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Topics - Warg

#1
Hey fellahs,

This is some of the stuff I've been working on for my game.

The story is set on a small island. The town is called St. Michael's Town,
and you start the game the morning after the local sheriff has been murdered.
The thing is, you are the sheriff.

Anyway, as fate would have it the ghost of the sheriff is missing his soul due to the circumstances of his death.
Ghost (the character) then is given the chance to reclaim his body, soul and memories (which he is also missing)
- and in the end, hopefully revenge.

As the game progresses Ghost finds out about himself and his murderer.

Most of this stuff is still preliminary, the old stuff hasn't been updated with the comments I've received in the critics lounge.

New stuff:

Ghost (will probably be transparent with different shading)
http://www.2dadventure.com/ags/ghost2.gif

The Tour Guide (will be transparent)
http://www.2dadventure.com/ags/Tour_Guide.gif

The town (no doors, will use sprites for that)
http://www.2dadventure.com/ags/town_centre.gif

The lighthouse (no door again)
http://www.2dadventure.com/ags/lighthouse.gif


Old Stuff:

The Beach:
http://www.2dadventure.com/ags/beach.jpg

Outside town:
http://www.2dadventure.com/ags/townlong2.gif

The butcher (walking right [final])
http://www.2dadventure.com/ags/walking-right-final3.gif

Currently I've only really worked on the backgrounds and a bit on characters. Scripting, music etc.. Haven't been started. Some of the puzzles have been thought about. One thing with Ghost is that while in spectral form he can't pick up anything or move anything (though he can pass through locked doors with ease!).
#2
Critics' Lounge / background for C&C
Mon 31/05/2004 09:27:36
hey fellahs,

Been working on this for a couple of days. It's my first bg and some feedback would be nice. I know the perspective is pretty strange, but thats what I wanted. Not sure about clouds/trees.

Feedback appreciated.



cheers
#3
Critics' Lounge / character animation for c&c
Sat 29/05/2004 11:59:40
Hey fellahs,

This is a follow up post to my last one on character creation. I have come up with this fellow...



and a cut down version, trying to get it to look better.




I need some help on this as the guy doesn't look like he is very smooth or something... There is something about it I don't like.

help.

Cheers
#4
G'day fellahs.

I've been going through these forums over the past couple of days, have read the online tuts, etc.. And need a bit of help. YOu see I'm currently trying to make my own little adventure game (as we do) and am stuck on the best method to do (animate) the characters.

I'm really tossing up between two methods, the older style (Monkey Island 1 & 2, etc) games of fairly small characters, but with pixelated shading. Or my preferred style, like that seen in the CMI, where the characters are a lot larger but aren't actually shaded.

The way I see it, the CMI animations seem a lot smoother, I'm assuming because there are more frames for each action. Now I'm happy to sit there with my tracing pad and draw each frame, but is the CMI method plausible to do on AGS? Afterall a sprite can only be 640x480 correct? Whereas the CMI would look better at 800x600 (I know you can do 800x600 backgrounds but what about sprites?) and is there a limit on how many frames you can use per cycle (I know I read this somewhere but can't find it now).

My biggest problem seems to be that scanning in the images. To do an image at 250 DPI means that the image is really big, but when I resize the image (I'm using photoshop 5.5) the lines often get blurry. What is the best width pen do you think for drawing characters? Currently I'm using .5 and .7 - and should I be physically drawing the images at the size I want in-game or make them larger to fit more detail in them, then resize them once scanned in?

Sorry about the messy post, I thought I had a single coherent question till I started typing.

Cheers
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