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Messages - x_traveler_x

#1
The color depth is 16-bit high color.

I tried using MPG and AVI files first, which worked very nicely.  The problem with those formats, though, is that they don't bundle into the compiled EXE.  I also don't want to trifle with AVI codecs.
#2
Just an annoying little hurdle here...

My game is in 800x600 resolution and I have a couple of short FLC files (8 and 9 seconds) bundled into my EXE file that play when the game is started.

Unfortunately, they play too slowly.  Sometimes the 8-second FLC takes up to 20 seconds to play, which really stinks when it's supposed to be timed to a MIDI file 8 seconds in length.  Is there any way to get the play time back down to the actual length short of drastically reducing color depth and/or resolution?

Thanks.
#3
Critics' Lounge / Re: New Background
Fri 10/06/2005 15:24:11
Overall, it looks okay.Ã,  What you have is a good start.

I have no time right now to do a paintover, but here's what I'm seeing:

Ligting:
I would add dark clouds to the sky to make the orange object actually look like a sunset.Ã,  The hut, fence, lamp-post-thing, and tree should all be casting shadows on the ground.

Ground:
The hill between the hut and the outhouse should be a gentle slope, and not a sharp 45 degree angle.

Fence:
If you're worried about the fence obscuring the hut, then you might just want to rethink the whole background.Ã,  Maybe do an over-head view of everything so it's all clearly visible with no obsurities at all.
#4
Critics' Lounge / Re: C&C on guy
Mon 06/06/2005 17:34:46
It's a really good looking sprite.Ã,  I would lengthen the legs, broaden his left shoulder a little, maybe add some definition to the torso area.Ã,  I'm not sure about the flat-footed stance.Ã,  Other than that, I like it!
#5

Who's that supposed to be, Skurwy?  Kelly Rippa?  My, she's never looked better.   ;D
#6
Quote from: khrismuc on Fri 03/06/2005 16:20:46
-the top's edge between chest and neck should really be straight. It still looks as if her boobs start beneath her chin

Not exactly sure what you mean... It IS straight.Ã,  Or are you refering to the shading underneath the chin?

Quote from: khrismuc on Fri 03/06/2005 16:20:46
-if she's been to a night club, would she be wearing those (still) heavy-looking shoes? Either give her some stilettos or lengthen that pants.

What, you've never seen girls wearing hiking boots in a bar?Ã,  :)

Anyway, good point, I'll keep that in mind.Ã,  Thanks!
#7
Thanks everyone, for all the great input and paint-overs!Ã,  But, truth be told, everyone has his/her own art style, and I have to remain true to my original main idea.Ã,  I probably should have clarified what I was looking for.Ã,  Sorry for not doing so earlier!

Yeah, I did say she should be tough.Ã,  My fault.Ã,  What I meant was athletic or lean, not a she-hulk. :)

Her "proportions" are intentional.Ã,  She's meant to be a well-endowed individual.Ã,  The fact that I'm a boob guy is beside the point.

The beginning of the game is going to take place outside a night club.Ã,  That's why she's wearing the bright-colored pants and tight-fitting shirt in the first place.Ã,  Again, boob guy, beside the point.

I doubt I'll ever change the eyes.  I want the whites visible, and I don't want them any larger than they are.  I think they're fine as they are.

I'll take into consideration what khrismuc said about the sprite size.  Would it benefit me to go with 640x400 rather than 640x480?

Here's my latest edit:


Changes:
- Hair highlights
- Shading on face around nose
- Raised breasts by one pixel
- Gap between the legs is gone-- slightly altered stance
- Shoes and pants
#8
Looks great!
#9
YIKES!!!  :o

That's a skillful edit, Prog, but I took one look and instantly thought it looked like a dude in drag.  That's way off the mark.

I'll have to re-think the character's role and keep touching up on it and see what I come up with.  Thanks for all the feedback though!
#10
Here's an edited version:

Before & After


What I changed:
- Legs are longer (by 2 pixels)
- Arms are more relaxed and proportioned better (i think)
- Other minor touch-ups: shirt, hair, tummy, jeans, etc.

Still unsure of how to get the shoes just right (you'd think it'd be simple).Ã,  Also not sure if I should fix the eyes.

Any comments?
#11
I like it!

I'm not a fan of black outlines, but other than that, it's good. :)
#12
Quote from: Skurwy on Wed 01/06/2005 22:53:56
I'm thinking of the correct woman's body proportions.

Quote from: big brother on Wed 01/06/2005 23:00:08
Or at least preferable body proportions... ;)

Quote from: Al_Ninio on Wed 01/06/2005 23:05:09
Ideal female proportions.

