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Topics - Jam Torkberg

#1
Critics' Lounge / Odd character walk cycles
Sun 01/08/2004 22:16:48
Greetings, all, long time no see.

Here, for your perusal, are some walk cycles I put together.  I'm fairly content with them, but I've been staring at them for a day and a half, so my eyes are probably accustomed to them, and a few more opinions would be much appreciated.  Thus, I set them out here, for all to see!  All comments and especially criticism are welcome, of course.


 
   

     
   

     
   
#2
Sometimes I am too indie for my own good.

I am finding H*R references all over the net these days, and at one time I would chortle silently to myself at getting the inside jokes.  But with each passing day I find the site's popularity grows, and as it does the people getting the jokes, not to mention the people making the jokes, grows with it.

And, as such, the jokes loose their effect on me.  As a site, television show, or anything else goes from camp to mainstream I always find that I no longer enjoy covert references or cute quotes.  Which is not to say I don't enjoy the site itself anymore.  It's as good as ever.  It's just the humor outside the site has fades.

Sort of a Simpons Vs. Family Guy situation.

You're thoughts?
#3
After finding AGS and learning to use it, I decided to go back and re-do all the old games I never managed to finish using TADS.  The problem I encountered is that most all text-based adventure games tend to be heavily based on a grid of rooms (that is, most of mine where) so doorways leaning to various places could be very unclear in a graphic adventure game.

Rather than abandon the projects, I decided to experiment with a viewpoint really (if ever) used in adventure games.  I'm putting up a few examples I whipped together to show you what I'm thinking of.  I'm probably not going to end up using the images shown in a full game, they're just a means to illustrate an end.

Click on the pics to bring up a larger version, to give a better idea of what they may look like in game.
     

So the question is, would a viewpoint such as this be viable, let alone enjoyable, for an adventure game?  Stepping on one of the edges sticking out of a room would bring the character to the next room (for example, above the top left doorway in the living room would bring a character to the bedroom, while the bottom ledge would bring him to the kitchen (not shown)).

And of course, this being the Critics Corner, what do you guys think of the art itself?
#4
Edit by strazer: Superseded by the KeyboardMovement script module.

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Telling the character to move about with simple keystrokes is easy enough.  Tapping left, for example, can be used to make the character walk as far to the left as possible, until he hits the edge of a walkable area.

But what if one wants to use the keyboard in a more digital sense, moving the character if the button is held down and having the character stop if the button is released.

I've tried several methods to accomplish this, but to no avail.  In all cases, holding down the button causes the character to stay in place and jerk about.  I can see why this would happen, I just can't see how to fix it.

Thoughts?
#5
Beginners' Technical Questions / Verb Coin GUI
Sat 30/08/2003 01:55:24
Greetings.  I just became aware of AGS and am working my way around this very fine program, putting together a trial game as we speak...  er, I speak... er, I type.

Anywho, my question.  I noted in the Demo Quest that in the GUI there was a room for a Verb Coin interface, such as that used in The Curse of Monkey Island but that it was not ready.  Indeed, the room didn't seem to exist at all.

I was wondering if any progress had been made on a Verb Coin GUI that one could import into AGS, like the LucasArts GUI included with the program.  It has always been my favorite interface; elegant, simple, and easy to use.  What do you guys say?
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