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Messages - Priabudiman

#1
Quote from: ManicMatt on Sun 01/04/2018 10:43:24
I think with Darth's suggestions this will eleavate an already great looking style!

I was looking at the water, and personally I think it would look nicer with, what do you call it, feathering, antilising? Well I edited the right hand bit of water to show what I mean.




This will definitely spruces things up! thank you!

Quote from: Matti on Sat 31/03/2018 20:01:25
I agree with the points Darth made. And to combine the first and second point: If there were dream sequences (or something similar), those could use the mentioned "noise-speckles".

Nice work, looking forward to an update.. and hopefully a game :)

thank you Matti, i already gave the drawing a bit of changes, so hopefully it'll look better! and yes, i do hope that it can be worked as a game soon, just need to team up with these story and coding wizards here and we'll see!
#2
Overall its really great work!

couple things for me, the neon looking tree colors, and in my opinion you want to adjust the sky gradient and color to make it more softer.
#3
Quote from: Darth Mandarb on Fri 30/03/2018 13:23:01
It's a pleasing style to look at.

I have three things:

First; there are some consistency issues between the two provided images that I think should be hammered out before going into production with the game though! The first image has a "border" of sorts (the white circle) and the ground sort of "falls" out of the circle. It's quite pleasant (nothing wrong with it) but the next screen doesn't have that. Personally I find the second more appealing but I think, unless the first is a cut-scene style and the second is gameplay, I think it would be jarring to have the style bounce back and forth like that while playing the game. It could be done well if only certain screens, that have something in common, use the border style and the rest don't. Like maybe if part of the game takes place in a dream-state... then the BGs could have that border effect and the non-dream states would be the other style. That could be quite neat if done correctly.

Next; the "speckles" or noise in the images... I'm not sure it helps. This is totally subjective of course but it pulls my eyes off the beauty of the colors/composition and kind of makes it hard to focus.

Lastly; this is just nit-picky but the reflection (of the dock and land on the water) is completely inaccurate! I'd highly recommend taking a few extra minutes to address that. Most probably wouldn't notice it but it jumped out to me and kind of ruins an otherwise beautiful piece of work!

With some polish I think this style would be really great in a game! Good luck!

I have to agree with you, i found the "inconsistency" quite troubling in the eye, and i will do some fix to it. Thankfully, those two are just mock ups i made and they are in development stage for now, so haven't been used for anything yet, its kind of a test piece I've made to find out which one is work better.

And really good eye there Darth.. i just slap a quick reflection without looking at the correct proportion, definitely on my fix list!

thank you so much everyone for the comments and suggestions, it will really help me on finishing these backgrounds! ill be back with some updates!
#4
Hello,

I'm currently working on a short game concept that hopefully can be fast and interesting enough to work on. The problem is with my limitation in coding and writing, i'm going to struggle much even on this short ideas, heheh. Here's some screenies that ive managed to work on so far, so, if you guys can give additions, comments, more ideas, you're going to help me alot!

Thank you!



#5
awesome entries from awesome people! im tempted to send my own entry, but will it be enough time? heheh..
#6
Critics' Lounge / Re: Indy sprite : rear view
Wed 14/12/2016 08:40:49
For me personally, Nothing wrong over there Monsieur, at all. its a perfect flip from the front view all shading and lighting are well put in place. Awesome result.
#7
Bumping for an update regarding the Demo Game Release, and edit some links. The download link for the demo now available in the top first post and on the update list.

Please let me know what do you think abot the demo, It is far from perfection and I can really use some helpful inputs to help me with further development. Any questions and suggestions, please feel free to post here or send me a DM.

Thank You!
Priabudiman
#8
Thank you for the wait!

Now after showing all entries to 10 random people and asking them about functionality and designs of the devices, ive asked them to put one vote to their favourite entry.

here goes the final result and the winners of this Jam.

Mad (WW2 X-Wing) = 9 votes (best visualization)
Kumpel (Project Tolkien) = 7 votes (best descriptions and immersion)
Grok (Secret Pillow Weapon) = 5 votes (awesome satirical inputs)

Honorable mentions :

Valent (The Blue Cup Bomber) = 3 votes
Pinback (Meditrack Unit) = 10 votes (but sadly cannot be counted as entry but awesome job nonetheless)

Congratulations to all the winners and all participants!
I want to personally thank you for everyone who already help and participate on this Jam. Thank you for this wonderful opportunity to host the jam. I'm honored!

Priabudiman
#9
Quote from: Lesi on Sat 14/11/2015 23:10:07
Looks great, cant wait to play :P

Thank you so much Lasi! if you willing, the alpha demo are ready to be tested. Just send me a PM and i will send you the download link.

