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Topics - Alarconte

#1

I'm trying to make myself the backgrounds to me new games so I don't get help to, I'm not really good in exteriors, so I need some advice.

Today I found the way to make the cliffs walls, Some parts are better and other worst, but well, I'm working on it.

But I need some advice in how to make the floor (sand, dirt)... I don't actually know a technic to make natural floor. The floor don't need to be regular (as you maybe guess), and as you maybe can see in the in-game sshot, don't need of walk areas neither, cause the game is in first person. I'm not really sure what technic to use... or how to make it sloopy and natural, blendind with the cliffs.... Some ideas?

(PS: The sky is obviusly in work, I will put in when I make another bg that have the horizon covering all the screen)

The BG:



the BG in game: (the left and upper part is too of the interface is too WIP)



thank you for your advices!!


EDIT:

This is how it goes right now, I think practically/nearby finished:


#2
I wasn't going to announce my new game so soon, but I'm in need of a background artist and the Search a Team thread is does'nt helpimg... So let's take a look people, so see If you liked it and want to participate.

Galactic Battlefare: Capital Choice
Part II.


Part I, here = http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34663.0

First, a words about Part 1.

Part I is finished, I only need some tweaks on the script, and betatesting and launch it, So, It no depends totally from me right now. Meanwhile, I'm doing the second part, a totally different concept (first part was a traditional adventure game with fancy GUIs and some Arcade stages.


Part II take the game where it finishes, and I don't want to spoiler a game that is even unreleashed, so I will talk about a little what is about the new game.


Part II (Named; Survive!) is a first person RPG-text adventure with lot of graphics and objects (you even change clothes of the character to get different resistance to heat and protection). You need to drink, you need to eat, and you need to get shelter because is a Survival game. You will confront foes (in a text adventure manner, not a action arcade or rpg combat), and finally you will meet the unhabitants of the world and trade and argue with them.

this are some screenshots.


An image from introduction, telling you the past events of Part 1:


An image of the primal interface and first scene


A shot of the inventory and character profile (the outfit is wearing, with a mouseover information of his statistics) (the shot is old but more or less valid)


A promotional shot showing the different health status of the protagonist;




I will continue on search of background artists, cause I have a looot of BGs in this game!
so... there is the information of the Crew request!:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36479.msg595317#msg595317

In short; a background artist than can make backgrounds in a style like mine more or less... There will be different style BG like caves, deep desert and Jungle, so others styles (Jungle over other things) are welcome!!

Thanks!

#3
Hi! I really try to do all the things by myself, but the functions and some retroactive-permanent things not-clumsy, I don't really get it. xD

Well, I'm doing a sort of text adventure, and the next step is simply to put all the in-game messages in the aproppiate zone of the game.

I realised that the Best choice, is to make a function that everytime I use Display [c](better Display than Say, cause I want the dialogs with other characters in a complete different way, kind WholeScreen conversations...)[/c] it automatically shows the message in XY coordinates with X-X wide and lenght. I know there are commands to do this, but I don't really know how to override the normal use, and to make it automatic.... Or well, put the message in a label in a GUI (I normally do it manually, but is too much work for doing the game this way.. I think is better with a function.

I want an specific font and color, so the label is right to me, I think the colors on display messages aren't customisables... or I'm wrong? :S

Moreover, I also need that the Displayed message stays unerased until a next text is invoked. Maybe in the future I will use a "acumulative log" in the way of conversational adventures, If I find the way to do it, but for starts, this will be in handy.


so... I don't to be this a post Do-the-work-for-me, but I'm really lost, If you don't mind to helpme a bit orientating me the way to make it... I will be very gratefull, thank you!
#4
ACI version 3.21.1115)

Crash Error:
Crossfade Out channel is 8 but the channel is gone.


It's a problem after the conversion from 3.0.1 to 3.2.1.

I'm... I'm guessing the problem is something about different sounds... but I don't know why crashes.

