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Messages - bearseatbeats

#1
So unbelievably excited for this! I was always sad that they never got to finish the Tex story. UAKM and The Pandora Directive were absolutely fantastic.

First Double Fine, now this? AAAAAHHHH!!

;D
#2
Quote from: SuperbutcherX on Thu 13/01/2011 16:21:25
I understand Chris is is reluctant to go open source, but I'd be really grateful if there were some way to further my cause.

Hi SuperbutcherX.

Actually, there's been quite a change in this position. Check out this post/thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42016.msg564113#msg564113

So far, only the editor source code has been released, but CJ does now plan to release the engine source code as well (when it's ready). You'd have to determine if the licenses will be compatible for your project. Hope that answers at least part of your question.

Welcome to AGS!
#3
Nice! I like the new style.

One comment, though: The "AGS" on the tea bag label is not very clear. It looks more like ABS (anti-lock brakes?) or A69 (no comment). Maybe using a different font or putting some more space between the letters would be good?
#4
Quote from: Pumaman on Mon 03/01/2011 17:22:49

...I've now been persuaded that releasing the code wouldn't be a problem.

Wow, awesome to hear! I'm still knee-deep in writing the script for my game (progress!), but I look forward to someday being able to release it on many different platforms, and I'm personally much more concerned about that than about the game files being cracked. These are exciting times for AGS and adventure games. Good on you CJ!
#5
Quote from: Calin Leafshade on Tue 30/11/2010 10:42:16
www.aseprite.org

jus' sayin'

Yeah! Aseprite's really good. It was just what I was looking for. Grafx2 (http://code.google.com/p/grafx2/) is pretty rad but it doesn't do animation (yet).
#6
OK. Here's another edit. Now, believe it or not, it's not a paint-over. I put your version beside mine, ProgZ, and plugged away; used your better palette as well... and got something reaaaaaally damn close to yours, especially in the face (not much room for improvement there), though I didn't really intend to do so at first. Think next time someone edits my image, I'll try not putting them side by side. It's just too easy to more or less render what I see when yours is SO much better!




However, I feel like I learned a TON, so thank you very much! I'm probably going to add to it a bit and try to make it a little more my own.

Any further comments are welcome, of course.
#7
Wow ProgZmax! Nicely done.

I see what you mean about the wasted colors. Mine looks so much more washed out than yours; something I had noticed, but couldn't quite articulate. You've definitely given me some things to consider. I'll try to work on it some more tomorrow.

Oh, the black art of pixel graphics...

Thanks for the help!
#8
Quote from: cat on Thu 16/09/2010 08:47:55
Much better, the face does need more work though.

Hmmm, yes. Perhaps some eyebrows, for one. I'll see what I can do.
#9
Hmmm. Apparently the topic doesn't get bumped when you just modify your old one. Duly noted. Anyway, I added a modified version above. Any thoughts?
#10
Quote from: Khris on Mon 13/09/2010 09:55:04
Opera should do it, Chrome won't, Firefox does it when you put
Code: ags
img { image-rendering: -moz-crisp-edges; }

into c:\Documents and Settings\USERNAME\Application Data\Mozilla\Firefox\Profiles\YOURPROFILE\Chrome\UserContent.css

Oooh. Thanks!

Quote from: Khris on Mon 13/09/2010 09:55:04
Her right shoulder needs work, also the breasts, and yeah, the neck.
Eyes are in the middle of the head, yours are a bit far up. Also give her some ears.

Right shoulder and neck, I'm on top of. Breasts should be helped by some shading. I think I could move a few pixels on her right one to create more of a slope. (Her right, not my right.) You're correct about the eyes and ears. I'll play with that.

Quote from: Mad on Mon 13/09/2010 10:53:19
I think the general anatomy is quite alright, if she's a bit on the plumb side (bottom-heavy as one might say ;)) , which gives the sprite some character!

What can I say, I like girls with curves. Not chunkiness, mind you, but actual hips. :-)

Quote from: Mad on Mon 13/09/2010 10:53:19
Most people have the light source coming from the top, slightly from one side or the other, which is generally quite effective.

Now that you point it out, it's so obvious! I think I know what I'm going to do.

Quote from: Mad on Mon 13/09/2010 10:53:19
My main concern here are the feet! As they are now, you are looking at them from above. Again, look at some references for this.

I noticed this as well. Yep, I'll work on them.

OK, good feedback so far. I'll work on it some more after work. Thanks guys!
#11
Critics' Lounge / First pixel art character
Mon 13/09/2010 03:52:18
Howdy!

Been lurking for a while but I finally have something worth posting (I think). I would like a little help, anyway.




(Wasn't there a way to throw in a 2x or 3x tag to scale the image without resampling it? How would one do that?)

