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Messages - raimo

#1
ok i guess that explains a little bit :)
now the "jeans" are better but the jacket is actually worse in my opinion... that's like a raw lemon. also you generally seem to use very cold colors. I'd go for less green and more beige.
#2
yeah especially the pants are simply way too blue :)
#3
The graphics are awesome but unfortunately I found the game somewhat messy. At times it was difficult to understand what exactly was happening with people running around and talking etc. I'm not sure if the game bugged or it if was supposed to be like that. But yeah I can imagine all that being basically because of the small amount of time. Oh yeah it was quite funny.
#4
well, judging from the color of the sky i guess it's evening/night and at least to me the light feels like a street lamp or something like that
#5
I think it looks great. But in my opinion it could use quite a lot more saturation and much warmer tones.
#6
first person... is that person a rat? :)

EDIT: Oh yeah and other than that, there's not much anything there! :)
#7
Hey, this sure sounds like an interesting game, tho usually the western theme doesn't quite appeal to me. The graphics look VERY good, but I hope some of that excess dithering will go away before the release ;) Looking forward to playing it...
#8
what do you mean by "it's random"??! doesn't it really know the answers to my questions?!?!?!
#9
Just a few words about this whole recruiting business...

I think many people fail to realise that when you're making an adventure game the most laborous part in most cases are definitely the graphics, especially when you're using a nice tool such as AGS and don't need to code the engine from scratch. This is why asking "I've got a really cool idea for a game and I can do everything but the graphics. Could you help me out with that?" is basically the same as expecting another person to do your whole game for you. Sure you can ask for help with animations if you're only good at drawing backgrounds or something like that, but hoping someone else will do ALL the graphics for you will get you nowhere. You have to be ready to make the most of the game on your own, otherwise it might be difficult to get any help at all.

If you really have absolutely no idea how to draw anything, you should rather try to find someone who needs help with the things you can do or maybe team up with other people and then start thinking about what kind of a game you'd all like to make instead of starting your own production and trying to recruit people to make it for you, for free.

EDIT:
Oh yeah, and I totally agree with Helm
#10
heh, yeah even for a one room game it's VERY short :)

were the save and load features really necessary? :)
#11
to Mallorca?! you bastard! :)

but oh yeah when the summer's over in finland i'll move my ass to Milan so that's ok  :=
#12
Quote from: seaduck on Mon 05/06/2006 09:03:16
I think you have a bigger problem: The image size is 500x500 (aspect 1:1!!) How are you going to fit that on the screen?
Quote from: Esterlin on Sat 03/06/2006 15:38:47
Could use some C&C ( Don't mind the proportions )
#13
I was working on an "any click" interface yesterday and used IsInteractionAvailable to determine what to do. If the player clicked the left mouse button the game would either do ProcessClick with eModeWalkto or eModeLookat if there is an interaction available. The right mouse button did eModeInteract or displayed a random "I don't know what to do with that" message if there was an eModeLookat available but no eModeInteract.

I only started with AGS a week ago so i'm not sure if this is the best way to do it. So someone please correct me if there's a better way.

I also did verb coin in a similar way by showing the coin-gui (could have also been a sprite, I guess) while Mouse.IsButtonDown and choosing the right action depending on the mouse co-ordinates. I didn't exactly finish it but it seemed to work ok. I think at least that could be done in a much nicer way tho.
#14
Critics' Lounge / Vines
Sat 03/06/2006 10:46:13
I didn't save any steps that would be any use here so I made new ones. I hope these help someone.



1. Painted in one color.
2. Added some basic highlights with 1px lighten brush.
3. Added shadows with 1px darken brush and shaded the flower. (which is in a separate layer)
4. Softened the edges with 1px smooth brush.

And next I would add some shadows to the background to make it fit into the scene...
#15
Critics' Lounge / Re: My first background.
Fri 02/06/2006 17:30:20
Quote from: fertoff on Fri 02/06/2006 17:08:42
hey
mouse or tablet??

if mouse, how long?

mouse, about 4 hours

now got a tablet tho...
#16
Critics' Lounge / Re: My first background.
Fri 02/06/2006 16:55:21
Thanks for the comments!

Quote from: fovmester on Fri 02/06/2006 10:26:21
Wonderful!  :o How did you do the water ripples? I have tried many techniques, but this is way better than any I've come up with.
I'm not exactly sure what you mean, but the water is a just mirrored and darkened copy of the sky (which is nothing but a couple of random white smudges on a blue bg) with horizontal wave distort (wave length 4px) and some white noise.

Quote from: Yurina-chan on Fri 02/06/2006 11:23:13
Can you do bg's for my game and/or make a tutorial about how you can get such quality bg's? Please?  :o
I'm planning on doing my own game so I doubt I'll have time for other projects. I don't think I'll make a tutorial either because I'm not much of an expert and I don't have much to tell.

I use Paint Shop Pro and a couple of features i found really handy were lighten/darken and smooth brushes. If you set the size to 1px the lighten/darken brush is excellent for making small details and shadows. (That's how I made all the tiles and stuff) Smooth brush is THE anti-aliasing magic wand, if you ask me. To get the best results in low-res, always draw the shapes and lines without anti-aliasing and then do the anti-aliasing by hand. I used the 1px smooth brush for that. For example all the vines are first drawn with a single color, then shaded with lighten/darken and finally anti-aliased with the smooth brush.

I'd guess similar features can be found in other graphics programs such as photoshop.

And about the tiles... The idea wasn't to make them uniform so they got to look a bit funky. Maybe if I split up some of them it would be more clear...
#17
Critics' Lounge / My first background.
Fri 02/06/2006 00:05:14
I just found out about AGS on monday and thought about starting my own game. I needed a background to test AGS with and tried some new techniques with this one, trying to get that classic "slightly antialiased but not too blurry" look. Haven't done anything quite like this before so I was surprised when it wasn't too difficult.

I don't quite like the water but I'm not exactly sure what to do with it. The scene is supposed to be high up on a cliff, but i'm not so sure if it looks that way.

Oh and the pillars are totally out of place, but I wasn't quite thinking and they're in the same layer with the floor and I can't bother moving them elsewhere. :)

so, any comments?



EDIT:
and yes I indeed had THAT scene from FoA on mind when i started :)
#18
Actually, it was Indiana Jones and The Fountain of Youth demo last Sunday :) (when I read about it in joystiq)

Then, on Tuesday I tried AGS myself and now i'm already planning my own game :)
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