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Messages - alimpo83

#1
Check a small promo video I did while I was rendering stuff. Check first post! ;D
#2
The screenie was not showing because of a missing bracket ;)


#3
Critics' Lounge / Re: Aetus:Vita
Fri 23/02/2007 20:14:33
Thanks for the comments, and about the druid it's just a test, it will not feature this Ignis world. ;D
#4
Please check the first post. Thanks.Feel free to give feedback concerning the pics.
#5
Critics' Lounge / Re: Aetus:Vita
Mon 19/02/2007 22:36:33
And now with the added lights. I think i'ts much better.

#6
Critics' Lounge / Re: Aetus:Vita
Mon 19/02/2007 22:21:45
Here it is a fast render on the temple part of Ignis. Please check my evolution by looking at other images on this post, or the Aetus:Vita thread in the "Games in production". Now I think I can make a nice game! I looked at a lot of images from the Myst games, Amberzone, Zork and so, in order to try to get the same kind of look.Still have to work on lights, but  please tell me what you think.



#7
No, I created a new game to test the script and followed the readme file. In 320x240 it worked like a charm but in 800x600 it didn't run at all.
#8
I got it to work with no problems in 320x240(1280x240) but not in 800x600(3200x600). It gives me the following error:

In Panorama(line 184)
From Room 1 script (line 6)

Error: DynamicSprite.CreateFromBackground: invalid co-ordinates specified

For Panorama you can check the module for line 184 and my Room 1 has following script:

// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: Player enters room (before fadein)
Panorama.CreateFromBackground();
Panorama.Enable(); 
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for Room: Repeatedly execute
Panorama.StandardLookAround(mouse.x); 
}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_c  // DO NOT EDIT OR REMOVE THIS LINE
function room_c() {
  // script for Room: Player leaves room
Panorama.Destroy(); 
}
#sectionend room_c  // DO NOT EDIT OR REMOVE THIS LINE


Please help! I'd like my game to be 800x600! :D
#9
Critics' Lounge / Re: Aetus:Vita
Sat 17/02/2007 23:52:01
And another one, where the druid can be seen closer.

#10
Critics' Lounge / Re: Aetus:Vita
Sat 17/02/2007 21:31:05
Lol, it is, but you could read the previous post, when I tell I use it. ;D

For my creations I use:

- Bryce 5
- GIMP 2
- Anim8or 0.95
#11
Critics' Lounge / Re: Aetus:Vita
Sat 17/02/2007 21:08:58
And now a test screen on how I'll implement the characters. I've decided that the characters will be photos of real people, like in Myst. I work on the photos and their transparency masks, then Bryce creates an intelligent shadow on the ground, the result is very convincing: remember that photos are panes, but Bryce helps because it has a great rendering engine!Ã,  ;D

#12
Critics' Lounge / Re: Aetus:Vita
Sat 17/02/2007 20:07:18
Well, a lot has happened in my life since the last time I posted. I finished my college degree, learnt to work with different tools and my Anim8or and Bryce results are far better (I think) than before. I decided to take back my Aetus Vita project, concerning only the story and now giving the real look I wanted a few months ago.

It's only a light test, but now you can take a look at a part of Ignis, now a much bigger metropole, instead of a small island.

I'm glad I'm back, and this time, hopefully, for good!

#13
I see dead people in the family photo!  ;D looks great.
#14
I love the 30's graphic style.
#15
These are really excellent! :D
#16
Quote from: thewalrus on Tue 10/10/2006 19:07:19
Ã,  Ã,  Ã, Hmmm... I couldn't get the intro to play for some reason... Any idea why that might be?

Candall says in the first post:

QuoteBefore I forget, you will need the XviD codec.

;) Would that be your problem?
#17
Critics' Lounge / Re: Hippy - New Edit
Mon 09/10/2006 21:48:20
This sprite is one of the coolest i've seen so far. If you manage to animate it as good as it looks, you've got a winner!  ;D
#18
Used Bryce 5, Daz Studio, Poser 5(free downloads for some time in www.daz3d.com the first two, Poser in www.contentparadise for like 10 days) and anim8or(always a free download, for me one of the best 3D modelers - freeware - out there, for it's simplicity: www.anim8or.com) for the 3D graphics and renders, and of course AGS for the game engine. Glad you like the demo.
#19
General Discussion / Re: The nintendo Wii
Sun 08/10/2006 16:21:45
Better features like different gameplay and so, not graphically. But really, I'm much more interested in Wii than in the other consoles because of the sense of imersion in a game.
#20
It's not too harsh, believe me. About the look/interact hotspots, I said a lot has not been implemented. As for the get out/get in the screen I'm thinking on making an animated cursor that will animate a hand to left, right, back, and so on, to make it more easy to navigate. That or making a kind of mini-map on the lower right part of every screen so that players would know where they could go(with arrows and so)This has given me an idea, really :). As for the player story, with no intro video you only know you are a scientist that uses ancient discs to travel to other dimensions and worlds, I've written it before.About the beach, where you tried to fish something, I cannot tell you what it is, since it would be a spoiler. In the demo, you can't pick anything up yet.And I think the in-between screens add a little depth, since it's more fun to traverse through 4 or 5 screens to get someplace that to traverse only one, directly,abruptly. And about the menu, don't mind that, since it's not final and I forgot to disable the eye cursor. Finally, many thanks, since it's a constructive crit. :D

By the way, here's some help for those who play the demo:

- Every room can be exited placing your hand cursor on the left, right, front, back of the screen(in the far right, left...)
- When over a hotspot, the cursor blinks.

Update

I managed a simple solution for the "don't know where can I go" problem:

-Used different cursors that appear when over the change room hotspot. Used arrows that point left, right, back or up in order for the player to know where to go. And there's no pixel hunt, just common sense: see a door, enter; see a sky, lookÃ,  ;D Believe me it works like a charm now and was simple to implement.

For the look problem:

- I'm thinking of taking out the eye cursor from in-game, as suggested, but letting it on inventory so that one can look at the objects, obtaining descriptions. The hand cursor will work as in Myst(for everything in game), making it easier to deal with the setting.

As for the hotspots, the hand cursor will work as It does until now. When over something you can pick, operate,..., it blinks.

When all is done i'll upload a new demo. Till then you can still download the one available(check first post).
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