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Messages - Codex

#1
I'm not sure I grasp some of the more technical talk in this thread, but I'd like to cast a vote with Vince and say that it would absolutely rocking to be able to disable certain elements of the winsetup, such as the antialiasing filter (which makes my game look horrid). 

I'd rather not have people stumble onto this filter, which they are likely to do, considering when you apply antialiasing to MODERN games, it makes them look BETTER.

If this is possible and I'm just not finding it, please let me know, I've been searching for a long time to see if it is.
#2
Hey Gumpy-
Did you guys end up going with the sharpened versions of the backgrounds?  I'm curious because I think the sprites and GUI fit so well with them once sharpened up a bit
#3
Awesome - awesome - awesome.  A nice, original feel to the gui and parser as well.

If you need any play testing done, don't hesitate to let me know!
#4
A-M-A-Z-I-N-G, thanks SO much!
#5
And I see Darth already cleaned it up!  Also, I like the idea of the little navigation graphic boxes, but to be quite honest at first it looked like the little icon for when graphics don't load properly on a site.
#6
Hey, for what it's worth, the logo at the top right is very nice and subtle, whereas the logo on the left is kind of garish... I'd recommend calming it down quite a bit.  The little graphic on the right is nice though.  Remember, you don't necessarily want to attract metalheads, you want to attract clients.
#7
I only wanted to change the logo because I didn't think it represented much of the game and it was the wrong size.  I'm not afraid to use the swastika... what I'm really afraid of is making the Nazis seem like cartoonish boneheads, which is probably the only real criticism I have of the original Fate of Atlantis.  This is an interesting discussion!
#8
Quote from: NsMn on Fri 28/05/2010 17:54:41
Err, maybe you shouldn't have put that huge swastika right in the middle of the page...
It's funny you should mention that, I'm working on that right now :P  Thanks
#9
Project: Indiana Jones and the Shade of Odysseus

Recruiting: LEAD ARTIST for BGs and Sprite work

Thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40919.0
Site: http://www.shadeofodysseus.com

I'm kind of at a place where I can finish the game on my own rather quickly, but would be more than thrilled if anyone wanted to come in and really rock the art.  I'm not skilled at pixel work.  I have a full script with a linked Room/Sprite manifest, and the story is killer!  All I need is YOU!

If you aspire to create FOA-style-worthy art and need a framework to do so, please PM me!  I'm comfortable with using Googledocs to collaborate, I'm a really hard worker, and a good project leader.

Thanks! ~Codex
#10
Thanks for the kind words, everyone.  I just wanted to wait a bit to bump the thread to avoid being annoying...

My site is up and running at:
http://www.shadeofodysseus.com

If you're so inclined, check it out and register for the forum!

Thanks!
#11
Looking VERY good!

I'm so happy that the love of such an old game can compel so many people to spend their time and effort in such awesome homages.  What a strange little subculture we have going on here.
And as stated above, there can never be too many Indy games!

I am majorly excited to play through this game! (along with the Fountain of Youth and the Secret of Pandora!)
#12


An Epic in Three Acts

April, 1941 â€" Athens.  Two years after his dangerous adventure in the heart
of Atlantis, Dr. Jones finds himself once again in Greece, this time on the front lines
as he narrowly escapes the Axis capture of Athens with the help of a mysterious stranger.
With Sophia Hapgood in hand, Jones heads for Istanbul via the Orient Express.
Constantly pursued by Nazi agents, they finally make it to the fabled citadel of Troy
where the duo stumble upon a Nazi plot to open the mythic Asphodel Gate and
unleash the vengeful shades of epic heroes.  And that's just Act I!
Travel the Mediterranean and begin new adventures in the new point-and-click from Codex Games. (Freeware!)

Escape Nazi-Occupied Athens and explore the streets of old Istanbul!


Explore the ruins of Ancient Troy!


Experience Odysseus' journey across the Aegean through the eyes of Indiana Jones!


Development Progress:

Story:
Act I: 100%
Act II: 90% (Some puzzle work)
Act III: 50%
Scripting:
GUI: 100%
Game: 25%
Graphics: 25%
Sound/Music: 25%

Expected completion date: 2011, though Act I should be released before September.  The game will be released as three separate acts corresponding to the three major sections of the plot;  I will compile all three acts together at the end of the project.

Recruiting:  BG artist!!!

