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Messages - shinymans

#1
Games with abolutely terrible graphics really draw me out of the game and bug me as I think of prettier adventure games I could be playing
#2
woah thanks for the paintover darth!, I'm trying to avoid texturing that much , because honestly I'm not good enough at pixel art to make it work (and I normally notice this after I spend a couple of hours trying to make it work  :() , but the new lighting and colour palette for the room look insanely better, and I think I'll try to adjust my version so it resembles yours more


EDIT: alright, here is a newer version with the new palette and lighting, the difference is friggin' massive already
#3
alrighty then, I have added some more detailing with the light, darkened the brightest shade on the wall a tad, and added some torn carpet and broken bottles to the floor to make it more interesting, I have also thickened some lines on the chair to give it more depth


#4
Critics' Lounge / Re: Background CnC
Sat 13/09/2008 08:19:23
the textured background makes it incredibly difficult to see anything on screen, other then that the background looks alright but its sort of hard to see
#5
this is a little scene I have been working on for a few days, and as far as I can tell its pretty much done, all it needs are some door sprites, I left the vanishing point in because I have been tweaking this for ages and will probably need to do it some more



thanks, and please dont refrain from being harsh
#6
the perspective with the text on the poster seems really off, but other then that I cant see anything too wrong with it
#7
I am thinking of making a game so WIP that it never left the "doodling in the back of a seventh-grade notebook" stage, so could I download this paper thingy and use it for my game?
#8
Critics' Lounge / Re: BG: back of truck
Sat 01/03/2008 22:22:15
Quote from: miguel on Sat 01/03/2008 16:34:40
hello again, I'm glad I could help :),
well, the last screen you did looks a LOT better than the first, you got that perspective working, but I advise you to (save the screen you have of course, this is only my opinion):
     cut off the lights, change the colour palette to a darker one and paint bucket the screen,
     give your character the same treatment, darken him and shade him,
     get a second background ready, this one with light coming from the opened doors, so that when the hero   solves the puzzles there will be a visual reward for the player.
I'll be around if you need my humble opinion, :)



thanks for the kind words. I tried your latest suggestion and I think it is looking very nice

here is the truck with the doors closed


and here is the truck with the doors open



I'll make a little lines on the road animation later

crap, ignore the mishmash of stuff to the left :(
#9
Critics' Lounge / Re: BG: back of truck
Sat 01/03/2008 01:10:49
alright then, I cut down on the BG a bit more to make it more claustrophobic, and i think it looks a bit nicer now, I also added a tiny winy bit of shading from a new light source as well, and I detailed the poster so it looks like a poster now



QuoteInsert Quote
The character as general rule of thumb is like a third of the height of your back ground.

Your character looks way small to the comparison of the back ground. The box looks bigger than him.
.

that is sort of on purpose, I was going for a monkey island 1 style effect  where everyone is a tiny bit taller then the player character.


EDIT: I calculated a new vanishing point using the door to re-draw the boxes, and I added a little block that the player character will stand on to grab an item on the box

#10
Critics' Lounge / Re: BG: back of truck
Sat 01/03/2008 00:01:42
Quote from: miguel on Fri 29/02/2008 23:13:01
Hi there!
The poster has to be drawn in the same perspective as the doors of the van. that would fix it.
I believe, and it's only my opinion that you should put the poster on other wall and make the doors bigger, the same size as the back of the truck. Get the 3 dimensions working right and then worry about the shades. Remember, if the van is closed and there are no windows then it should be really dark.
hope it helps

thanks for your suggestion!

I have pretty much done what you suggested and the BG is looking better already, I have also lowered the roofing a little to give it more of a claustrophobic feel and also to make it scale better with my character sprite

here is the updated version

I plan on adding a light source by the door to make the BG a bit more visually interesting

also for the sake of reference here is my character sprite
#11
Critics' Lounge / BG: back of truck
Fri 29/02/2008 21:45:17
hi

for the past week or so I have been trying to get this background looking just right, I have tried a bunch of approaches but something that I cant put my finger on still irks me about it

I realise that the shading on the door and the crates is done differently to the rest of the picture (I tried a bunch of different shading styles), and that the perspective on the poster is a little wonky. but otherwise I can't think of a way to make this picture look right.

anyway, heres the BG


thanks
#12
for my game I want to have the scumm-style option to show the name of an object when the mouse moves over it, I know there is an option for this in the editor but since I have the "display text as speech" option on I cant think of a way to make the text show up without the character stopping to read it on every mouseover.

I have looked up and down the manual for this, but I cant find an appropriate command.

thanks a bunch


EDIT: wait, found a solution, thanks anyway
#14
hi, I'm sure this question has popped up an untold number of times before, but for some reason searching the forums and the manual produce no results.  :-[

anyway, how do I remove an item from the player inventory? I am trying to make it so that when the player uses an item on another item (I figured that out, atleast) a new item is created as a result,

for the exact part I have this script, this happens when the player uses an anti-rust solution on a rusty chainsaw to make it work again, what would I need to add to this script to make it work?
Code: ags

{  
if (player.ActiveInventory==antirusti){
      Display("alright, here goes nothing");
      player.AddInventory(chainsaw);
      Display("awesome, a clean chainsaw!");
}
   else player.Say("I don't think I can de-rust that");
}



thanks
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