I will dump yo all the script, with green the scripts that works perfectly, and in red the script that crashes.. Cause you will see that they uses the same sound:
Quote

function room_Load()
{
  aMusic17.Play();
if (IntVar_Huida == 1) object[0].SetView(50,0);
if (IntVar_Huida == 2) object[0].SetView(50,1);
if (IntVar_Huida == 3) object[0].SetView(50,2);
if (IntVar_Huida == 4) object[0].SetView(50,3);
}

function room_AfterFadeIn()
{
if (IntVar_Huida == 1) // Huida en caza civil
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("Atención, caza civil, identifíquese inmediatamente o sera abatido, el Crucero está en alerta roja de huída");
  cEgo.Say("Mierda... con esta chatarra no podré llegar muy lejos");
  object[0].Move(240, 182, 4, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  player.ChangeRoom(95, 2000, 2000);
  }
if (IntVar_Huida == 2) // huida en transporte de carga
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 2, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("Atención, transporte; indique la carga y la destinación");
  cEgo.Say("Ahem.... Provisiones de munición para los cruceros escolta");
  cCt.Say("Buen intento, fugitiva, pero no se permite la salida de transportes de carga cuando el Crucero esta en alerta roja por huída");
  Display("Te aferras a los mandos y das máxima potencia  al Transporte, pero como no tiene capacidad de salto ni niguna otra nave a la que huir...");
  object[0].Move(240, 182, 3, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  player.ChangeRoom(95, 2000, 2000);
  }
if (IntVar_Huida == 3) // HUIDA CON SPHYNX
  {
  IntVar_Tipodemuerte = 4;
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("¡Atención caza Sphynx! ¡No tiene autorización para despegar!");
  cEgo.Say("Maldición, ahí os quedais, chicos, Espero que estos nuevos cazas sean realmente rapidos");
  object[0].Move(240, 182, 4, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(30);
  PlaySound(19);
  Display("Pero parece que la capacidad de maniobra de un Sphynx era mucho menor que la de un U-figther o incluso un Hermes, con el que quizás hubieras escapado con vida...");
  player.ChangeRoom(95, 2000, 2000);
  }


if (IntVar_Huida == 4) // HUIDA CON HERMES
  {
  object[0].Move(170,137, 3, eBlock, eAnywhere);
  cCt.ChangeRoom(12, 2000, 2000);
  cCt.Say("¡Alto ahí caza Hermes! ¡No tiene autorización para despegar!");
  cEgo.Say("Jajaja, pues lo lleváis claro si creéis que me vais a dar con esas torretas; ¡Nos vemos!");
  object[0].Move(400, 300, 6, eNoBlock, eAnywhere);
  Wait(10);
  PlaySound(19);
  Wait(20);
  PlaySound(19);
  Wait(50);
  PlaySound(19);
  Wait(100);
  player.ChangeRoom(13, 148, 117);
  }

}



I repeat to say, that the Sound and the music works in all the green parts of the script, but BEFORE the sound plays in the red script, the game crash with the window: Crossfade Out channel is 8 but the channel is gone.

thank you for helping!
#5
Hi, I was very time out of AGs (two years), and don't know if there are relevant changes about the gui.
As I don't saw new games pushing the last capabilities of GUI use, I have some remembering questions about my limitations in the projection of my new little project.

I'm going to do a text adventure with graphics... I have simple questions about the GUI:

I remember that the gui script was a bit hard-coded... Like you can't animate buttons of the GUI by room scripts (I will need a permanent GUI with Health & hunger things, or a portrait showing positive and negative changes...) It's possible with the GUI, or is better to go representing the changing data room by room as "draw image"? Not only better... if is even possible. I know some thing is better to do in every room better rather than in the GUI (like the movement pad that I'm going to use, not the "north-east.." commands... maybe better one incluided in the room graphics with specific room translations...