FIQ (Frequently Imagined Questions)

Q: I noticed you are using paint-overs for some of your sprites and the graphics aren't nearly as good as FOA!  Wouldn't it be best to organically create all-original content in the style of FOA for your game?

A: I would LOVE to have all-original sprites.  However, at best I fail to animate convincing sprites from scratch.  I work well with adapting existing art, and in order to not delay the project years while I learn to sprite, this is what I've decided to do.  I'm a real-life archaeologist and classicist and I REALLY want to tell this Jones story I've concocted.  I was impatient to wait for the beautiful-looking Indiana Jones and the Fountain of Youth (Miez's art: /drool) so I decided to start my own game in the Spring of 2009.  I only got as far as the GUI!  After that, I did a project abroad; now that I am home I've started in earnest on IJ:SOO.  That said, if anyone with serious talent doing BG or sprite work would like to join my team, I would be ecstatic.  I would love to get a more organic look to the in-game art.  I'm used to collaborating online with Google Docs; if you're interested, Please PM me for more info.

Q: How much of your game is original art/music?

A: So far it's looking about 75% original, if you're counting the painted-over sprites.  All the music will be original besides familiar Indy themes and some leitmotifs from FOA.  I'm a songwriter and quite MIDI and synthesizer obsessed!  Like I said before, if anyone is intrigued by my project and wants to help me make it 100% original, I'd jump at the chance.  For now, I'm just going to concentrate on the characters and the plot.

Q: Are you trying to fit the story into canon?

A: No, but besides maybe a comic book or two, it should be in-line with the films and FOA.  Considering a major plot line from FOA continues into this game, I should hope it lines up!

Acknowledgements:  Proskrito // Thanks so much for the Lucasarts GUI template, I've updated and modified it to meet my needs.  Only took me a year!  But thank you so much.

#13
Well, it must have been just upgrading to 3.2 then, thanks!
#14
I just wanted to report that the .exe replace fixed a major stuttering problem with my audio.

Thanks!
#15
So I finally had time to troubleshoot (two hours worth! ::) )!

If your gaming mouse has a resident program, make sure you check to see what your DPI, reports-per-second and Acceleration settings are.  My mouse had been set to report 1000/sec!  A normal PS/2 mouse reports 125/sec.  When I changed this my problem went away instantly in all modes of viewing, be it full-screen or windowed.

Hope this helps!  :D
#16
I'm more into Demakes than Remakes myself...
When I'm done with my Indy project I'd love to demake QFGV or Blade Runner.
#17
This doesn't help the convo at hand, but I find it interesting:
I use a high-end gaming mouse with extreme DPI and other finely-tuned pointer controls.  I only use the mouse really because I like its ergonomics and amount of buttons.

Unfortunately, it gets totally messed up while running AGS games!  My current game is 640x480 and the mouse stutters and hangs, especially when hovering over GUI elements.  I've wondering if there's any work around, not really for my sake, but for when I release the game.  Then I thought about how many different brand of USB mice there are, how many different drivers there must be and realized there's probably no workaround... unless of course there's a way in AGS to somehow force mouse speed?
#18
AGS Games in Production / Re: T.O. Noir
Mon 10/05/2010 21:00:17
Wow, this looks really fantastic!  I was working on a Mike Hammer game for awhile (I put together two plots, Vengeance is Mine and My Gun is Quick) and was trying to do this kind of style.

Keep up the good work, I've bookmarked the thread!
#19
Critics' Lounge / Re: FOA-Style Input Needed!
Mon 13/04/2009 03:09:15
Okay, take two, go!

Anyone have any tips on how to get a Deluxe Paint style gradient in Photoshop?
I can emulate it, but my pen tablet seems really unresponsive in winUAE.
#20
Critics' Lounge / Re: FOA-Style Input Needed!
Sun 05/04/2009 16:18:01
Thanks for the great criticisms and advice!  :o  You've really opened my eyes as far as lighting goes, Bog.  The second image was much more of a mock-up for me to test the GUI, and I'm going to study perspective, which I obviously hadn't considered before.  I was just so hung up on choosing colors! 

Another problem I have is that the diaphragm on my Wacom pen has dried up and I had to order a replacement, and that was before I discovered AGS last Monday.  Let that be a lesson to all of you with Wacom tablets, take out and reinsert your nibs every once in awhile!  :P
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