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Messages - Moneo

#1
Nice, neat game/piece of edutainment.  However, I did think your explaination as to why floppy disks are no longer used a little iffy, maybe some revision is in order. Other than that its fine, serves its purpose well.
#2
Update at bottom of first post.

In summary:  the game is no longer in production due to hard disk failure. More details in first post.
#3
AGS Games in Production / Re: Dune : ghola
Fri 15/12/2006 02:23:33
Quote from: Snarky on Thu 14/12/2006 21:00:42
If you're Duncan Idaho, you should just look like a regular guy. Dark, curly "goat" hair, "cave sitter" eyes, military bearing, bit of a ladies' man. The Dune Messiah/Children of Dune ghola of Duncan (Hayt) had artificial eyes, but not the one in God Emperor. The guy in the first screenshot looks a lot like (the oddly chubby) Duncan in Cryo's Dune adventure game, so I assume that's him. (It could also be Moneo, though.)

What is that head thing, anyway? It's too small to be Leto (who basically looks like Jabba the Hutt with a human face). A Tleilaxu Master, perhaps?

A Dune-based game would be very interesting, and the concept and graphics are promising. You really should have someone look over the dialogue, though. The conversation snippets shown here are a bit awkward, and there are a couple of misspellings. You got "Tleilaxu" wrong, for instance. I'd be happy to help you out, since I'm a huge Dune geek. Actually, anything I can do, from playtesting to scripting help, just ask.


I concur!

I too would be interested in helping with this project, since I'm also a huge dune geek. God Emperor of Dune (or GEOD as it is more easily called) would be great as a game, in my opinion, and its about time someone picked it up as an AGS game. Ultimately, I'd also like to see a Heretics of Dune and Chapterhouse Dune game.
#4
Updates in first post.
#5
Quote from: Zor on Sun 19/02/2006 20:01:23
Just wanted to inform everyone that the title of the original Sierra AGI game is "Manhunter" and the newer 3d game is called is "Manhunt" -er!

Just to inform everyone even more: I believe there was also a movie in the 80's called "Manhunter" which also has nothing to do with the Sierra AGI game.


Quote from: Smigler on Sun 19/02/2006 19:53:52
I'v only recently grown to find out about your project (day after origonal post) I R throwning the story the story line way out of proportion. I'm taking advantage of the origonal styory line's plot holes. Instead of using London England, I R using London Canada. It would serve as the alien invaders HQ.

Iv chosen Canada, because I live there so I'm much more farmiliar with archetecutal landscapes that and I hate England, DO NOT ASK WHY, READ YOUR OWN HISTORY BOOKS TO FIND OUT WHY...
My version would include some outer-galactic travel, manipulation of alien technology, & a little espionage. I want some creative consultation from other fans of the game as to where I should put Phil in my version & where an investigation into alien activity should lead.

my email = out_of_the_way@hotmail.com

Alright, you've twsited my arm: I'll help you with a story.

I take it you mean that your going to 'throw out' the original story of the manhunter profession (hunting humans who commit crimes against the Orbs). In which case, you'll have to think about what you want the overall goal of the player to be.

In previous manhunters the goal has always been to:
1. Stop Phil, and
2. End Orb rule in the given city.

You may get sidetracked along the way with things like Human rebellions(MH1), revenge killings(MH1), rat-dog-human mutants(MH2) or freeing human slaves(MH2) but the main objective is always the same. (Its called, continuity)

Therefore, if you want to make your manhunter like the originals, this is what I suggest you should do:

1. Think of what the main objective of your game is going to be (You mentioned space-travel etc. what would the Manhunter do on other planets? space-ships etc? Will he just liberate London, Canada, or will he go further?)

2. Divide your game plot in to a set number of days (as per other manhunters) depending on how much work you want to do i.e. how long the game will be.

3. For each day decide on a main objective (Usually solving the crime viewed on your MAD) and a secondary objective (One that will add to the overall goal of your game)

4. A nice touch would be to make the events of the first and last days somehow related to eachother (thereby making it cyclical) e.g. In MH2 on the first day the main character is attacked by Phil while flying the orbs' space ships, on the last day the main character finally catches up with him again and resumes the chase.



But by far the best suggestion I can make is to replay the original games again to pick up some ideas.
#6
I have returned, and seek to wreak havoc upon those all those who dare to make another Manhunter 3!

...actually, not really. I just wanted to say that I'm still here and that there is work still going on (however slowly).

As to Smigler's game: Go ahead with it, maybe we can swap some ideas at some stage. Or if your a decent artist I could use some help with the many animations my plot calls for, so maybe the game will be released much sooner (I'm but one man!)

