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Messages - woodz

#1
if you play the demo it is a 1st game, with photo realistic images.. so i guess the stuff posted is ok but require some sort of context (well one image doesn't work)

I'm not into photo type games so I can't really comment but, there's quite a few AGS related things that need looking at
from someone that has done 1st person games, exits should be obvious..  personally i hate cycling thu cursors and Iitshould react in some way over hotspots.. i hate blind hotspot hunting

#2
Quote from: Lt. Smash on Sun 04/05/2008 17:02:30
@CJ: It seems that only online users can use the search function. Could you please fix that?
Quite a lot of admin's like it that way.. it help prevent spammers robbing email adresses and what not
#3
if there's a lot of car crime in your area i wouldn't consider a cabriolet.. i'd also shy away from Fiats over 5 years old.. the wiring, electronics are pretty sh*t (auto electrician: trust me!)
You can't go far wrong with a VW Golf or any Vdub for that matter.. bits can be expensive (electrical head again lol) but they are built to last.. we just sold a Seat.. whch is basiclly a VW with a cr*p body lol and the engine was fantastic, VW's TDI 1.9
If you MUST by a rag top make sure it works and fold up n down ok and it locks in place, if its hard work to get it locked down, forget it, it probably means its worn.. a very expensive item to replace
#4
I hope it goes well ;D
I know a few people who have thought about doing a game but its a mamoth task and a lot of pre defined expectations that have already been pointed out

Personally i hated the movie, there was just so much important stuff pushed to one side or not explained
#5
We're looking for a 3D modeler for a Myst style adventure game
Its mainly architectural, building and interiors

The game is panoramic and high res so a reasonable quality is called for

There's actually two games a mystery and horror

Drop me a PM if interested ;)
#6
By time I've done bug testing i'm fairly fed up with them!.. actually i do revisit them now again, I played my first ever MAGS game last year.. OMG it sucked, no wonder it didn't win lol, actualy there was stuff i couldn't remember doing.
I did a Flash game for the HP Lovecraft Commonplace book project last year with another guy, who felt the need to have a slider puzzle, and i'm feckin hopeless at them, making the game i had a bypass the puzzle hidden button just to skip that part lol, so now i normally get to that point and give up ::)
#7
well done Woodban
#8
I very much doubt dragging it out will do very much good, the police will have camera evidence which will have your speed and the pursuing vehicle's speed
maybe 3 or 4 miles over you'd have a case but 20mph? I ride motorbikes and i have my moments ::) and I'd expect to get hammered if i was caught being a naughty boy, but honestly i can tell when I'm going a few miles over the limit,, i don't need to look.. I guess you need to be more aware on a bike a 20mph over feckup really hurts!
You also need to be careful how you plead your case, you could be done for driving without due care and attention.. which is how its looking.. sorry but its true m8
#9
General Discussion / Re: Wintermute
Tue 29/01/2008 15:58:23
Quote from: space boy on Mon 28/01/2008 21:35:39
Who's that Mnemonic guy?
Mnemonic is the god like person Wintermute users worship, the WM version of CJ really but without the ritual beating and soaking of wounds in freezing salt water
#10
General Discussion / Re: Wintermute
Sat 26/01/2008 10:31:04
Lassie Director that was used to make "What Makes You Tick" has no where near the amount of features AGS and Wintermute have, but it is still possible to turn out decent games, John Green's "Nearly Departed demo" was also done with it. WMYT is in the top 20 adventure games of 2007 which is quite an achievement

if you wanted to compare AGS and WM against Lassie AS, the big let down is control over walkable areas and doesn't have walk on hotspots to trigger events and generally its still a Beta version, your tied to the the inventory system and verb disc, animation however is a doddle to do, the conversation system is simple to use (all be it a bit buggy) the games are cross plateform (assuming the web browser has a flash plugin) The big advantage is Flash and action script can be used to expand the game

Once the AS3 version comes out it'll be very powerful, the big disadvantage it'll need Flash CS3 along with the engine to make the game

#11
Quote from: MrColossal on Fri 25/01/2008 21:07:55
I guess I'll have to grow up and come out of my 256 colour cave if want to upgrade to the new AGS. What is with you people and your pngs and your 2008?!
Its a big scary world m8 but well worth it, very colourful and, well BIGGER!!

personally i like the new version, but my last game was done in version 254 i think, back when Noah had an ark  ::)
#12
i agree with TheJBurger build the game almost like a story board first, theres nothing worse than spending days on a layout just to find the character looks all wrong in it, or walkbehinds wont work..
I always think of something else to add to a scene, and it'll clash with something else
Its also easier to over come short comings in skills.. if your not good at character animation you can easily move stuff around to make life simple.. In my version of NOTH the dart board is horizonal with the bar just to cut down  the amount of animation the barman needed, in Roy's original he walks up across and down then turns, if the game was 8 bit and pixel art it wouldn't be a problem but the barman was 350px high, shaded etc, less frames is good!!

Plus its a great motivator to see a lot of progress in a short space of time
#13
General Discussion / Re: Wintermute
Fri 25/01/2008 12:11:31
When i started my little remake of NOTH, i looked at 3 options, AGS, Wintermute and Lassie AS(flash)
TBH i dismissed AGS instantly for the simple fact the game used 3D rendered backgrounds and  in the past I've been slammed for using them by some members in the community.
The whole game apart from the main story and puzzles was radically changed, i just felt it would get ripped apart

In a way AGS is a victim of its own success, people expect the games to be old skool pixel art, and out side of the community they may not get the attention they deserve.

