Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Neutron

#1
How would I go about triggering cut scenes or animations based on a room specific timeline, instead of interactions?  Sorry in advance if this is a dumb question.
#2
THEME: Under the Earth
SIZE RESTRICTIONS: 320 x 240
PALETTE RESTRICTIONS: none
DATE: Oct 12 - Oct 28
VOTING: Oct 29 - Nov 5
---catagories---
IDEA
ATMOSPHERE
COMPOSITION
TECHNIQUE
FUNCTIONALITY

It could be a mine, a tomb, a well, anything you like, so long as it is under the ground.
Good Luck!
#3
Hey guys, I don't know if anyone remembers 'Flognars Quest', but I abandoned it, at least for the moment, briefly started on another game about some musicians in a winnebago, abandoned that, and now I've started on this new game.  I'm trying to figure out what would be the best BG style for it, and I came up with this so far.  The rooms a bit spartan, but I'll be adding more objects once I decide if this is a hotel room or a bedroom.  C and C appreciated in advance. Any suggestions about the character are also welcome, though I think I'm done with him.
#4
I thought I'd make a very basic, easy to follow BG tut.Ã,  This is part 1, covering the making of: sky, distant mountains, and grassy plane.Ã,  It is not the final version though, so let me know what could be improved.
<edit> i just realized i left out the text about the dodge and burn stage.Ã,  i'll correct that in the actual tut.
<edit again> ok, here's the updated tut. feel free to kick the tires. >>Ã,  http://home.att.net/~zolgnar/grassyplane2.htm
#5
General Discussion / Disable Image Quoting?
Mon 18/04/2005 22:24:32
I see alot of people quoting and including the image in the quote, which is bad for 2 reasons:
1) it causes the page to load slower, which is a hassle for people on dial-up, and,...
2) it sucks the bandwidth of whoever is hosting the image.
Is there a way to disable this feature, and if so, would anyone miss it if it was disabled?
#6
this is the potion makers house.Ã,  i know it's kind of dark, but it's supposed to be a bit dark.
#7
This began as a sketch for one of the outdoor scenes from flognars quest, but i got a bit carried away.
<edit> here's the real deal.Ã,  c&c?
#8
So far the plot goes like this ( subject to change ):
the red wizard turns dollys uncle into a stump, and brave flognar must find a way to turn him back.  They will have to retreive certain ingredients, required by the potion maker to concoct the antidote, and probably fight the red wizard.  resolution is 640 x 400, both main characters have 8 loops plus idle and a couple of others, and i've already started putting in ambient sounds and cutscenes.  here's a screenie,...let me know what you think.
#9
here's a snippet of the interior of the cave pictured in my 'enchanted forest' thread, along with flognar, my new main character.Ã,  this is the actual resolution that the game will be viewed at, but the background is much bigger.Ã,  640 x 400 i think.Ã,  I fixed the sprite with the pink hair problem so i'll probably use her in the first scene with the stumpface, and she'll send him off on some quest.Ã,  I figure the stump will be her uncle who has a curse on him, and flognar has to go on the quest to fix him.
<edit> here's his walk cycle http://home.att.net/~yorik/flogdownright.gif
<edit> and his idle anim http://home.att.net/~yorik/yoyo.gif
#10
i want to have an object that plays an animation of smoke, so i make a view with the appropriate frames, then i make an object, give it an image, put it where it needs to go, then i press the 'edit script' button in the settings window, and enter: SetObjectView(0,3); onto line 2, save, and exit.  then, i go to save the room, and it tells me there is an error with SetObjectView, and do i want to fix it.  admittedly, i haven't attempted room scripting, or anything other than making dialogues, but, it seemed pretty straightforward.  Does anyone know where I went astray? I realize i can set the view through the interaction options, or make the smoke part of an animated background, but I am just curious as to where I went wrong with the room editing.
#11
i thought i'd upgrade to the latest official release,....minor question: should i delete the old version, or can i just install the new version in a different folder, and keep the old version?
#12
Critics' Lounge / enchanted forest
Wed 30/03/2005 22:56:02
i made this for a test room, but I like the way it turned out, so i may have to make a short game with it.  i have some characters that would go well with this background, so i'm trying to think of a plot.  maybe an underground gnome network of some kind.  the original renders of the stumpface and the cave i made awhile back so i just sort of composited them together and added some isometric textures i made for troopers, and an outhouse sprite that i had also made for troopers, but it didn't show up well at that scale so i left it out.  anyway it's a gnome outhouse now.
#13
Critics' Lounge / Isometric Background WIP
Sun 06/03/2005 05:05:03
This is just a random background, and not really finished.  Softwares used were: blender, texturemaker, arbaro, photoshop, and pixia.
#14
Critics' Lounge / Graveyard - BG
Tue 19/10/2004 07:20:35
This is actually the background of an animation I'm working on, but I made a game size render in case I think of a use for it later on.  C and C?
#15
Critics' Lounge / Biff. A generic sprite
Wed 13/10/2004 17:05:11
This is Biff, my all purpose character.  i originally made him as a template to improve my hand drawn walk cycles, but i wasn't happy with his walk cycle, so i fooled around with him some, and ended up setting UV coords and painting him as well.  Now that I have his UV coords set, giving him a different texture is no problem, so he may make an number of appearances with various 'costumes'.  What do you think about him? 
#16
Make a Super-Villian no more than 200 x 200 at 256 color depth.  Good Luck!
#17
I just wanted to suggest, regarding the online tut chapter on conversations:
for a total noob, it would be far less intimidating if it was divided into 2 parts, the first part being essentially the same, without the "goto dialog 1", then, when dialog 0 was finished, and functional, they could later go back and add dialog 1.
#18
Critics' Lounge / practice BG of sanitarium
Sun 03/10/2004 12:37:21
I made this mostly just to practice using an indexed pallette, but I am kind of toying with the idea of a game based on getting out of a sanitarium.Ã,  So, this is supposed to be the room where the patients go to get their pills.Ã,  I haven't added the animated elements yet, such as the hands of the clock, and the water from the drinking fountain.Ã,  also, I will try to make an animated nurse, and some glass, in the window. Any ideas on how I could improve it?Ã, 

#19
I've done some searching through the forums, and tried various things to get this function to work with no success.Ã,  I have black for alpha, and blue for my map, and allthough I have tried to match the editors blue, I get an error upon import, that the colors are wrong.Ã,  Also, I tried to use the imported map as a template to do a flood fill on, but it just flooded the whole area, and ignored the color fields.Ã,  Any ideas on how I might go about this?Ã,  The reason i want to use an imported map, is, because, with a 3D program, it's quite easy to make one of a complicated object like a tree with lots of branches, or a bush, or grass or that sort of thing, whereas to do it by hand would be seriously time consuming.Ã,  Anyway, if I could get the right colors it would sure be handy.
<edit> I finally got it to work.  I made a shadeless bmp in blender using 3 cubes with 50% red, 50% blue, and 50% green, saved in photoshop at 8 bit, and imported, and it actually imported without error, and i was able to use the fill method after that.
SMF spam blocked by CleanTalk