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Topics - A�rendyll (formerly Yurina)

#1
Critics' Lounge / C&C for my sprite tree
Sun 03/09/2006 14:37:49
Hi all,

A few months ago I started up an RPG (I have several thread about it lying around on the forum, so you might have noticed ;)) and I'm having a bit of trouble on drawing trees. So I ask your help once again.

Here's my tree (with an example of the sprites I use next to it):

1x


2x


Is there anything odd about it? Does it look unnatural? Should I change some colours?

I'll be awaiting your reply!

Cheers,
~Yurina

#2
Hi all,

I'm having a bit of a problem making a heath meter in AGS. See, I need to get something like this:



I have a max. health int that indicates the current maximum of health that can be reached. The int that is displayed is named currentheath

What I want to know:
1. This bar has to indicate how much health a character has left. Is this possible
2. If the health increases, is it possible to get a different value in the same bar without any resizing?
3. Can I give the bar a colour? If so, is it possible to change it when the int reaches about 50% and at 25% of the maxhealth int?

I don't have a clue on what to do...

Thanks in advance,
~Yurina
#3
Hi all,

again I'm asking for something that seems impossible to me: how can I make a character sprite reflect itself in water?

Some interesting info:
- the game uses 20x20 tiles
- the water has little wrinkles on the sides which'll be used in the final animation (the background will have 3 frames)
- I prefer the reflection transperant (50% visible) unless this is impossible
- The game uses 320x240 as resolution and 32-bit for the colours.

I thought of something like letting AGS copy the sprite and turn it upside-down while making it transperant. But I don't know how I can get it displayed in the right way (the feet of the reflection and those of the character need to touch eachother).

Is this even possible to do? I don't know how to copy and flip the image of the sprites needed upside-down, and I don't know anything about how to get the reflections at their place either. Can someone help? If not, I'll leave those out of the game.

Thanks in advance,
~Yurina
#4
Critics' Lounge / Fountain - C&C needed
Sat 08/07/2006 17:39:04
Hi all,

I'm very busy on a new game, which is tiled. So far, I'm busy on my second background, and I could use some C&C about a fountain I made.

This is the fountain I'm talking about:


Does it need more mist? Isn't the animation to slow/quick? Or should I improve womething else? Tell me all about it!

Thanks in advance,
~Yurina

EDIT1: I made the water flowing in the right direction. (downwards.) The outlines aren't changed yet.
#5
Hi,

while I'm using keyboard control in most of me games, I'd like to ask if there is/will be a list of all keyboard-keys in numbers. I really need those for my games...

If someone knows anything about this, please respond ASAP.

Thanks in advance,
~Yurina
#6
Critics' Lounge / 2nd try on music making
Sat 08/07/2006 14:06:19
Hi folks,

Since my last midi-expiriment I have been trying to get something more nice. But I do need advice on this midi.

It's supposed to be for a village. A calm and maybe a bit passionate village. I'm not sure I'll use it, it's not that good yet. And this time a bit more melody.

What do you think?

~Yurina

(EDIT: or maybe a main menu, I don't know yet.)
#7
Hi all,

I'm having this really diffivult problem here.

I'm making a game which uses tiles. So far, no problems. But I'm having this issue: Is it possible to make a background in two layers, in a way that one of those layers will dissappear or become transperant.

Myself, I thought of using objects, but I have reasons to find alternatives:
- Large objects take up a lot of memory to use.
- There is a limit of objects you can use in a game.

If I leave these layers out, it looks like the main character is indoors, but I want to prevent that illusion. If this problem can only be solved using objects, can I get some advice for making the backgrounds look less like indoor backgrounds?

Thanks in advance,
~Yurina
#8
Hi all,

since I'm making RPG's with AGS, I wanted to ask some questions about this enemy I designed.

It represents a water elemental (elementals are creatures based on and build up from one element if I'm right):



And yes, I know the lines are a bit... thick... but if I didn't make them a bit thicker, the picture would have been destroyed when I resized it.

My biggest problem: I don't have a single idea on what colours to use for her... >.<

Anyways, I'd love to hear what I can improve.

~Yurina
#9
Hi,

Well, I'm using this module (from Bernie) to get my character to walk when you press the up, down, left and right buttons. But I ran into several problems:

1] I want my character to only walk north, south, west and east. So not diagonal. How can I get my characters to walk that way? Also: If the player-character walks to an object to examine it, can it be done with cursors in a way so the character walks only in my preferred directions (N,S,W,E and NOT diagonal)?

2] I also want other key functions to be done:
a} Talk/interact/examine an object/person/place when I press the "x"-button when I'm standing next to it (Do I have to use hotspots or regions?).
b} Is it possible to confirm an action with the "x"-button and cancel an action with the "z"-button?
c} How do you make buttons selectable by moving a cursor controlled by a keyboard (like in the Anna game) when you have a GUI opened?