Maybe I wasn't very good explaining myself, but maybe somebody of you can give a general answer, or some specific answer 'bout my questions

Lots of thanks!
#6
Hi,

I know that I perfeclty can construct a graphic-text adventure with AGS, and graphically and arcade modes way better than the most text-adventure creators, and If I really want to make one and dont find a simple-but-user friendly I will get to AGS but...

Anyone knows a Modern userfriendly text adventure creator with graphic incoporation (like 320x240 shots)? I was surfing the web (the search tool of this forums doesn't work for me) and didn't found nothing New, or not graphic-marginal, as TAB-thinbasic.

I have allready scripted some games with AGS... so I'm not looking for something Wonderfully easy, simply, something with some modern interface to work off, and not a very bad graphic implementation.

thanks, If anybody know something, please tell ;)
#7
Sadly (Because the idea of drawing characters in little 320x240 resolution was inspiring to me) I decided to change my very short 320x240 game in a short-medium game with 640x480 resolution. (Due things about the background, 3d backgrounds converted into 2d...)

This was the last topic, about the low res characters:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37397.0

I simply Resized x2 the first pattern, and this is the new first nude sample (in comparation with the last, resized). As they (at least the nude, to be more or less realistic)  are dificult, I hope someone could help me with some basic things about my first "sometype-realistic" low res character. (my other lowres characters from others games aren't realistic)



x2 zoom


EDIT: Male and Female



x2 zoom
#8
LAST EDIT IMAGE:

Scale x3







Good day/evening/night.

I normally draw in med-high res (as anyone could see in the Galactic Battlefare game thread), but I was thinking this months from time to time in making some little games, (MAGS, short games, etc) as paralel project to my GBF.

I normally love low res graphics, more minimalistic the better, but I haven't ever draw in low res. I make this character in a couple of minutes, and I need some help, cause I have problems wondering if this is the better way to draw the eyes, and another size-measure things.


(new images in posterior posts)



x3


I haven't using any classic character scale, the character is from scratch...

PD: The resize is blured, I don't know If I can do nothing to solve it.


#9
Hints & Tips / trilby - Art of theft.
Sun 20/07/2008 19:59:33
well, this is the question. I'm at 6º level... But isn't about 6º level the question. Is about the game all about. When I knew that you can repeat missions, I start to repeat a lot of missions.. But gaining A as much. People in forum say "oh mwahahha I get "M" in all levels". Is this 'cause you purchased a lot of skills, per example? And, to get this RP to "all" the skills...

Why one times you gain RP after completing a repeat mission, and other times NOT at all? One time I gained 300 RP and other gained 0 RP finishing missions with A.

There is a way to "sell" skills to purchase new ones?

All help could be cool ^_^

PD: If anyone doesn't played this game, Please, play it! Is gorgeus!!
#10
I'm putting the last things of my Demo, and I have some problems with the techniqs to draw a Planetscape (this is the name? the exterior view of a planet as a landscape?)

Here is the thing I did yet.


I think possibly the color of the space is bad, And can change. The more important thing to make combinate space and planet, is the classical Damm horizont skyline, But I don't know how to do it. I use Pain Shop pro, and some time ago I view a tutorial for photoshop, but I didn't understand nothing to apply in PSP, and finally lost the tutorial.

To make the planet simply I make gradient lines, and later, apply a Opac texture over.




Some help?

Lots of thanks ;)
#11
Humpf.
How to start.




Anyone has read Larry Niven's Ringworld?
a tome of wisdom 'bout hard sci-fi adventuring.

Anyone has played Ringword: Vengeance of the Patriarch?
A very enjoyable adventure game.. with one or to very difficult puzzles.
I played it 'bout ten years ago. Ever waiting for his continuation.

er... Anyone has playes Return to ringworld??

HELL. One day i discovered the second part of the game (Return to Ringworld), some months ago, in an abandonware web. I cheer and download it. A days ago, I thouth "hell, go to play it, I don't now hoy i played yet!"

Well...

There's is the problem.