AGS is a lot more user friendly than Wintermute, TBH the reason I'd go with WM was the 3D support.. but i haven't looked at AGS3 yet!
Wintermute needs a lot more coding knowledge, I guess some people think that makes it more top end lol

I went with Lassie and Flash.. well till i scrapped the project lol

I'd hate to admit it but AGS is a lot better than Lassie, the only advantage is its easy to code and everything art wise looks as you drew it.. plus online playability

Edit
I've just checked out AGS v3...
What can i say.. I'm blown away! very impressed ;D


#14
@Stupot
Theres a few projects on the table, the guy who was doing Herman and the rest of NOTH's cast has come up with a nice 2D cartoon adventure, new ground for me as i mostly do 3D stuff, its probably the one we'll do
Also 2 possible Myst/Scratches style games using either the SCream engine or Pipmak.. but thats an on going learning thing, both SCream and Pipmak are in early development, those game ideas will grow as the engines develop and as i learn how to use them lol
I keep looking at MAGS waiting for that "oh i can do that!" moment

@Crazy
I've kinda drifted in and out of AGS for the last 6 years, post if i have something useful to say.. which isn't often, hence a low post count lol and I just didn't realise that thread was there, It was a spur of the moment idea to offer them out so i didn't trawl about to see if there was a politically correct place to post them.. i'm just a rebel!
but thanks for pointing it out.. i'm sure someone will move it shortly ::)
#15
Just before Xmas i started doing a remake of Night of the Hermit, but because of various reasons we decided not to continue

The plan was to do a 2 puzzle demo revolving around the bar puzzles

We where doing the game in a CMI kinda style in Flash, the backgrounds are 800x600 jpgs, foregrounds are PNG, there's around 5 rooms: 2 bars, lobby, hallways and the view from the window.. two rooms where flash animated but i have the frames etc, i think i still have the 3D models used

There's no Herman or barman, i used an enlarged version of the originals will testing

Heres the bar with animation:
http://www.nigecstudios.co.uk/images/scummbar.swf

http://www.nigecstudios.co.uk/images/bar2.jpg

http://www.nigecstudios.co.uk/images/hall1.jpg

If no ones interested no problem, it just seems a shame to bin them, credit would be nice if they are used tho

PS sorry i can't do extra scenes, they where done with Truespace 6 which crashes under Vista if i use the same shaders, hence one of the reasons we're not carrying on

#16
General Discussion / Re: I need help :(
Sun 23/12/2007 13:05:39
As scotch said....
you normally get those if the firewall is disabled, XP SP2 would keep reminding you of the fact on start up, early XP versions didn't
#17
Alas Candall your solution is very technically floored!
A/ DC motors start up harshly, tacky ducttape glue couldn't stick enough to withstand the start up, also IF it sticks and cause lift it would spin off

B/Motor plus battery would be to heavy

C/ it would just vibrate to bits, the only things flying will be tooth picks towards ur eyes! thus adding to your problems

Your only hope is a woman falls down with you with a large supply of food shopping or live off the badgers that ProgZmax added for you, you could then start up your own colony of pit dwelling people

nice solution ProgZmax, it cracked me up  ;D
#18
Critics' Lounge / Re: Scummbar revisited
Sun 02/12/2007 13:47:09
MI4 was probably the worst of the games the whole plot contradicts the story that is already set, the goal was to create something between CMI and MI4, i'm not using 3D characters, also those wont be a copy of the original either. more a evolution on the CMI ones if they stayed 2D
#19
Critics' Lounge / Re: Scummbar revisited
Sat 01/12/2007 09:59:08
sorry Dualnames, the last pic was just showing Awakening shadows which aren't as harsh as the Truespace ones, and doesn't have any thing to do with the first two,, actually the game it was intended for would of had a lightening effect, but our harddrive blew up, i lost all my work and i abandoned the whole project, i only have 2 pictures left lol
#20
Critics' Lounge / Re: Scummbar revisited
Wed 28/11/2007 09:25:03
thanks ildu
With MI4 being a 3D game shadows had to mild, if you look at the new gen Sam and Max the shadows are very much the same, probably less, black colours edges tend to break up quite badly. at the time EFMI was built to run on what we'd consider now cr*ppy computers

I had a look at the rooms on our lasses Laptop, and OMFG i think i saw, what you see!
my monitor runs slightly to dark, and slight over kill on reds, on the laptop anything wood looked terrible

I use a 3D engine called Awakening, which uses LUA, the same scripting language the LA Grime engine used, its well worth a look at:
http://www.awingsoft.com/
The game the backgrounds are intended for is just a 3 room demo, i doubt i'll change them as it would mean changing everything to suit, the goal is to use the scene models to try and build a control system in LUA and go 3D for the full game

Earlier this year i did a game called Handyman Wanted for the HP Lovecraft common place book project, the plan was to use Awakening to remake HW as i didn't like the original game, i just scripted it and had no say on the content, and puzzles, in my eyes the game flopped, it was to dark 75% of people coulsn't see it!
This is the reworked hallway rendered in Awakening:


Thanks for your time mate, i'm off to check out the vids ;)
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