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Messages - A�rendyll (formerly Yurina)

#41
Quote from: Gilbot V7000a on Mon 17/07/2006 02:18:10
I think to make him more representative of the element, you may also make his tail in a thunder shape, maybe you can try to make the hairs on his head like that also. That way if you have other creatures like unifire, uniice, etc. ;D you can make them more distinguishable.

Maybe I'll do that. I'm currently trying to get some more enemy ideas, but I'm a bit stuck since I already have 8 which I quite like. (I thought of the "elements": water, ice, fire, thunder, air, earth and undead) I have a long way to go, but I guess you're right. The more the mare-rier (I couldn't help myself! ;D)!

Thanks,
~Yurina
#42
I think I'll add some thunder, then. Maybe I'll animate it too... I don't know yet.
#43
Okay, I have a new enemy ready.

This time (s)he's already colourized, but I don't know or it looks good enough.

Here it is:


It's called a unistorm and it's a horse with thunder powers. I'm thinking of adding some thunder to the horn to make it look like he uses a thunderbolt-spell, but will that ruin the image?

Thanks in advance,
~Yurina
#44
I'll check out if that lake module of SteveMcCrea is what I want. If it isn't, I'll try to get it done by RawDraw (I never worked with that until now...).

Quote from: theeph on Sat 15/07/2006 06:05:10
But you said 20x20 tiles. Do you mean like a top down rpg?

It IS a top down RPG. :P

Thanks,
~Yurina
#45
Hi all,

Again, I ask help. I posted for this game before, BUT: it didn't contain any useful information. To be more precise, this time I have. (And I don't think people will search trough this whole thread to check outdated information... ;))

Brief information:
Title: Omaiya - The Land of 2 Layers
Gametype: RPG
Genre: Fantasy
Resolution: 320x240
Colour Depth: 32-bit
Length: Not decided yet.
Deadline: End 2007

The story:

On a far-off island, surrounded by a thick mist, lives a society which has never established contact with the world surrounding it. On that particular island, the society lives on it's own strength. For a long time, wars where never serious, the people lived together and nobody was misjudged. Until these people began building the biggest and mightiest city of the whole island.
The richest people began to develop the idea that they where better. After all, they did design the city, gave the poor the material and knowledge to help and offered residence for free. They decideed to build their own houses and important buildings above those of the poor, so the rich would stand literally above them. The poor agreed, not knowing the consequences. To make even more difference, the rich gave themselves the name Upper Layer, and the poor became the Lower Layer.
In the Silver Age the poor began to realize their position. They became hungry, because the rich began to sap every coin and every nutricion out of them. They began to start-up a revolution in secret. So far, no public battles where fought, but it won't be long until the war would be declared.

Main characters:

Utada: (player, name can be customized)
Age: 19
Gender: Female
She is a mysterious woman who was found in the sea. She only remembered her name. After meeting Daisuke, who saved her, they hear about a resistance-force of the Lower Layer. They decide to join the resistance together.

Daisuke: (party member)
Age: 18
Gender: Male
A young man who found Utada. He took care for her when she was still unconsious. After Utada awoke, they joined the resistance-force together.

Mimiko: (party member)
Age: 21
Gender: Female
A commander in the resistance army. She was assigned to train Utada and Daisuke in fighting, so they could join the army.

Suzumi:
Age: 17
Gender: Female
She was a friend of Daisuke's youth. Daisuke often thinks of her. He fears Suzumi was murdered or arrested after the Upper Layer army found her and took her away from the village where she and Daisuke spent a happy summer. After she was taken away, her whereabouts where and are unknown.

Akira:
Age: 27
Gender: Male
Akira is the leader of the resistance. He isn't seen very often, but every poor man or woman knows his name.

What jobs are available:
Musicians: I can't imagine an RPG without music. I prefer mp3 above midi, but I don't say no against both.
Background artists: I just can't make perspective backgrounds. So I need artists to get me some backgrounds for battles (and cutscenes, if I decide to make some).
Animators: to make some animations for my characters. I have a bit of a problem doing e.g. attacks. You don't need to make every single animation, though.

That's all I can think of right now. If you're interested in taking any of these jobs, PM me, or e-mail to: yurina.x.mireille AT gmail DOT com.

Thanks in advance,
~Yurina
#46
I wanna try! :o

Seriously, I think that'll be great to get some of my own games their own gamebox! *throws in a party*

~Yurina
#47
Quote from: Djokitzaaaaa on Sun 09/07/2006 18:14:38
Quote from: triton9000 on Wed 12/04/2006 09:25:05
Hi all! I'm new to the forums, just wanted to offer some of my knowledge to work in a new AGS game, most likely on the amateur level. I'm very motivated to work in a game, and I think I have a good knowledge of many genres (I mostly play abandonware though).

Just in case it matters, I'm from Argentina but living in Belgium (Its the same to speak/write English or Spanish to me, and I'm doing quite good with Dutch)

I work/ed with (never for games, thats why i want to get started):

Graphics: 3d Studio max, Poser, Adobe Photoshop, Adobe Premiere, DAZ Bryce, Swishmax, Dreamweaver

Sound (I'm a Technician in Musical Production): Protools, Cubase, Sonar, Reason, Ableton Live, Sound Forge, Acid Loop etc...

AGS: I know all the basics, and I've read all the manual, but haven't found any ideas or motivation to start alone. Im not afraid of having to learn scripting either (I'm completely self taught in everything I put above)

Text: I do read A LOT all the time, so I think I could tell a weak story from a solid one, or be able to do basic improvements to dialogues (no experience, but would be very interesting to try)

Maybe this short clip I made will show how I use many of the programs stated above (it was made in less than two weeks a couple of years ago)

http://www.nantec.net/cv/SolarisDIVX.avi

Thanks a lot for reading, any proposals/ideas/offers etc... just send me a PM!

