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Messages - jastorman

#1
Thanks for your input rbaleksandar, there's no such thing as too much criticism (as long as it's constructive & not nasty!). I have adjusted the animation slightly, see above. You were right about the eyebrows, they were way out on the side view. I've also made the colours more consistent through the frames, I think I have eliminated the "laser look". As for him looking a bit flat, I was kinda going for a pared - down cartoony look; there will be more details & shading later, but I wanted to get the basics right before moving on to the details. I'll be working more in the coming days to give him a more thorough overhaul. This is the first time I've tried animating like this & the subtleties are hard to get to grips with, a rouge pixel here and there can change the look significantly. 
#2
Thanks Domino, lesson learned.
#3
Hi everybody, I'm kinda new to AGS & I've been working on animations for a character  for a game I have in my head. I'm reasonably happy with the side view, but the front view dosen't look right, does anyone have any suggestions as to how I might improve him? I must admit to cheating a little bit on this animation, I used an already existing animation as a base to tell me where everything should go (I barely know which foot to put in front of the other in real life, doing it in animation would be asking too much!). Can anyone suggest any tweaks I could make to either animation to give him a bit more character?

Draft 2:
#4
You could split the wall into several walk-behinds, each with a different baseline. There is probably a smoother way of achieving the same result, but I don't know it.
#5
Thaks for the help guys, the script is now working as I want it to.
#6
Hi, I am also a newbie, so this answer may not be what you're looking for, but setting the "WalkToPoint" in the hotspot options to 0,0 seems to disable automatically walking to a hotspot.
#7
Thanks Creator, that works well for selecting options; For future reference, is it possible to get the ASCII code as an int rather than checking whether individual keys are pressed? Can On_key_press be used in the room script, or can you contrive a method that would have the same effect?
#8
Hi, I am trying to create a computer interface in my game for which I have created a separate room. To begin with, I want the user to be able to select from several options using the keyboard (but not via a textbox or GUI), for example, if the user presses '1', I want him to be taken to option 1. I know this can be done with on_key_press, but I don't know how to do it within my room script. I have perused the manual for answers to no avail.
Sorry if this question is stupid or obvious, I'm not much of a programmer, but I would like to learn how to make games with AGS 
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