From the begining, playing without a walktrougth is nearby imposible. understable technologic pluzzles with any glues (the items haven't nearby any information to his use). Without saying that normally you have no idea that what you need to do.

after some thrilling conversations and lot of special effects and doblysorround with 3d georgelucasian-cutscenes, finally you get (again) to the famous Ringworld, a "planet" structure with the size of three million of earths (wow) the problem, is that the game seems to make you REALIZE this size.

The first puzzle is to find some spare parts to make a ship fly. Well... In a, maybe, 40x80 screens.

40x80 screens!!

Maybe you don't realize.

40x80 screens!!!!!

70 of that are just the same (a floor), with some debris.
Luck you have a kind of map. But the walk of the characters is SOOOO SLOW.

Ah, and if you chose the wrong character (there's three player characters), for some simply Pickups, you need to change the characters and do the way AGAIN.

Well. You make the puzzle, things get better.

You are now in the rim of the ringworld. Yes, a thousand million miles rim. And you can walk thousands of screens if you don't know how to solve the puzzle adequatly. You need to be a Visionary and know exactly what to do.

But saying it, seems easy.

and the next "puzzle-world" (I've not played more yet); maybe forty 40 screens of a ice-town, essentialy house interiors and boring and repetitive exteriors). Well, Get the main character, and explore, explore, explore, (the useless room thread comes here), Without can pick anything. Later, You see the walktrougth and discover, Oh hell, You may do things with OTHER character, the other character you NEVER use. And who's the hell that say you that?

BFFFFF.... How lot of stress xD

And I love the graphics, I love the computer interactions, I love the "outpost alpha" card minigame with four players...

But the game, as a game, as a commercial game, is the worst I ever seen.

You know the game? know the game with that lot of horrible things? A game that can make you stay in front the screen for hours only viewing repetitive screens?

Oh, hell xD

(I need to say all this xD)

EDIT: Ahh... And the beast's mind (director) is Ken Allen, That I ever have good feeling with he...(King quest..)
#12
Welcome!

I have honored with the chance of make a Sprite Jam!

TROPHIES:

Get a Original Han & Chewi Statue in gold, silver, or bronze, winning this contest!!

First Prize

Second Prize

Third Prize


THEME
The theme of this week, as Introduced with the title "Adventurer Teamwork", is to  create the sprites of the player character of a game with various players characters. (a hipotetic and original game, well xD)

The idea is that teamwork of character is need to solve and adventure, the characters are complementary between, don't need to be only two, can be more (as the three gobliiins, or a adventure with classic RPG style group, with his warrior, his mage, his cleric, his rogue...)

CLASSIC (and news) EXAMPLES
I put some 'shots of example, but I suposse you din't need.

Simple.... Indiana and Sofia of Fate of Atlantis.. Sam & Max, the Gobliins... and Laura and Joey  from AGS's Blackwell unbound ;)





Rules:

1.Two or more player characters (no limit), presented as individual sprites (or a large sprite size with blank gap between characters), Without background.

1.b Optional: A image background with all the character group, possibly doing teamwork (or simply beeing there, is alowed and I will love it to consider the winner.

2. Size: No restriction (In 1. I talk 'bout size)

3.Color: Max 256 colors!


-Being a Sprite Jame with multiple sprites (at least 2) and a background optional of any size, maybe somebody wants a little more time, if this, say it ;)

Luck!

#13


Well, this gonna be hard to explain xD (I'm not native english (maybe as a lot of you ready know xD))

Galactic Battlefare was a hard sci-fi universe I was been creating from 8 years so far.(Edited in 2011 xD)
I've done recently a RPG rulebook to this "GBF" inspired in some MegaTraveller rules (if you know it, you may know what way the RPGgame is).

After thinking in do a miniature line (but i'm not to good sculpting, yet), done a battleship miniature combate rulebook (and do a LOT of 3d ship models, half-lost in a half-corrupted hard disk a pair of meters from me, waiting for reparation xD), and make a decent and complet RPG of the GBF world, one year and half ago I started this Adventure Game.