Announcement :

The Demo is almost out! :-D
#10
Quote from: Cassiebsg on Wed 11/11/2015 19:37:23
Oh? Has the competition already closed? ???
Thought it was open until the 15th. :-[

Not yet Cassie, its indeed still open until 15th! come and submit :D

Im very sorry for the confusions on my last post, im just starting to collect and print the creations for later voting purpose. (editing previous post)

Edit :

Thank you so much for everyone who already submit all their beautiful and amazing creations, I will now take a bit of time to spread the submissions for Voting. Result should be available and announced by 17-18th.

Again, thank you for helping this Jam going.
#11
Thats one heck of a medcart.. A literal cart! Awesome works nonetheless, thanks for the display.

To save some time, I will start printing entries for the polls purpose tomorrow (nothing changes on the end date)
later, i will show them to some people i work with for their votes and reason. I will ask 6-10 people to choose and get their reason why.
#12
Quote from: Pinback on Mon 09/11/2015 07:14:52
Dang, working on a new project that fits this brief precisely. To enter or not to enter...

But of course its "ENTER" :-D
#13
LOL! lots of amazing entries! just a couple days more till closing and voting! keep those ideas flowing guys!

Quote from: Valent Jaineshon on Sat 07/11/2015 00:55:25
So here it is. Does it still qualify as rational, and functional?
It's blue. And it can fly. RUN!!!11!1!

Ha Ha! this is awesome! WMD at its best
#14
Thank you for the Direct Intel Lt. Pearson!

Such a weird looking yet magnificent contraption could be just what we need to turn the tides of war! Splendid details on the reports! the top brass will definitely love this.

Update from The Command :

Command Center has Prepared These Set of Medals for your Efforts! keep those files coming!

1st : 2nd : 3rd :
#15
ANNOUNCEMENT

Greenbackâ,,¢ - The Series . V 1.0.2 Alpha

The latest Alpha build for playtesting and Demo are now available. If you want to help improve the game by playtesting and sending feedbacks, comments, and suggestions. Please, feel free to send me a PM. Or a DM to my Twitter @apriabudiman.

I will then send you the link to the Game File where you can download and playtest it right away.

Thank you so much for the help so far! :-D
#16
Mad, Seriously.. how long does it takes? lol! Thanks for the Detailed description, so nice to read em.

Another Awesome Entry!

Come on people, still opening slots for new submissions! get those gears running now!

Note : Gonna let this one open for awhile, then i will set the end date after i finish with the Trophies.
#17
I get it now! Ill try tamper with the positioning and shape of sierra , remove the talking picture, and recreate it using a custom gui. / overlays.

Ill rebrowse the forum for some basic ideas and info about that.

Thanks a ton Khris!
#18
Nice entry Grok! And complete to the blue print stage...

And yes.. Just let the puff do all the ruff..

Well done!
#19
Quote from: Cassiebsg on Tue 27/10/2015 18:03:14
Think you need to add it inside your if (IsInterfaceEnabled()) , not as an else if

Thank you so much Cassie! now i know that i can put another if / else inside an if / else ... (laugh) i hope it'll works properly as intended!

Edit :

Done, Rather than using room width, I changed the limitation using the right edge border. Thank you again!

Code: ags
function repeatedly_execute_always() 
{
    if (IsInterfaceEnabled()) 
    {
      if (GetViewportX() + mouse.x >= Room.RightEdge)
      {
        gMouseOver.X = mouse.x - 110; // Make this right human!
        gMouseOver.Y = mouse.y - 22; // And this too!
        gMouseOver.Visible = true;
      }
      else
      gMouseOver.X = mouse.x + 7; // Make this right human!
      gMouseOver.Y = mouse.y - 22; // And this too!
      gMouseOver.Visible = true;
    } 
    else gMouseOver.Visible = false;    
}
#20
Quote from: Kumpel on Tue 27/10/2015 17:25:48
Sure. Just let the game check, if the width of your GUI is bigger than mouse.x-Screenwidth.
if yes, let the GUI popup at GUI.x = mouse.x - GUI_width.

I think that could work ^^

Thank you @Kumpel i will try that, so, should i slip that if statement on the same function i've made? or made another statement?

Ive tried this :

Code: ags
function repeatedly_execute_always() 
{
    if (IsInterfaceEnabled()) 
    {
    gMouseOver.X = mouse.x + 5; // add your own number here (10)
    gMouseOver.Y = mouse.y - 20; // add your own number here (10)
    gMouseOver.Visible = true;
    } 
    else if (gMouseOver.Width >= mouse.y + 640)
    {
    gMouseOver.X = mouse.x - 5; // add your own number here (10)
    gMouseOver.Y = mouse.y + 20; // add your own number here (10)
    gMouseOver.Visible = true;
    }
  else gMouseOver.Visible = false;


But no luck..

(sorry, a little bit behind in code understanding)
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