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Topics - Jasper

#1
Hi all,

I built a project that I've become quite fond of which seeks to emulate the classic feel and style of the early Sierra adventures (notably, Gabriel Knight: Sins of the Fathers, Freddy Pharkas: Frontier Pharmacist, Kings Quest 5, 6, Space Quest 4, 5).

At this, I checked out the games backgrounds and found they were created at 320x200. My current project uses the bg resolution of 320x240 (however, I'm about to port everything across to the newest engine and start afresh with new assets now that I have funding).

Is there any specific upside/downside to using 320x200 as opposed to 320x240? I do vaguely recall there being some talk about stretched images in old games that used this resolution (ie the HUD face in Doom/Wolfenstein being stretched and requiring a 'fix' on modern systems). I definitely want to avoid any kind of stretching. I'd also like to ensure maximum full-screen compatibility in modern systems. My initial guess was to use 640x480 display resolution but double the background sizes from 320x240 using nearest-neighbor filtering to retain the classic low-res look.

Any insight from anyone who's worked at these resolutions (or upscaled art from lower resolutions to a higher display resolution for maximum compatibility on modern systems) would be much appreciated!
#2
Edit: I have found the required help elsewhere. If anyone stumbles upon this, feel free to privately message me if you would like to try it out. For the time being however, this recruitment thread is closed.

Project:
Working title: Edwardian Underground

Details:
A comedy adventure set in 1903 that follows the life (and an odyssey) of a sociopathic idiot who is attempting to keep the gas lamp trade going during the introduction of electricity.

Positions Available:
Currently, I am looking for playtesters and feedback testers. Should people find the game interesting enough that it would make a publishable product were it to be worked on full time, I will consider investing my time and savings into hiring a team of people to assist on the project (I would need a background artist and an AGS Advisor/scripter, full time).

Deadline:
Hoping to have a "Day 1 demo" finished by the end of August.

Comments:
The overall object of this game: to make you laugh. I want people to laugh and enjoy it as you would say, Freddy Pharkas: Frontier Pharmacist. Playable build is up and ready to go.

Anyone who is interested may PM me or reply in this thread. I would love to chat to you on skype and get some playable builds out to you.
The game is currently using a mix of my own 3d modeled assetts, compositions, and various photographs from the era as temporary backgrounds until paintings have been done.
#3
Hello to all.

I'm fairly new to this, but I'd like to produce a segment of my game in the vein of this;

Gabriel Knight 2 Wolf Chase

Or something akin to the movement and gameplay style of Titanic: Adventure out of TimeTitanic: Adventure out of Time.

Would such a thing be possible with AGS? I have searched various threads but I see general Myst-style first person threads which seem quite possible in AGS, but lack the movement animations I'd be aiming for.

Basically, I would be looking to create a section of my adventure game which is similar to what you see above, with a real-time "first person" segment allowing the player to click forward, left or right to move forward, rotate left or rotate right, with pre-rendered frames (around 10 or so per animation). There would be a timer that is counting down from 60 seconds to allow the player to escape from a maze.

I have experimented with this using animated backgrounds, whether it's the way to go or not, but noticed it appears to only support 4 background frames, so unless there's a way to add more, I might have to exclude this method. I also ran into issues with the "Error: Too many events posted" error, but it's likely I was doing it wrong.

If so, could anyone kindly advise where I should direct my attention in particular (as I'm not sure whether it would be a case of animating the scenes as an object or something else).

Your help is most appreciated.
#4
Hi to all.

I am working on a little test project, and am having difficulty with a characters movement. I've searched the forum so far, as well as the manual, however I'm not 100% sure what the issue is called, except perhaps "stuttering".

When the character is scaled up or "close to the camera" as you could call it, their movement as they walk around is smooth, yet, the further away they walk from the viewer, the more they begin to jump/stutter. I'm using a character that has an average pixel height of around 128px. Is there anyone who is able to tell me what I'm doing wrong here?

Video below:

Video of the issue
Note that it happens the worst in the final scene with the distance.

Scene Settings (Using ancient version of AGS as the project does not appear to be compatible with newer versions, else I'd have converted it).
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