The final game will be separated in four-story parts

EDIT 2009:
This game will be the first part of an argumental story arc, so its complete. The next part will be a game complete different, in first person, but continuing the story arc.

EDIT 2011:
I only need some serial betatesting, and translating the game to english for your enjoy.
NEED BETATESTERS!! See last post!




The Game:

This Galactic Battlefare release, called Chapter One: Capital Choice, is set in the time of the Humankind when all the three mayor factions of Earth (Atlantic Alliance, Rusian Consortium and Arabic Union) was unificated in one force, The Terrestrial Confederation.
Soon in the introducction the players realize about the problems of this union; Inconformity, Little Rebelions and Civil war.

The player get control of Liutenant Leen Nyala, a Loyal Russian Consortium pilot figther found accused of rebellion. The rest is up to you, to see in the game.

The mood of game, well; Serious plot, a lot of oportunities to die, but with a lot of cinism and irony by the hand of the personality of Leen Nyala, a Strong leader but unconformable to recieve orders.

This first part of Capital Chocie is a bit lineal (a couple of hours incluiding the story conversations (with only one or two sidequest) 'cause is full ot cutscenes, showing the background, the motivations, and the way the story will be.
But in the next part of the game there's more low linearity, a lot of sidequests, (searchable by the journal) and will have a lot of characteristics of adventure games. Buy/sell objects, a lot of useless conversations, and a lot of outdoors BGs in a Cliffy/badlands planet with a big oasis and a lot of menaces (and friendly furry people).
(And more playable characters in part 2 and 3)


¿My inspirations? Space Quest, farscape, battlestar galactica, Traveller, babylon 5, firefly, Ringworld, Master of Orion, Space Empires and a lot of tv-cinema-books sci-fi inspiration.

And well, here we go with some screenshots!


Some Introducction shots:








Some in-game early screens:






The most important gui interface

Customized verbcoin actions for ever spot and object, graphics from the SpaceGui Gui



The electronic bracelet Leen has, with the game setup and the journal




And some crapy art of the cutscenes xD



RELEASE

When Betatesting let's me fix a lot of bugs that I don't know!

Some kind of developer blog, in spanish
www.fotolog.com/alarsgbf


A NOTE:

I'm not graphic artist, I'm not musician, I'm not animator. I'm only a idealist Storyteller.
I did everything in the game as good I can. (except music, I used freeware as I can)
And I'm working to do better.

FIND HELP:
In a days I will put a post in "searching for help" topic to the outdoor background artist for the final game,
for the translator,
and maybe one or two things more.  

Well, I said almost of I wanna to say, if anything else, I edit the post or do another reply ;)

Thanks!



#14
Maybe sounds like a dumb question but....


Before, in AGS, was the archive order to Compile the Speech.vox. Now are the "make voice script..." o "auto-number speech...", what don't interest to me. At least by the Description.

My game has the 2/4 voices now.

But I prove to put new speeches (Speech\har01.ogg, for example) in the game, And it seems like the Speech.vox doesn't autocompile with the game. For this I'm searching the way to compile the speech.vox in 3.0.1.

Possibly It have a Easy solution, but I don't find in the help file how to compile the speech.vox
#15
Well, Testing in my nearly finished game, I tried to use a GUI for dialog options, and then I found that I have no idea or how to make working a GUI for dialog options, but WORST than that, I can fix the game to his anterior state; If I Put 0 in "use gui for dialog options", The dialog options don't works as before.

I was been searching in the forum and the help file and founds nothing about what to make this propierty to work (or go back to the state without GUI for dialog options).

What type of GUI is, GUI, or Text Window GUI? In the any of the two cases, How I have to configure it?

Always Don't work for me no more, Showing graphic errors but not the dialog options.

I need to fix this to continue major part of my work, please, give me a little help.

Thanks
#16
I was working at this BG, and when I finished the floor (what I love), I'm realized I have no idea to finish the BG, what colors, with what iluminations, or textures, use to finish the job. The I think what I want to finish the demo with all the glory than my humility work can do,  and some C&C could be great.

