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Messages - zabnat

#1
Critics' Lounge / Re: New AGS logo
Mon 04/07/2022 17:19:18
While these look good here in the forum, I don't think they work on white and dark background of the new site layout. I feel they should be blue without outline. I think it looks better that way.

Like this:


#2
Critics' Lounge / Re: New AGS logo
Wed 22/06/2022 20:09:04
Quote from: abstauber on Wed 22/06/2022 20:01:24
@zabnat: That is exactly the font that's currently being used  :shocked:

Would you mind sharing its name?
Berlin Sans FB Demi Bold. Can be found in paid version of Microsoft Office.
#3
Critics' Lounge / Re: New AGS logo
Wed 22/06/2022 00:16:08
I know the font choice is outrageous, but here:


http://bantza.raah.fi/junk/ags1.svg


http://bantza.raah.fi/junk/ags2.svg

ps. cup vectors are from fontawesome.
pps. Looks like our certificate is broken so you have to open the links and accept unsecure connection first to see anything.
#4
This game is now available in Spanish, courtesy of cireja.

edit: Would just like to say that I have high respects for this translation. It's not an easy job with all the rhyming and stuff. :D
#5
Rule 34 might be true, but some of the stuff seems impossible to find. :(
#6
Quote from: Oldschool_Wolf on Thu 11/04/2013 21:27:11
How about just renaming the project "The Carnival" and none of the characters refer to eachother by name?  :-D
Like they did with Picaroon. I assume they had to change some other stuff than the title. But when the whole story is original, even when having existing characters and back story, it's relatively easy to modify it to be some generic pirate based adventure game that just references or parodies the story it was originally based on.
Quote from: Oldschool_Wolf on Thu 11/04/2013 21:27:11
EDIT: Or just work on the project in secret, release the game by sending it to sites that don't care, email or p2p. The authors could do it anonymously, deny involvement if they're that concerned. (Wishful thinking.....I really wanted to play the game LOL).
Yeah, that would be great. And then just release it anonymously so nobody would get to any trouble. But... Some people really get their motivation from the fact that other people are supporting them to do it and also from the fact that when it is ready they will be recognized from the great work they did.
#7
Critics' Lounge / Re: Perspective Bad
Wed 10/04/2013 06:26:17
You should go back and think about your composition. Now most of the background is ground. You can't even see the name of the bar.
Compare the composition to this:
[imgzoom]http://www.mobygames.com/images/shots/l/1933-leisure-suit-larry-1-in-the-land-of-the-lounge-lizards-dos-screenshot.jpg[/imgzoom]
Camera angle is lower so there is much less ground visible and that will help you fitting characters to the background because there is less walkable area and less scaling involved.
#8
I don't see the point of adding any other than nearest neighbor filters to the engine. I mean they only enable the user to make the game look like something different than what the author intended.
#9
I almost got excited, but then I realized that this isn't the Duck Tales game I played in my childhood. It was The Quest For Gold that I played.
#10
I updated the links with images with transparency. I figured 400% would be enough, you can always make them smaller without losing any quality.
#11
You didn't mention any specific size so I made them 400% bigger, hope it is enough.
http://bantza.raah.fi/junk/inventorybackground_resized.png
http://bantza.raah.fi/junk/loadsavedialog_resized.png

Edit: looks like I forgot the transparency. I'll update the pictures when I get home.
#12
Here are the original files for inventory and load/save window if you need to resize them without losing quality.
Let me know if you don't have Photoshop or otherwise can't open the files and I can resize them for you.
http://bantza.raah.fi/junk/inventorybackground.psd
http://bantza.raah.fi/junk/loadsavedialog.psd
#13
Animate him without the robe first. Keeping mind any restrictions his clothing might have on the movements. Rough sketch will do at this stage. Then draw the robe on top of that animation.
#14
Are you sure you need AI? Everything you describe in your use case can be accomplished in AGS script with relative ease. Also no module will probably provide these exact actions for the character to perform, so you would still have to do some scripting for it.
#15
General Discussion / Re: Football nuts
Sat 16/03/2013 21:15:50
The real football? The one that is played after "slightly" more than two drinks, in a swamp, with deflated ball, in six person teams?
#16
Modelling is at least sufficient. Texturing needs some work still as Anian mentions, you have some streching in the pillars. Are there any procedural textures in Blender/Poser, as your texture seems to be just noise? But the biggest effect will come from lighting. Use area lights to get rid of sharp shadows and experiment with colorful lights.
#17
Honestly I don't see a lot of benefits for interpolating character position between game loops if you use regions for what regions are for. Could somebody give an example where it would be beneficial to have region events trigger between game loops if player has "jumped" over the region?
#18
Game options in General settings:
QuoteAlways display text as speech - if you select this option, then all normal text in the game will be displayed above the main character's head as speech text, much like the way the Lucasarts games worked. If this option is not checked, then normal text appears in a pop-up message box, like the way that the Sierra games worked.
You can also customize that pop-up message box (check manual for "Editing the GUIs"), but I can't remember if you can change the behaviour of it (I think you need to dismiss it with a click).

Personally for sound effects I would go with the invisible character(s). That way you can position the text where you want and use a font color that will tie it better to the thing that makes the sound.
#19
How wide is your region? If your region is for example 5 pixels wide and your character moves more than 5 pixels at a time, it might be that he is never on the region and that is why events on that region are not triggered. So I think workaround would be to make regions at least as big as the amount the character moves in one game loop or do your own checks on repeatedly execute function to trigger your events.
Could you be more specific what are you using regions for in this case so we could help you with the workaround?
#20
This is awesome! I have literally waited six years for this feature. I love you.  :-*
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