Thanks,
Yurina

P.S.: If you know the answers: I do have to say I use AGS 2.7. A lot of people gave me codes for earlier/later versions, so I say this again.
#10
Critics' Lounge / Chibi base walkcycle for C&C
Fri 26/05/2006 20:50:19
Hi all,

This time, I made a base of a chibi character. It's a recource character, so if you think it looks good, you may use it yourself.

This is the walkcycle from the right:


Thanks in advance,
~Yurina
#11
Hi all,

I finally downloaded a musicprogram which I like (Noteworthy composer). After some minutes full of confusion I cooked this up:

A titlescreen midi!

It's made for using in titlescreens mainly, but I don't know or it is any good...

Some good old C&C is appreciated!

~Yurina
#12
Hi all,

I'm making this tiled RPG in which I want the player to be able to jump. I mean jumping so she really jumps. So not only animated! I don't know or I need a 3d plugin or module for this, but I want to know.

My situation:
- I have a character which is able to move in 8 directions which I want to change into 10 (1 extra for jumping, 1 for falling).
- I do not yet have a 3d plugin/module/thingy.
- My backgrounds are TILED so NO GAPS between walkable areas.

So I have some questions:
- Can I even do this in AGS? (I think I can't but it would be awesome if it's possible).
- Do I need a plugin/module/etc. for this for z coordinates? If so, which one?
- Can I combine it with the movement module?
- How much scripting will it take, and of which level? I'm very new to this...
- Is it possible to make the player character hang with her hands on a cliff?

If I really can't make my character jump I'll leave it out of my game.

Thanks in advance,
~Yurina
#13
Hi all,

you did see my other thread, right? I've just finished another character which I also want to get commented. The previous one and this one are 2 of the 3 main party characters, so I'll ask advice on the third too if you don't mind.

Again, no direct image. So click here.

Well?

~Yurina

EDIT 1:

I'll keep a list of all characters already made and uploaded here:
- Kairi (Kingdom Hearts, critisiced in the other thread)
- Hina Ichigo (Rozen Maiden)
- Toya (Ayashi No Ceres/Ceres Celestial Legend) *new*
#14
Hello folks!

As you moght have noticed, I have started quite a few games already, but I won't bore you with a list and comments. This is the main character of an RPG I'm working on. I want some good old C&C about how I made her.

I prefer to keep the main body shape this way (or else I'll have to adapt my sprite bases, which is a nightmare to me), but I won't bite if it's no good.

Well,
here she is.

I'm awaiting your reply!

~Yurina
#15
Hello,

For my RPG, I'm also working with accuracy, so your attack could miss. In general I thought of 95% chance to get hit, 5% chance to deal no damage.

I know this can be done with bools, but how do I make it depend on percents what the outcome is?

~Yurina
#16
Hello folks,

I have a question:

What are strings, vars and ints exactly? For what functions are they used? I never got what they resemble, but since I'm using AGS and programme my own game, I'm very interested in how I use them. I just can't get what they mean. ??? >.<*

I'd like a description of every function and how to apply it in a script.

For now I'm forced to use invisible inventory items to trigger events, and I'm sure there is a better way of triggering. So...

Sorry is this sounds very n00b, but I really want to know what/how/why.

~Yurina
#17
Some of you may have noticed the thread I dedicated to my AGS school project in the Adventure related Talk and Chat board.

I *already* finsihed 5 inventory items I want to have commented.

Here's the link.

Description: (from the left to the right)
a book - chewing gume - wrapped chewing gum - scissors - water-resistant marker (or whatever it's called in English)

For the template I assume a game at 320x240 will be created (at least the backgrounds I add will be that tall).

Let me know what you think.

~Yurina
#18
Hello folks,

For my subject Computer Sience (Dutch translation: Informatica) I want to make a game template for the programming practise. (I'm in my pre-graduation class)

Since this template will be used by 1rst and 2nd year students, it has to include some basic stuff for making an adventure.

I want to know a few (more) things about what to include in my planned game template.

This is what I'm planning to include:
- About 5-8 backgrounds
- Some characters to talk to
- Music and sound, if I ever manage to compose some midi's (Yes I have a midimaker programme (shareware), no I don't have talent. This explains why I always need help with the music of my own games...). The sound will be downloaded from websites.
- About 10-15 inventory items.

If someone has suggestions, please post those.

The game template will be downloadable from my website.

~Yurina
#19
And again I have a problem.

How do I script globalInts, like text speed?

The manual didn't give any clear options, so I ask here.

I want to make a GUI which gives the player the opportunity to change the text speed, the brightness of the screen and the position of the portraits of characters.

How do I do this?

Thanks in advance,
~Yurina
#20
Hi all,

Because it's pretty hard to draw walkable areas in AGS, I decided to make them in MSPaint. I've finished them (they are black (R=0, B=0, G=0) with blue (R=0, B=255, G=0)).

But the manual isn't clear enough to tell me what to do with them.

I have different questions about this:
- Can hotspots, regions and walk-behind areas also be imported as a mask?
- What kind of .bmp do I need to let the mask work properly?

And something different about walkable areas:
- How can I assign a walkable area to a character?

Thanks in advance,
~Yurina
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