While I find these comments helpful, I still want to keep the character looking fairly cartoonish.Ã,  I don't want to stray too far from the style I'm aiming for.Ã,  So, I don't know how "proportioned" she'll turn out in the end.Ã, 

I do agree with Alias and RedruM89 that I should lengthen the legs a bit though.Ã,  That might just do the trick overall.

As for the eyes and shoes...Ã,  I agree that the shoes need work, but how?Ã,  I also don't know how I would fix the eyes without widening the head, thus throwing off the whole design.

Thanks for the feedback, it's very helpful!
#13
Hi everyone!Ã,  I haven't been doing much in the art department lately, so I thought I'd better sharpen my pixelling skills.Ã,  I'd like some feedback on this character:



I designed her based on another character I did earlier.Ã,  I'm going for a somewhat "cartoony" style, but not too much over the top.

A couple pre-criticsm comments:
- I realize that the pose is a bit unnatural-- I'll address that later.
- She is intended to look tough, yet sexy.

The only thing about her that bugs me about her so far is the shoes.Ã,  Other than that, I'm more or less pleased with how it came out.

I should also mention that the game will be a Sierra-type interface in 640x480 resolution.Ã,  This character is the same relative size as the typical Sierra character in a 320x200 game.Ã,  Is a sprite this size suitable or should I re-think this?

Thanks!
#14
Good points.  I suppose I could give those suggestions a try.

I'll experiment with them and see how they turn out.

Thanks again!
#15
Quote
And yet now when the graphic doesn't change you call it a problem. I don't mean to sound rude, or irritated, it'd just be easier for me to help, if I actually understood what I'm helping you do.

I realize it sounded very confusing the way I was describing it.  And I am truely sorry about that.  So I understand and sympathize with any frustration. 

What I wanted was to change the mouse cursor into arrow-shaped-pointer which displayed the inventory item, because I strongly dislike using the item itself with a hotspot as the cursor.  When I used your suggestion, the cursor was still in the INVENTORY GUI when the player selected it, therefore preventing the arrow changing into the item cursor.

That should hopefully clear up any confusion.  I am pleased to say that I was able to solve this (as I mentioned in my previous post) by modifying the suggestion you gave me.  See above.

Again, thanks Ashen and Pumaman, for all the help and support.  It helped, and I learned from it!

Peace!

#16
SOLVED!

I modified the idea you gave me, Ashen, and came up with this:

Code: ags


// ##### "ARROW" CURSOR MAINTANENCE #####
  
  if (GetGUIAt (mouse.x, mouse.y) == 1) SetMouseCursor(6);
  if (GetGUIAt (mouse.x, mouse.y) == 3) SetMouseCursor(6);



... and so on for every GUI where I want the cursor to be an arrow!  It seems so obvious now :)

Thanks again!
#17
Interesting idea, but it has a problematic side effect.  Now the cursor's graphic doesn't change when the player chooses an item (unless you move it off the GUI).

I'll play around wih it some more.  Maybe I'll come up with something.

Thanks again!
#18
Unfortunately, I tried that too, but it makes no difference where I put the code.Ã,  Usually everything works fine with the way the code is now, but when any selected item is active and the item cursor is changed, THEN the problem occurs.Ã,  Based on that, I can only assume that I did something wrong when I added the ChangeCursorGraphic code.Ã,  At any rate, it continues to boggle me.

???

I do appreciate your help, guys, really.

#19
I did try that.  Remember when I said earlier that I put SetMouseCursor(6) at the beginning of the GUI scripts to change it?  Then I changed it to SetCursorMode(6) instead, but that didn't work either.
#20
SetCursorMode(4) only appears in this part of my global:

Code: ags

// ##### ICONBAR #####

Ã,  if (interface == 1) {
Ã,  Ã,  SetMouseCursor (6);
Ã,  Ã,  if (button == 4) {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, 		// Show INVENTORY
Ã,  Ã,  Ã,  show_inventory_window ();
Ã,  Ã,  }
Ã,  Ã,  else if (button == 5) {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  		// Use selected ITEM
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  }
Ã,  Ã,  Ã,  if (button == 6) {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, 		// Show CONTROLPANEL
Ã,  Ã,  Ã,  Ã,  GUIOff(1);Ã,  Ã,  Ã,  
Ã,  Ã,  Ã,  Ã,  GUIOn(4);
Ã,  Ã,  }
Ã,  }


I don't have any SetCursorMode(6)'s anywhere.
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