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

Messages - Tosek

#1
The Rumpus Room / Re: Name the Game
Thu 13/02/2014 08:07:53
Do you remember this one?
#2
What about Magix Video Pro?
#3
The Rumpus Room / Re: Ponch is in trouble now
Wed 27/11/2013 09:41:03
You should try to switch to Blender. It is easy to get the same results with a small amount of work.
#4
Hi millennium2k,

sorry, but as far as I know AGS doesn't support this. For my own game I use prerendered 3d graphics (even for the characters itself).
#5
It is true. I am not sure how I will spell that, because with that name, not the human body part is meant, but it should sound like that. But what it is all about is revealed within the story of the main game.
#6
@Monsieur OUXX: well, I am creating the gfx in 3D, but of course they are pre-rendered. But your idea is not that bad. Maybe I will keep that in mind for special key-scenes. calculating an animation from a different angle is easy.

@Darth Mandarb: Done ;-) Hope that is ok so. Well yet there are no real cutscene implemented.
#7
Hi there,

because it is always interesting to hear about games in developement I have now reached the time to show a first sneak peak to my first AGS game:
"Rising Harts Prolog Teaser".....uhhh, what a strange name!
Let me explain:
I have a complete story for an adventure I always wanted to make, but I don't have experience with AGS and I don't want to start such a hugh game as my first game. That game will be called "Rising Harts"
So I thought about a lot of smaller adventure (less rooms, less gfx, less features) and it should tell the prolog story to my game. This game will be called "Rising Harts Prolog" and will be chapter 0
of the main game. And it will be much smaller and better to learn AGS for me.

But after I have read about OROW I had an idea: Let's make a one room adventure first to start very small with AGS. And that room is one room from my prolog game. That's why it is called "Rising Harts Prolog Teaser". You will find this room in an extended version in my prolog game.

I don't want to tell too much about the story now, except that the main character has to escape that room (how ordenary ;-))

To give you a litte background:
All graphics were done using Blender with the freestyle renderer. The complete room and also the character with all animation are 3D objects. This will make some things like animation very easy for me.
Here is how far I am at this point:

graphics: 60%
animations: 60%
sound: 0%
music: 10%
story: 100%
scripting: 10%

Thanks to ALI and Ghost for some help with getting started with some topics.

Enough for talking, here is the first screenshot:



here I am trying to let the main character think about some things and a portrait will show his emotions. Here he is angry. (This feature is not ready yet)


And here is a walk cycle:

#8
Hi there,

I am new to AGS and I already searched the board, but could not find exactly what I am looking for.
All of my main character sprites are sized 80x140 pixels. But below the feet of my character there are a few transparent lines. I need them, because when my character is walking down his feet are perspectively using these lines, but they are'nt used when the character is standing. I am looking for a way to tell AGS where the middle of his shoes, the "Standing-Spot" is, so that AGS could use that to check against the walkable areas. Is there any way to define that? A workaroud is to define the walkable areas deeper than visually necessary, but I hope there is another way?

I hope I could make my clear about my problem.

Thanks in advance.
Tosek
#9
But, if you are talking about multi-platform: I thought using high-res (nelly 2 is using which resolution?) could be a problem porting to small mobil devices. Or am I wrong?
#10
Is Nelly 2 really done with AGS or with visionaire? I am asking because I found the nelly 2 news on the visionaire website too.
#11
Wondering why there is a post about Nelly on the vidionare starting page. Is nelly 2 done with ags or with visionaire?
#12
Thanx Ali, works fine.
And - if you would be so kind ;-) - could you give me some hints about lighting setup?
#13
Thanx for the hints Ali. This was really the first test to check out how things would like like and if this is an alternative to hand drawn graphics. It will surely help a lot when it comes to animations.

BTW Ali: Can you give me some hints how to set up rendering to get transparent sprites (transparent background) with the exact size I need for my animation frames (whatever size it is)?
#14
Critics' Lounge / Small Blender Freestyle Test
Mon 26/08/2013 12:46:51
Hi Folks,

I did a small test render for a very simple, early character potrait in blender. I used the new freestyle cartoon renderer. With some minor tweaks I think this is useful for adventure gfx.

#15
Which tool do you use to do these animations? Can you explain some details?
#16
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 13:33:29
I agree to Calin Leafshade.
Ortho is the right way to handle 2d graphics within 3d space. But you can also use the scale component of the object matrix to resize a plane.
#17
Hi,

you can change every color of blender. Just go to File-> User Preferences -> Themes and change whatever you want (Don't forget to save your changes)

Looking at your character: There seem to be some Normals not flipped correctly.In blender you can fix this by using "recalculate normals"

Thinking about anim8or: Nice approach, but far far away from blender, even if you think about the advanture game making needs. You really should invest some time to learn the basics of blender. You will love it. Making a character for your game could start with: Making a modell using "Make Human", export it und load it into blender. Clean it up in Blender, make some clothes and then adjust the texturing. Use and place the rig from "rigify" and use the auto-rig funktion. Some small adjustments to the rig with weight paint. Use Keys with inverse cinematics for the animation, render the frames to file and use whatever you want. (<= Sound all complicated, but it is not that complicated as it seems)

Regards
Tosek

#18
I am new to AGS, but have some serious experiences with doing 3D. Nowadays I can absolutely recommend Blender 2.67. There are so much great tutorials out there (just check Agenzasbrothers) and the programm itself is awesome powerful and absolutely compareable to 3D max, cinema 4d etc. And it is getting more and more features every day. Just think about the new freestyle renderer (=render engine which is specialized to render out toon style graphics).

I agree that learning such a tool is a lot of work, but it is not that hard as it seems.

regards
Tosek
#19
OK, I downloaded the BASS Template from that site und placed the agt file in the templates directory. But when I start a new game the BASS template is not offered to choose. Only the 4 standard templates are available. What am I doing wrong?
#20
Quote from: Ghost on Thu 06/06/2013 11:56:13
I have modified and adjusted it a bit- if there is interest I can easily upload a template. That would be from 2012 then  ;)

Could be a helpful starting point I think. Would you?
SMF spam blocked by CleanTalk