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Topics - Tosek

#1
Hi there,

because it is always interesting to hear about games in developement I have now reached the time to show a first sneak peak to my first AGS game:
"Rising Harts Prolog Teaser".....uhhh, what a strange name!
Let me explain:
I have a complete story for an adventure I always wanted to make, but I don't have experience with AGS and I don't want to start such a hugh game as my first game. That game will be called "Rising Harts"
So I thought about a lot of smaller adventure (less rooms, less gfx, less features) and it should tell the prolog story to my game. This game will be called "Rising Harts Prolog" and will be chapter 0
of the main game. And it will be much smaller and better to learn AGS for me.

But after I have read about OROW I had an idea: Let's make a one room adventure first to start very small with AGS. And that room is one room from my prolog game. That's why it is called "Rising Harts Prolog Teaser". You will find this room in an extended version in my prolog game.

I don't want to tell too much about the story now, except that the main character has to escape that room (how ordenary ;-))

To give you a litte background:
All graphics were done using Blender with the freestyle renderer. The complete room and also the character with all animation are 3D objects. This will make some things like animation very easy for me.
Here is how far I am at this point:

graphics: 60%
animations: 60%
sound: 0%
music: 10%
story: 100%
scripting: 10%

Thanks to ALI and Ghost for some help with getting started with some topics.

Enough for talking, here is the first screenshot:



here I am trying to let the main character think about some things and a portrait will show his emotions. Here he is angry. (This feature is not ready yet)


And here is a walk cycle:

#2
Hi there,

I am new to AGS and I already searched the board, but could not find exactly what I am looking for.
All of my main character sprites are sized 80x140 pixels. But below the feet of my character there are a few transparent lines. I need them, because when my character is walking down his feet are perspectively using these lines, but they are'nt used when the character is standing. I am looking for a way to tell AGS where the middle of his shoes, the "Standing-Spot" is, so that AGS could use that to check against the walkable areas. Is there any way to define that? A workaroud is to define the walkable areas deeper than visually necessary, but I hope there is another way?

I hope I could make my clear about my problem.

Thanks in advance.
Tosek
#3
Critics' Lounge / Small Blender Freestyle Test
Mon 26/08/2013 12:46:51
Hi Folks,

I did a small test render for a very simple, early character potrait in blender. I used the new freestyle cartoon renderer. With some minor tweaks I think this is useful for adventure gfx.

#4
Hi there,

I am new to AGS (comming from germany) and have a question to cursors/ templates. I serached the forum but did not find the answer.

I am looking for a template (or description) how to implement a command system like this:
Left mouse button (without changing a verb manually):
-  dependung on what is clicked: talk to person, use object, if an inventory item is active => use inventory item on object/person
- the mouse cursor should automatically change to an talk cursor or an use cursor (depending on where it is over)

Right mouse button (always)
- look/ examine person/ object, even if I am in the inventory

Which template can I use for that? (Don't know which adventure game used such an command system, but I think there is more than one)

Thanx in advance
Tosek
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