I think it's pretty decent for my first shot, and there are a few things that I'm going to try to fix (like her giraffe neck, for instance), but I'd love to get some constructive criticism before I get too far down that road. Thoughts?

She IS a little plain right now, though I don't want to get TOO crazy since I will have to animate her.

Thanks!

EDIT:

Progress?




#12
If you want to make a more "pixelly" gradient, maybe you could try Grafx2 (http://code.google.com/p/grafx2/). It's very Deluxe Paint-ish and will make a nice pixelly dithered gradient pretty easily with two or more colors (right-click on the gradient tool to bring up the gradient menu). The interface does take some getting used to, but it's a nice program and could give you that effect.
#13
Critics' Lounge / Re: Bar background
Thu 04/03/2010 22:04:02
There seem to be some nice shadows under the first and third stools from the left, but no shadows under the second and fourth stools. I think you should add similar shadows under the second and fourth stools.

Also, the second through fourth stool bases lack a certain roundness. The first one is good, so if you could sort of temper that dark gray on the following bases and make them more like the first, I think that would look better.

Perhaps you could also make one or more of those beer taps on the bar a different shape and size from the others. If you go to most bars, they're almost never all the same size and sometimes have crazy handles like skeleton arms and such, so there's room for variety.

Also, it seems that the shadows behind the bottles at the top don't really line up with the bottles.

Beyond that and the rest of the things already mentioned, it's looking pretty good!
#14
In my opinion, I think the mid-walk frame (when the non-load-bearing leg bends and comes forward to take another step) should be either a little further forward during the frame, or you could add another frame after it where the leg comes forward more. It might eliminate some of that jumpiness you're getting. Right now, it just kind of lifts slightly off the ground and snaps forward way too fast. Actually, now that I look at it more, her knees are bending too far for that stride. Maybe try to have the movement happen closer to the ground. And yes, the tail could definitely use some animation. Also, I think the shoulders could probably lose a few pixels. You're well on your way, though.

Okay, that's a lot of criticism. Hey, I'm just trying to be constructive! :-)
#15
I think you may have finally done it. That nose looks much more natural in both sizes. Nice work!
#16
I'm also having problems running 3.1.2 and also the 2.72 runtimes.

I seem to have the correct libraries installed and I thought I followed the instructions for install.sh correctly, but when I try to run the AGS312 or AGS272 runtimes (on different games, obviously), I get absolutely nothing. No errors, etc. When I run from the config utility (save and run), it just shuts down and nothing happens. I can't get the runtimes to start from a terminal either but that may be due to my n00biness (well, not a complete newbie, but close). Is there an exact command I can try to run that would at least give me an error message that I can report? I'm on Ubuntu 9.04 w/ nvidia drivers.

I'm not home so I can't try anything right now, but I could later.

Thanks!

#17
Sweeeeeeeeeeeeeeeeeeeeeet. New Linux support!
#18
Quote from: Dualnames on Sun 18/01/2009 00:35:23
As far as i can recall AGS only supports D3D for windows, and you're using an emulation program. Have you tried directdraw?

WINE works by translating calls to Direct 3D functions into OpenGL calls on platforms that support it. Many Direct 3D games actually work pretty well in Linux under WINE. It's not perfect, though. Some games have visual corruption, some crash or won't boot outright. It really depends on the interaction between WINE and what functions the game is using. I've actually had pretty decent results with AGS games run under WINE in Linux, though I don't have a Mac so I can't comment on how that runs.

Yeah, you can always try setting the game's "winsetup.exe" config to using the DirectDraw driver if D3D is giving you an error.
#19
Yeah, I've recently been messing around with running the editor in VirtualBox. It seems to run alright, though I did encounter at least one VM crashing event. I still haven't sussed out exactly what caused it. I might try the OSE version again instead of Sun's implementation.

You might be right that energy is better spent getting the runtime to work across platforms for now (with support for plug-ins, etc.). I imagine that would probably take the most work but have the biggest payoff (more platforms for gameplay). In theory, both the editor and the games could be cross-platform if they used the right libraries, though it all hinges on someone putting in the work. All I can offer is testing.
#20
Quote from: Pumaman on Sun 28/12/2008 22:02:47
Let's not get ahead of ourselves :)

For now the most important thing would be to find someone willing to take on the existing Linux port and update it to the latest version of AGS ;)


Indeed, I do get ahead of myself.  :)

Actually, AGS games usually run pretty well under WINE (though I'm not sure if I've tried a 3.0 game that uses D3D recently). The editor, not so much. However, I'm always behind a native version of the engine. If anyone wants to take over that task, they have my full support and admiration (but unfortunately not my limited coding skills).

At least you're thinking about it. There are bound to be others.  ;D
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