Of Zooty:
Quote from: Zooty on Thu 16/02/2006 20:45:26
If you dont mind me asking, why are you using AGS, a tool primarily used for 2d point and clicks, to make a manhunter sequel, a 3d game with killing death and all round nastiness? there are plenty of engines out there to do these with, with much better capabilites for making this sort of game.

I've had too many people make the same arguement... I guess the REAL manhunter is just a bit too obscure.


Of Ashen:
Quote from: Ashen on Thu 16/02/2006 21:10:00
Wasn't someone already working on a Manhunter fan sequel? (Rhetorical question, the answer: Yes, yes they were - but DO NOT POST in the thread since it's more than a year old.)

Although they (Moneo) haven't been round in a while, the 'official site' has slightly more recent updates - so it may still be in production. Not that that should put Smigler off, just thought I'd mention it.

I, uh, have never played ANY Manhunter game, so I really have nothing else to add, sorry.


SLIGHTLY more recent?? Oct2005 is SLIGHTLY more recent than Dec2004... anyhow, you all can post in my thread (unless it gets locked)Ã,  as much as you want now as I've updated the original post.
#7
Have updated the original post...
#8
How about just calling it 'concentrated yeast extract'?



that said, I really don't think that Kraft (not an aussie company) would really care.
#9
Yes, I agree to that.

Though, my only complaint is that the Vegimite is evil...
#10
well i've seen a lot worse, and speech is hardly ever included so kudos to you for putting it in.

keep it up!
#11
oops -   sorry!

The original post is quite old -  the original screenshots aren't actually stored on the net anymore - but i'll put some new ones there straight away.
#12
UPDATES at bottom of top post.Ã,  Ã, ;D
#13
Quote from: blackbirdâ,,¢ on Sun 10/10/2004 18:43:58
This game is not made by Gaspop software
Contact gaspop software by the email adress on there site or get to CHRILLE by pm
Don't clutter up the thread of this nice looking game with these postts.

thank you

I second that   ;)
#14
Quote from: auhsor on Thu 07/10/2004 15:22:43
Looks really interesting. I wasn't a huge fan of the Manhunter games, but it would be cool to see a good fan made sequel.

I must say, your site is awesome. Just get it all updated, and you have a really professional looking site happening. My only concern is that it is hard to determine what are the links - all the text is white.

thanks, I'll be looking in to changing the links to show underline on hover.
#15
UPDATES for 7-10-04

The site is being upgraded alot so if there are any problems loading, you know why.

Also, once the even newer version of the site is up it'll be alot easier to cover it with content for ppl to look at and comment on.

and finally, the address has changed:


MANHUNTER LONDON WEBSITE


the old link will still work, you'll just have to click on the link to 'MHL'

also, coming soon,

DUNE CHRONICLES WEBSITE
'(unrelated to AGS Games)
#16
FIVE months have passed since my last update. And unfortunatly not a lot has changed,Ã,  but work progresses still.

My site is now about 75% uploaded, so if anyone wants check it out, go right ahead!

Also final work has commenced on room artwork, and the storyline is almost concrete too. In fact, I can honestly and proudly say that there is over 400mb of artwork so far (all uncompressed of course, the game itself will be MUCH smaller)

Also I will soon finish a small "prelude" story soon, starting from the events in Manhunter New York. It sorta has the same sort of mood as the series, just in a literary sense. of course as soon as its complete i'll get to work on the next installment, Manhunter San Fransisco, that will then lead on to my game. It'll be useful to anyone who is unfamiliar to the series so that they can understand whats going on.


And the last and most important announcement is that the game will use a First person POV (like the original series). As i haven't seen this done in any other AGS game so far I think it might be a first (but please, correct me if i'm wrong). New and uptodate shots will be coming soon to my site, so check regularly if your interested, and don't hesitate to e-mail me either if you have any comments about the games.

heres hoping it won't be another 5 months until i next update the site!Ã,  8)


MANHUTNER LONDON WEBSITE
#17
hehe - aliright

Quote from: InCreator on Wed 19/05/2004 13:22:28
blah-blah-blah.
Moneo, cut the crap and make the game worth to be a sequel/fangame...! or expect creepy guys with brown robes coming after you... did I made myself clear?

*salutes*   yes sir! I will do my absolute best to make the game worthy to be called a sequel/fangame, sir!

jk

 
-   do appreciate the comments though and will have a more 'detailed' look at all completed portraits/rooms etc.    as soon as i have time.
#18
*clears throat*Ã,  Ã, ;)

Quote from: trylle on Mon 17/05/2004 15:41:22
Well, it just screams photoshop. I think smudge (which is a synonym of smear, FYI) doesn't add any detail, it just gives a bad impression of trying to add detail since it actually degrades sharpness.

i'm actually using corel (photopaint),Ã,  and yes, smudge is a synonym of smear, (i was hoping you'd find the humour in my need for technical correctness),Ã,  ~but~Ã,  in corel there are two different tools, one called smudge and one called smear. Smudge actually 'mix's' the colours in the tools radius with no blur (shown in example, left side of yellow smear).Ã,  Smear pushes the contents of the tools radius around(shown in example, right side of yellow smear). i'm not sure what these tools are called in adobe, I never much cared for photoshop.