Cheers,

Alejandro.

yo yo!!! can you do town bkgnd,forest and sewrs bkgnd???
please,if you can...send me your works!!

Someone overlooked the PM service... :P Really, this thread is to get attention and not to respond if I'm not mistaken...

~Yurina
#48
Hi all,

again I'm asking for something that seems impossible to me: how can I make a character sprite reflect itself in water?

Some interesting info:
- the game uses 20x20 tiles
- the water has little wrinkles on the sides which'll be used in the final animation (the background will have 3 frames)
- I prefer the reflection transperant (50% visible) unless this is impossible
- The game uses 320x240 as resolution and 32-bit for the colours.

I thought of something like letting AGS copy the sprite and turn it upside-down while making it transperant. But I don't know how I can get it displayed in the right way (the feet of the reflection and those of the character need to touch eachother).

Is this even possible to do? I don't know how to copy and flip the image of the sprites needed upside-down, and I don't know anything about how to get the reflections at their place either. Can someone help? If not, I'll leave those out of the game.

Thanks in advance,
~Yurina
#49
Critics' Lounge / Re: Fountain - C&C needed
Fri 14/07/2006 15:46:35
Quote from: MashPotato on Sun 09/07/2006 03:35:40
To reiterate what monkey_05_06 said, the basin is pointed away from the viewer, yet the water comes forward in front of the statue, making it seem as if the water is doing a U-turn.  It might look better if you change the angle such that the mouth of the jar is pointed more upward. 
Other than that, I think it's a very nice fountain ^_^

Ah, thanks MashPotato, I didn't really get what monkey_05_06 said... But I'll try to improve ASAP. I'll notify you when it's done.

Thanks again,
~Yurina
#50
Critics' Lounge / Re: Fountain - C&C needed
Sat 08/07/2006 18:10:50
Whoops! You're right, Babar. I'll make them go downwarts. I used prominent outlines so the fountain would extinguish itsself from te water that's already in the bassin.

Thanks,
~Yurina
#51
Critics' Lounge / Fountain - C&C needed
Sat 08/07/2006 17:39:04
Hi all,

I'm very busy on a new game, which is tiled. So far, I'm busy on my second background, and I could use some C&C about a fountain I made.

This is the fountain I'm talking about:


Does it need more mist? Isn't the animation to slow/quick? Or should I improve womething else? Tell me all about it!

Thanks in advance,
~Yurina

EDIT1: I made the water flowing in the right direction. (downwards.) The outlines aren't changed yet.
#52
Ah, I get it.

Thanks Ashen!

~Yurina
#53
Whoops! I think I overlooked that a little...  ;D'
#54
This looks awesome, and sounds promising! :o

The only downsize in my eyes is the blurry type of sprites and backgrounds, it makes it a bit harder to distinguish what's background and what's not. But still: it looks great.

Keep up the good work,
~Yurina
#55
Hi,

while I'm using keyboard control in most of me games, I'd like to ask if there is/will be a list of all keyboard-keys in numbers. I really need those for my games...

If someone knows anything about this, please respond ASAP.

Thanks in advance,
~Yurina
#56
I have a new question ready: Is it possible for me to make a character run instead of walk when I press e.g. the up-arrow and the shift-key at the same time? If so, what is the codenumber of the shift-key?

thanks in advance,
~Yurina
#57
Critics' Lounge / 2nd try on music making
Sat 08/07/2006 14:06:19
Hi folks,

Since my last midi-expiriment I have been trying to get something more nice. But I do need advice on this midi.

It's supposed to be for a village. A calm and maybe a bit passionate village. I'm not sure I'll use it, it's not that good yet. And this time a bit more melody.

What do you think?

~Yurina

(EDIT: or maybe a main menu, I don't know yet.)
#58
Critics' Lounge / Re: CAt BOy!
Wed 05/07/2006 18:00:05
I think I see squirrelboys...

No really, he looks too odd for a cat.

- the ears should be more pointy.
- the eyes are too round.
- the shadows are too flat.
- this picture is too rawdrawn to use. I suggest making it a bit tidier.

I hope this'll help,
~Yurina
#59
I'll be going for the background frames idea from KhrisMUC. That sounds best to me. Having to switch rooms is a bit tricky, because I make an RPG of my game. This means I have to use a lot of rooms for battles. So I can't use this trick.

Besides, in the areas where my characters are under a roof, I can use Character.Transparency if needed (how stupid I didn't think of that earlier...).

Thanks for helping me out, guys!
~Yurina
#60
Quote from: dkh on Sun 02/07/2006 17:04:40
I am not sure if I understand correctly, but how are you drawing your tiles at the moment? In the tile engine I wrote, I used dynamics sprites, which you can draw with a transparency value. I wouldn't recommend to use anything else to be honest, objects are limited and slow as are characters in that amount.

I'm making tiles in MSPaint. This is the way I make my backgrounds:
- I make a grid which can be filled with tiles (No gridlines visible after placing all tiles. Mostly I use 20x20)
- I make some basic tiles which I'm going to use (walls, floors, standart objects.)
- I save the grid as another file and colourize it in a code that indicates wether I want wall, floor or special tiles there.
- I place the basic tiles.
- I copy this picture and add the grid on it again.
- I add detail to the grid-containging copy.
- I paste the copy on the original background, making the gridlines invisible using MSPaints selection transperany (so they'll dissappear.)
- Finished!

In short, I don't use an engine for my tiles, but simply a paint program.

The problem is that I wanted to create regions on places where the player walks beneath a roof/wall (seen from the players view). I want the roof/walls to dissappear or become transperant when the player stands on that region.
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