, that everyone wants to give an opinion about what it needed to be perfect :)

The graphics, both backgrounds and animation are gorgeous. You are very skilled indeed.
The music was choosed well and it does help the mood in the right way.

There are three problems I can speak about. They have been marked on the forum by other players too.

1. The dialogs have many spelling mistakes. This should not bother too much a non-native english speaker like myself, but I guess it can be a pain for others. However, this can be easy to fix, and I advice you to do so, because the game deserves it.
Somehow the dialogs don't help the mood as much as they could. Maybe they could be more profound or so. And sometimes they don't succeed to explain good enough what they are indended to.

2. Some puzzles give the sensation of just being placed there, in the player's way to keep him busy. They are not directly connected to the story.
And, as said by someone else, sometimes there are much obvious solutions to a puzzle, using owned items, than the sollution implemented by the game.

3.The main problem of the game, in my opinion, is the story.
It is a very interesting story but it is too complex to be the subject of a single game. I know you want ot make another part, but I think you tried to catch too much of it in this game, leaving lots of questions unanswered. This confuses the player, makeing him uncertain of it's purpose and it's decisions.

If you have a story that's pretty complex, I advice you to concentrate on a smaller part of it, but to present it well in the game. And if there is something
to remain for a next game, so be it, but mark it clear (like you did with the exploding planet), and give players enough satisfaction with what they found out in this game.

I read the story background you wrote on the forum, but even with these tips, I couldn't match all the facts.
Try not to put it as questions and answers directly for the players that did not understand it from the game. Make it more like a story, or as you did with the ship logs (very nice) and think about including it in the game's manual. Or even better, put it ingame. You are on the ship, it's obvious to get story background by reading it's journals and logs.

I think you did better about dialogs and story in your Stargate game. I am also a Stargate fan and I could see there how you matched very very good the dialog with the original characters of the movie.

The "time travel/control" subject is very difficult to master because it generates a lots of controversions and even the most fameous movies about it are having a lot questions that should beter be not asked. It's very difficult to ballance well such stories, to know how much you should explain, how plain to do it and how much should it be left to the player/audience to guess and interpret. As more you leave for the users to figure it out, the more dificult is to keep it all together.

Anyway, I want to congratulate you again for this beautiful game. Keep the good work!
Alex


#20
Aha! Finaly!
I was waiting for this one for a while and I'm so happy it finaly came out.
Downloading it now - had to make time and play it.
Congratulations for finising it, and keep the good work!
Alex
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