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Topics - skuttleman

#1
2D Character Creator/Animator/Manager/Pending Title

Description:

I can't draw. Plain and simple. And more importantly, I don't like to draw. I keep hoping that if I close my eyes real tight and click my heels together three times, my game will draw itself. When I discovered SSH's Walkcycle Generator, I thought my problems were solved. But for too long I've been pushing the limits of that tool beyond what it is supposed to do, and I finally decided to build what you might call a "spiritual successor" to that program which lends itself to more powerful control over animation with an emphasis on multiple characters.

It looks a little something like this:


This is the character editor.


This is the animation editor.

Here are samples created with this tool (all of which are included in the download):


Features:

  - Create tens of thousands of animations for tens of thousands of characters.
  - Up to 30 body parts per character
  - Up to 50 frames per animation
  - 8-directional character prototypes for each character to be used in creating their animations
  - Any sprite in the sprite pool can be assigned to individual body parts for individual frames
  - It utilizes a bone structure to connect body parts (move or rotate a part, and all parts connected to it move!)
  - Bones that connect to the central bone (typically the torso) connect at a radius and angle relative to the center of the central bone (so if your characters lean over, connecting bones will move accordingly)
  - Watch your animation animate, to make sure it plays the way you want before you export it for easy importing into your game.

Status:
v0.9.1 is now available.

Download v0.9.1 here!

This is still in beta, so backup any characters or animations you made before trying to load them into the new editor.

Change list:
- Bones can be moved/deleted/added in the Character Editor without ruining the animations. (You must update any characters and animations made with v0.9 by loading them with v0.9.1 and then saving them)
- Click and drag body parts in Animation Editor will move the body part. Hold <CTRL> to rotate the body part. Hold <CTRL> and <SHIFT> to rotate the body part and all parts connected to it and all parts connected to that, etc... (Useful for rotating the entire leg, or rotate the entire graphic from the torso, or whatever bone you setup at index 0.) The body part you click on is selected based on the rectangle it's drawn in, and whichever one is drawn on top (highest Z-order) so you might accidentally click a body part different from the one you're aiming to click. I hope to fix that in future versions.
- Reload Sprite Pool from Animation Editor, so you can easily edit or create new graphics in you sprite folder and use them immediately. (This can already be done in Character Editor by selecting the box to change the sprite folder, and hitting enter)
- Characters and animations made with (or loaded and saved into) v0.9.1 can now have the same name without causing problems.
- Using cursor keys and pg/pg down to navigate through list boxes. Enter/Esc will respond appropriately to input boxes.
- Ability to set a "ghost" frame while editing an animation to more easily line up subsequent frames (hollow version of ghosted frame appears behind animating character)
- Added ability to identify any bone as an "origin" bone in the Character Editor. This effects whether bones connecting to that bone connect at the endpoint (based on what it connects to, it's length, and it's angle) or to connect to a relative angle and radius from the center of this bone (the way you must connect to bone 0) This allows you to connect multiple bones in multiple places to the same bone (for example both upper legs connect to different spots of the hip bone, or both upper arms connect to different spots of the shoulder bone)
- Ability to create templates from animations that can be used to make animations for new characters you create with ease!

If anyone has actually used this tool, I'd love to see some animations you've made. And please let me know if you find any bugs or errors.



If you're scared of change, you can still download v0.9 here.

Features planned for future versions:
- A comprehensive menu system and more tools for editing animations (instead of a single gui cluttered with buttons...)
- Make a character move while previewing an animation (useful for testing walking animations)
- "Undo" feature
- More accurate selection of body parts while moving or rotating them with the mouse
- Ability to create animations with multiple characters (if you want to animate them fighting, for example)
#2
Here is a DEMO of a sequence that will - unless I receive overwhelmingly negative feedback - appear 2 or 3 times throughout my spy themed point-n-click adventure game (verb coin interface).

I know the graphics are bad. I cannot draw. I find that if I spend 2 hours on something it doesn't look any better than if I spend 5 minutes on it, so I have no intention of improving the graphics by myself. Please do not leave comments on the graphics unless you are volunteering to help out.

//edit
This sequence is about 75% FoA Fighting, 20% SoMI Insult Sword Fighting, and 5% Street Fighter. This is not a fighting sequence that you'll run into 20 times (like FoA or SoMI), instead, this is more akin to a "boss battle". A special occasion that is relevant to the plot. But rather than showing a fight via cutsequence, I thought I'd try to make it playable.