I start out with a blob of a colour, (in the example below, on the left side),Ã,  making the very rough shape of the person/room/object. i also add blobs of any other colour i think i might like to have in gradients or shading. I then use the smear tool to push and pull the shape out to give it more detail. e.g. the hat and face shown on the left compared to the one on the right. ~This~
is what i mean by adding detail.Ã,  I realise that the very sharp edges are gone, but they were never really there to begin with.Ã,  I'm not sure what other detail you mean,Ã,  i'm not blurring my work to hide anything, infact i spend much of my time trying to separate colours using the smear tool ~adding~Ã,  things/detail to the picture, which works well enoughÃ,  (you can see this on the left side of Phil's face,Ã,  i used the smear tool to redefine some spots that had a bit of rubbish left over from when i smeared out the shape of his face)

Quote from: trylle on Mon 17/05/2004 15:41:22
Sure, if you had clear artwork, but you make your artwork blurry and unfocused in order to hide the fact that you don't have any detail. More pixels means more work, not the opposite. When you work in a high resolution, people will expect sharp graphics, so again I suggest that you go for a lower resolution. You'll probably get your game done faster doing that, as well.

[edit]BTW: I have nothing against working in a higher resolution than what the game is in.[/edit]

by 'clear' in my last post, i mean't clear as in, "clear as to what its supposed to be" not "its sharp, clear and in focus."Ã,  Ã, ~Ã,  a good room/bg for AGS, i would imagine, is one that is clear as to what it shows, who/what it is,Ã,  and if its of a person, thier expression, identifying characteristics etc.Ã,  I don't think it should have to conform to a single art type.

by the way you word your reply, "you make your artwork blurry and unfocused in order to hide the fact that you don't have any detail." your making it sound like i'm grabbing images,Ã,  applying a gaussian blur and changing some colours - and sorry, i tried to take your replies keeping constructive criticism in mind but I don't understand what detail you are looking for, a hair on the end of his nose? a pimple?Ã,  to me it sounds as though you don't really like the images i have, and thats fine, you have every right to your opinion (of course) - but why say that i'm deliberatly trying to hide something? or that i can't draw and therefore i make it bluring just to hide that fact?Ã,  Ã, if you think that thenÃ,  -Ã,  thats ok, its great infact, its your opinion,
but just say what you mean if your going to say anything at all (I don't want to take offence from your posts, but its heading that way).


(oh, and about how fast the game is proceeding, i'm fine with the current pace,Ã,  Ã, its more to let of creative (or uncreative) steam after a long day at uni 'finding eigenvalues')

below is an example,Ã,  its part of a picture a drew some time back, (for MHL) on the left side you can see roughly what i started with, and on the right after some progress (of course it isn't finished yet or i would have put the whole thing up)

#19
also - forgot to mention -   though it might not sound like it from my previous post  (who knew i would take constructive criticism so poorly?)  i am thankful for your comments !
#20


concidering the original......




erm... my style of art (on the computer at least) revolves around the SMEAR tool, if i 'layed off it' there would be no detail at all, just a few blobs of colour. And, are you supposing that I am attempting cartoonish graphics one usually sees in AGS games? i'm trying to remove myself from that as much as I can, so if that was what you were meaning by 'low detail', ie no well defined edges etc. then yes, i'm going for low detail.

On Phil especially i wanted to try something a little different to the other portaits i've drawn for the game to make him a little more menacing then just a grinning face the shows itself every now and then, in the original games i think you only ~see~ phil murder one 'person' (it was actually a rat-dog-human-thing).

The rooms will have a 'higher detail' (if you take that to mean well defined edges and colours)

On the other hand, taking another look at this phil portrait i did notice some scrappy parts which i had neglected and overlooked for some reason. using the smear tool, i cleaned them up.

About lower resolutions: i have no problem with pixelated graphics, especially in AGI (60x80 i think),Ã,  but the facility is there in AGS to go up to 800x600 and its much easier to create an original, clear artwork that sets an atmosphere, not unlike the original, when you have lots of room to work in. possibly 640x480 would suffice but why bother changing it now? also, many of the portraits will be cropped, stretched, shrunk etc. once they are added to the game to preserve continuity in sizes and the like, so the bigger they are to start with the more detail is preserved once they are completed.

i'll upload the new 'copy of PHIL - 4'Ã,  Ã, (this time without the blood,Ã,  you will probably see both in the game,Ã,  Ã,  its just the same picture with an overlay on top)


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