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Messages - Flawed

#1
Another one's done....



At, first I thought the white eyes were cheesy too, but now that I have it in two different posters, I like it. I changed the font on both of them. I'm still not sure about it. I just discovered fontspace.com The choices are overwhelming lol
#2
Thanks tons! I'm using Gimp, so I'm not sure if the brushes are compatible. At any rate, I was able to open your image in gimp and make my own template. That along with the font should be fine. I'm sure I can dig up some appropriate gimp brushes and/or filters. I think these posters will go a long way in giving my game a style of it's on.
#3
I like that alot hE3gefield! My game is going to be set somewhere in the early to mid 40's, so that art style is just about right. The more I look at these posters the more I like them. I want to put quite a few in my game. What font did you use?  Is there any way you could provide a template without the girl, the words or the stains? Also are the embellishments around the text part of a font or did you draw them?

Of course, I'll credit you in the game by whatever name you'd like
#4
That's pretty cool. I like the idea of the girl glowing. Perhaps on a different poster it could be part of a puzzle. However, I'm not a fan of the red text. I want the creepiness to be a bit more understated then that.
#5
You'll also notice that the girl's not as blurry in the new version. That's because I thought faded spots and blur would be too much. However, it does leave the form of the girl more distinctive (maybe less scary). What do you think? Should I add blur?
#6
All of that seems right on.  Thanks!

New version:



Note: I understand and agree with the logic behind bright colors fading over time, but I WANT the girl to look strangely bright. I did add faded spots though.
#7
It's going to be a scary game. The player stumbles on an abandoned orphanage and finds poster like this on the walls. The poster is supposed to look old and crude



What do you think?

#8
Thanks guys. Lots of help. I finished my little test game, and I'm starting to think about what I want to do for my first full length game. I've done some playing around with other game making programs, and it suddenly struck me that point and click style games take more planing then most other game styles. Basically, all of your puzzles items and room have to work together.

So, how do you guys plan your games? I'm seriously about to grab a pen and dig up an old notebook.
#9
Quotebut you can also use Hotspot0 for this, that is for all the places that are not hotspots, erm you get my drift.

Thanks I didn't know that's what Hotspot0 was! That's a much better method. I'm changing the interact cursor to look like the walk cursor when the mouse moves over an "exit" hotspot.
#10
QuoteYou can have the cursor change when it's over a hotspot, or, if the doors were separate sprites from the background, you could sprite.Tint the doors a different color.

I have that in my game right now. I was having trouble changing the cursor back once it left the hotspot. I found an old post about. I think it was Khris who actually posted code to do it. However, the code was waaaay over my head. It might be something I'd use in a real game, but I don't really like the idea of using code I don't even remotely understand in a game that I'm making simply for learning purposes.

Anyway, I have another hotspot just inside(towards the center of the room)  of all my "edge exit" hotspots  and when the cursor goes over that, it changes the cursor back.
#11
I'm making a little test game now with 4 or so rooms. For movement, I'm using hotspots on doors and on the edges of the screen atm. However, I might also toying around with using a gui that shows buttons representing available exits and allows the user to click those buttons to travel
#12
I'm new to AGS. I played with it for awhile years ago, but I'll pretty much have to start with beginner tutorials all over again. I know that  first person POINT AND CLICK games are possible in AGS. I've already read about showplayercharacter in a tutorial. I also read in a old post that I should set "Automatically Move Player In Walk Mode to False". That post was 2 years old. Is there anything new I should know? Are there any first person specific tutorials? Are there some key differences I should keep in mind while reading regular tutorials?

I'm about to plunge headlong into AGS tutorials. I'm just looking for a nudge in the right direction.....


p.s. I'm using AGS because it's free. I'm not necessarily looking for high-res panoramic rooms like the later myst games. I just referenced myst in the title because I though it'd be the game that people would recognize
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