It is impossible to "lose" this sequence. You can win it by filling the "action meter" or just waiting it out. The purpose is not to add a new layer of difficulty or trick the player into suddenly playing a completely different style of game, but rather to break up the repetitive point-n-click game-play, and add an element of excitement during important part of the plot. Try to hold that in your brain when you play this and let me know how you think you might react when you get to this part 20 - 40 minutes into gameplay.

Here are the things I am most curious about.

- Controls: The controls are operated by keyboard and are listed in-game. They may or may not be too complicated and I'm concerned that - after acclimating to a point-n-click adventure game - the average person might be confused and feel put off by the abrupt change in gameplay. There is a pdf included if you can't figure out what's going on. Hopefully that will help.

- Difficulty: Is this too difficult? Too easy? People who like side-scrolling fighting games will undoubtedly find this very easy, but for people that are looking forward to the slow paced adventure game, this might be frustrating and kill the fun. How do you feel?

- Errors: If you run into any weird things, like a character freezing, or the buttons temporarily not responding, or anything else that seems like it shouldn't be happening, please let me know.

Any feedback you have about this (except my inability to draw) is appreciated. THANKS!!!
#3
Has anyone else experienced the following problem with the audio system:

The volume of one or more audio channels or one or more audio types has to be set to 0, but System.Volume is NOT set to 0. Then if you get to a skippable cutscene and SKIP it, the volume of any channel or audio type that is set to 0, will jump to the value of System.Volume.

Has anyone else run into this?
#4
Update 8 August 2010
- Updated the interface to look a little more consistent.
- Added a counter to show the user how many more words they need to enter before viewing madlib.
- Added option to abort madlib.
- Up & Down arrow keys work for selecting madlib files
HERE's the demo.


Original Post
OK. I want to announce up front that there isn't much to show in terms of screenshots, and probably never will be. This isn't that sort of project. It's just a program that reads an input file, asks the users to input verbs and nouns and things (if you don't know what a madlib is, you might want to go wiki that before reading on) and then displays the resulting silliness.





HERE'S THE WORKING DEMO. It includes a few madlibs to try. And if you take a second to view the readme file, chances are you can figure out how to make your own. Just make sure to save it with a *.mdl extension and put it in the game directory for the game to find it.

It's pretty rudimentary at this point, but I thought I would post it before I did too much work on this to see if anyone was going to care. Either A) I'm the only one in the world that gets a small chuckle out of putting dirty words into madlibs or B) other people might want to write their own madlibs and we can compile some collection of user-created madlibs for all to enjoy.

Any thoughts on how to improve/change this?
Anyone want to make a madlib and post it here?
#5
Current Status:
There is a DEMO of a fighting sequence that will appear 2 or 3 times throughout the game. Check it out!


SPECIAL THANKS to SSH's Walkcycle Generator, without which this game would never have made it this far.




Story:
Justin Time, seasoned spy for the United Kingdom's Secret Intelligence Service, has become jealous of the new up and coming agent, Alexa Dupree, for consistently making him look bad by kicking ass and taking names. When The SiS Chief, Dick Dodge, sends Alexa on a very important mission - instead of Justin - Justin decides to use the opportunity to make Alexa look bad and reclaim his status as top agent. Little does Justin know there is more at stake than just his reputation and he'll have to work with his rival, Alexa, to uncover a plot that will take all their cunning and a better part of their wit to surmount. Can you help Justin and Alexa pick up seemingly random objects for use in puzzles that - were you to face them in real life - would be better solved by just driving to the nearest hardware store and buying a sledge hammer?

Screenshots:










Development Progress:
Story: 85%
Puzzles: 35%
Scripting: 35%
Graphics: 40%
Sound/Music: 30%

Development Diary:
14 February 2012
OK. I've put together a fighting sequence that will appear a few times in the game (just 2 or 3 at most). Here is a DEMO of the first fight sequence. There is a pdf explaining the controls. The controls are displayed in-game so you shouldn't NEED to read the pdf, but it might be helpful all the same. I am seeking feedback about a few points on this, so check out this THREAD after you play the demo and leave me your feedback. Thanks!

10 January 2012
I'm not very good about keeping this up to date (mostly because I doubt anyone is following this thread), but I have been working on this on and off for a while now. I'm pretty proud about how everything is developing, except - of course - the poor graphics which I am doing myself (unless / until someone volunteers to help out???)