For better understanding,  Is the personal Bathroom of a Gran Admiral in a Cruiser fleet. Is only a Story-cutscene BG, the player doesn't play in it. Its 2250+ year DC, but a lot of things are sturdy retro like Battlestar Galactic serie.



The gray Back, Is temporal. I don't know yet to use pure black or what. And the rigth-thing, close to the future-pop sink, is a control pane (maybe temperature and water control, and so)

Thanks for your C&Cs, ideas, and other kicks ^^

Thanks for help ^^





Actual Stage
#17
I have some problem, maybe by the change of version from hotspot to region to do the change of rooms, maybe.

Well, The thing is this:

I used the Beneath at steel sky gui template, and this is the code line to change the cursor image in the exits of the screens. Well, this code could work in 3.0.1? In that case? Where in the hell I supose to name "exit_right"? The regions can't have name, and the hotspot doesn't working (aparently).

I need to do a custom script for every room, or It be a easy way to do in the global script?

Thanks!

   
Code: ags

/////////////////////////
// check if we have an exit-code at the start of the name
/////////////////////////
    if(StrGetCharAt(buffer, 0) == 'e')		// exit?
    {
      if(StrGetCharAt(buffer, 1) == 'r')	// exit right
      {
        isExit = EXIT_RIGHT;
        ChangeCursorGraphic(MODE_EXIT, 13);
      }
      else if(StrGetCharAt(buffer, 1) == 'l')	// exit left
      {
        isExit = EXIT_LEFT;
        ChangeCursorGraphic(MODE_EXIT, 12);
      }
      else if(StrGetCharAt(buffer, 1) == 't')	// exit top
      {
        isExit = EXIT_TOP;
        ChangeCursorGraphic(MODE_EXIT, 14);
      }
      else if(StrGetCharAt(buffer, 1) == 'b')	// exit bottom
      {
        isExit = EXIT_BOTTOM;
        ChangeCursorGraphic(MODE_EXIT, 11);
      }
      if(isExit != 0)
      {
        i = 2;
        ChangeCursorHotspot(MODE_EXIT, 5, 5);
        while(i < StrLen(buffer))
        {
          StrSetCharAt(buffer, i-2, StrGetCharAt(buffer, i));
          i++;
        }
        StrSetCharAt(buffer, StrLen(buffer) - 2, 0);	// terminating the string correctly
      }
    }



EDIT:

I make extensive this question to this:

What is the shorter way and best way to make the mouseovers arrows to change room? Propierties? room scripts? Any casual code?
#18
Hello comunity.

I have working from one year and a half ago in my first serious project with AGS, But I was paused like eigth months o more of this time, by personal problems (...)

Well, I never call for help before, but as I want to retake my job and finish this enjoyable game (for me at last xD) I decided to share some backgrounds with you, to take your .... ¿opinion? (sorry, I'm not very good writing in english..).

I show you the general like of the characters, for your consideration respect the backgrounds.



This four backgrounds are selected 'cause they're very different between, and the "prision block", the initial room of the game, doesn't like to me u_u Possibly my worst job.

One corridor


Levers Room


Prision Block



Non-Militar purpouse deck




What do you think? Suggestions?

Thanks ^^

PD: Soon I'll put the preview thread in the announced game in work forum, with a demo in a month,  and a threat in the "searching for group" to helping me finishing the game

#19
I have a problem that I'nt know if is a problem.
I'm figthing a week with this problemÃ,  and I finally surrender and post here, thanks to any help.

There's a conection betwen the GlobalInt (variables of script) and the visual variables? (Understanme, the variables of the program that ones work without script, in a window).

I'm triying to affect visual variables from the global ints but i can't, If there wasn't any conecction, And now I'm lost and I don't know how to continue my game, because the use of the variables in dialogs is only avaible trougth the GlobalInt script

Thanks, I hope you understand the post (my technical english is not too good xD)
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