24 October 2009
Made a DEMO! (which is now very outdated)

24 October 2009
Started this thread to herald the forthcoming demo for this yet-to-be-abandoned project.
#6
KADS Module (Kick Ass Dialog System)

The module is designed to bring extra functionality to the built-in dialog manager. Now you can edit your dialogs in AGS's built-in Dialog Manager, and use your own GUI to display the options customizing it any way you could possibly imagine!!!! - I think.

Requires AGS version 3.0.2 or later.

Caveats: Certain commands in the dialog editor will no longer work with this module. They have all been replaced with work arounds. See the manual (included in the download) for a full list and better explanation.

The Download includes the KADS Module, Instruction Document, and an AGS template (ready to compile and try) to show you some of the possibilities.

Revsion History:
Version 1.0.0 - 2008/06/15 - First Public Release

Edit by Dualnames: Replaced link with a working one.
#7
Is thre a way to export a GUI so that I can import it and it will retain the global script code associated with it? (on_click etc.)

If so, how? If no, why?
#8
Look out! Here comes my second game (AGS or otherwise). If you've played the first game I made, Quimby Quest. then... well... I pity you. It was sort of fun, maybe? But this one promises to be way better in almost every way - better story, better story-telling, better game play, better puzzles, better graphics!

The Story:
The plot is an homage to the 1963 film, Charade, starring Cary Grant and Audrey Hepburn. Amelia "Mel" Young is unhappy with her marriage and decides she needs some time and space to think about her future, so she goes to visit an old friend in Paris. When she arrives there she discovers that her husband had been killed and that - unbeknownst to her - he was involved in the illegal trafficking of U.S. government secrets. Who was the man she married, really? Meanwhile, her new acquaintence, Sam Case, is involved in the plot more deeply than he'll openly admit, and an unknown third party is threatening her unless she produces the secrets her husband stole. She doesn't know whom to trust and is left to get to the bottom of her dead husband's secret life before it's too late....

Screenshots:





Development Progress:
Story: 95%
Scripting: 45%
Dialog: 5%
Puzzles: 75%
Graphics: -1% (Angel Dust has dropped out of the project, hopefully not permanently)
Sound/Music: 50%
It's probably too early to give an accurate completion date, but I'm hoping by the end of 2008.

Updates:
2008-06-13 - Here is the *final version of the: Theme Song (*more or less). Additionally, Angel Dust indicated he wasn't going to be able to help with art any more, so I'm back to the drawing board there. I can draw well enough for the player to distinguish between a building and a kitty cat, but I would really rather have living, breathing characters and background art with personality. That, I can't do. So if anyone is interested, please PM me.
2008-04-27 - First Drafts of some music: Opening Theme Song, and During Gameplay Music
2008-04-20 - I started this awesome production thread.
#9
I finally finished my first game (medium length). I really worked hard to make sure it would be something that people would enjoy playing. WARNING: There is some strong language and some moderately graphic violence (it would have been more graphic, if only I were able to draw it).

The file includes a cheesy playable instruction sequence (more for people who AREN'T used to playing adventure games) and a pdf explaining the same crap as the intro.

I look forward to your feedback on how I can make this game or future games better. I really hope you all enjoy it.

DOWNLOAD



THANKS!

~ skuttleman
#10
Alright, I've been working on my very first Adventure Game off and on for about a year, now. By first, I really mean the first that will be completed. I've started other project that have helped me learn how to use AGS to its full potential (and still learning). Like most people who use AGS, I grew up on old school adventure games, and never got enough of them. So, I guess it's my turn to make an amateur game. I did my best to make it fun to play, with plenty of goofy dialog, and moderately tricky to solve. Most likely future games will have multiple difficulty settings. Unfortunately, I've always been pretty good with coding, and writing, but have never had an ounce of talent of visual artistry. The screenshots should say it all.

STORY
You play as Ren McCormack. After finding out that the band Vote Quimby has fired their rhythm guitarist, Ren decides he's going to join their band. Little does he know that Vote Quimby won't make it easy for him. Alex, Vote Quimby's drummer, sends Ren on the most ridiculous errands, and Ren will have to be creative in order to meet the band's demands.

SCREENSHOTS








PROGRESS
The game is about 99% done across the board, I'm just having some friends beta test it and ironing out some quirkiness with the way the characters interact. The game should be done in about a week or two. I've had so much fun writing the story and making the game work that I'm already in the pre-planning stages of the next two installments...
Quimby Quest II - Advertisemento Strikes Back
and
Quimby Quest III - Return of the Dead Guy

FUTURE
I would LOVE to work with other people to make games, particularly people that are good with graphic design, and especially animation, but any collaboration would be fantastic!
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