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Messages - Albert Cuandero

#101
Quote1 or more of the inventory grafix may have been deleted

Make sure that if you started from the "default" and the "empty" game, you only import your sprites over the old ones. Deleting those gave the same message the first time I started playing around with AGS (thus I started from an empty game).
#102
1)

Quote... the manual say that i can load also TTF fonts type but i cant do it. When i select the font in the "fonts" windows folder and i click on "load"...nothing happen...

Guess where I got this from:

QuoteNOTE: If you go to your Windows Fonts folder, you will not be able to select any fonts to import, since double-clicking them will open them up in the Windows Font Viewer . Unfortunately there is nothing I can do about this, you must either type the filename in manually, or copy the font to another folder and import it from there.

Right, from the manual/setting up the game/fonts tutorial

Well maybe you have an old version... :)

2)

see @ Ashen - the basic font size is choosable anyway.
#103
Hey Etcher,

Nice to see that other liked your game as well! Keep it up!
#104
Critics' Lounge / Re: Watchman
Mon 30/08/2004 04:11:26
Creepy! Well done.

I don't know if he is flying or walking but anyway, maybe his cloak should not end like a tied up sack, but rather like a swaying curtain. Just a thought that came to my mind.
#105
Cool stuff, Blackman

To me those walls just feel a bit "sterile".

Why not add some little details like rust in the corners or bolts holding all that metal in place? Or maybe paint peeling off?

In the hallway: I suggest vertical instead of horizontal lines on the ceilling. This way it gives a deep impression of a great hall, not a long corridor.

The corridor that can be seen on the right is not correct (if it is supposed to be going on on the same level). it should be more flat, and considering the perspective, the player should see longer way down it, from the suggested point of view.

EDIT:

concerning ceiling and right corridor, here is what I meant:


#106
 :D :D :D
Yep, I just stumled into this thread for the first time, and actually scrolled to the end to ask, what came out of it, since I didn't get any shareware warneing.

LMAO!
#107
I used Photoshop 7 from Adobe. It's my only choice for anything I do in arts.

I drew the sketch by hand, scanned it, then added color and details at 1800x540 and scaled it down to 240 x 60-70, then did the pixelwork.
#108
OK here is the update. I know there are still some inconsistencies - but I decidd to go on to the animaitons and fix them all in one go later on:

IMPROVED  ==>>

Shading, details to be fixed later on (besides I used up enough webspace today  :))

I actually like the little shrug she's doing now... I think I will leave it
#109
Are you playing in the window mode?

This can happen if you click outside of the window. Usually I can fix it by re-activating the game window.

Otherwise just end it via the task manager...

I suppose the AGS-engine gets confused by being sent to the background.
#110
Critics' Lounge / Re: Web design
Sun 29/08/2004 10:42:33
Design is nice. Love the mix of cold steel and red velvet ;)

Maybe the title font could be made easier to read, less shadows and with less black fields (esp. the "B" in Bridge) Beisdes the way I looked at it reads: "Knight sBridge Chronicles"...

Do you have a sample with text/pictures on it - I would like to see the site "in action".

Thanks for sharing.
#111
Critics' Lounge / Re: Cut scene music
Sun 29/08/2004 07:36:07
Great track, Oz!

Reminds me a bit of the FF X opening scene.

Very, very good. I hope you will show us the whole intro some time soon!
#112
This is Sunny, she is (or rather will be) the main character for my first game. I was just curious what you guys think of her...



ADDED:

Thanks for the feedback!

You are right about the hand (I hate drawing fingers indeed): here comes a new version:



#113
I mostly use global variables (script or interaction editor, both have them) and conditionals.

You can look up in the manual and the tutorials on this page how to do it exactly.
#114
Nice idea, but watch out.

Look at your average pro-team making games. There is ONE genius and a horde of gnomes making the dirtwork for him. I mean there is one main gamedesigner and about five dozens of small-print names in the credits.

Why?

Because such a team needs a brain, a boss who tells every artist what exactly he needs in the game. They have to push back their vanity for this - if they come up with a great idea and Mr.Creative tells them it looks/sounds/plays great but he doesn't like it or it does not fit the rest of the game, they have to keep it in their drawer until they make their own game. They get paid to compensate for this loss of artistic expression.

Now, in here, everyone is (or at least thinks that he/she is) a genius. If they make something for the big project, most of the people might be quite upset if it is dumped by the others (or the supervisor, or game-parts-collector or whatever you might call him). Since they have no other motivation (you didn't mention monetary compensation, did you) they will just return to have fun with their own projects.

Possible (but not 100% sure, of course) you spend months getting new people in, losing them and looking for others, until a year later you have unmatchable bits and pieces of something and continue to work with only two or three hardcore members.

Why not keep it to just a couple of hands from the beginning (if you go for teamwork) instead of calling a big party?

(As for myself (having not too much free time anyway) I am busy developing the first working demo for my own game, so I could not join you anyway, sorry)

EDIT:

Andail's comment made me re-read my own post, from a different point of view.

I don't mean to discourage anyone or be all-pessimistic! I just wanted to warm FruitTreeabout those things, since I know about them (from experience - I tried similar things over the years too)

So to make it clear: I wish FruitTree and his project all the best, and I was serious when I told him I am sorry not to be able to join.
#115
No clue.

After the crash I just reentered it and it worked OK. It displayed the message before the fade-out.

Maybe I had a missing semicolon or something that made it crash...
#116
A pop-up  asked me to post this here (I hope I'm doing it right):

"exepction 0xC000005 AGSEDIT.EXE at EIP=0n004948D1 ACI version 2.61.490 while saving room"

I just added a script in "leaves room-run script" and tried to save it.

I wrote:

if (GetGlobalInt (0) == 0) {
  Display ("blah");
  SetGlobalInt (0, 1);
}

The script worked fine, when I tried it the second time...

Hope I have been helpful...
#117
I can't quite imagine, what you are trying to do.

Can you describe more precisely, what you are going for?

(make sure you read everything in the manual and on this page about creating GUIs - I found all I needed for my own interfaces there)
#118
My personal measure is - motivation.

If I play a really artistic, super-funny, mega-atmospheric, ultra-non-linear game and keep thinking: "Why I am doing this anyway?", then it's a bad game for me. A well made game maybe, but still nothing more than a waste of time.

I won't spend days (or weeks) on a game, just to get the points, I always need to feel the reason, why the character(s) are trying to solve the puzzles, defeat the monster etc.

If I finish a game and think "So what?", than I won't vote for it and will silently delete it from the HDD

EDIT:

I just checked the games list - if number of downloads is a measure of what people are looking for, then it is quite descriptive, that any game promising "sex scenes" has about 7 times as many downloads as a comperable one wiht sex:none...Ã,  :o
#119
I just tried your game, and here is

:) what I like:

The idea is really cool. Any long-time Sierra fan should have a laugh on this one. I relly, really liked the dialog wiht Al Lowe!

The story is well chosen for a (very) short game - I can recomend it for a quick, entertaining session.

As far as I noticed no bugs or anything.

Ã,  :( what I didn't like:

As you already stated yourself - the graphics. They are way to "unfinished" even for the old 386SX-Sierra game's style. Sorry.

The emptyness of the rooms - there is just not enough details for my liking. And related to this - the long walks over the "dead" street (especaily as one is sent back and back again to collect more ideas)

;D my suggestions (not saying I know it better, just some thoughts that came up):

make all the "idea-rooms" accessible from one central room (like, a town center square in front of the bank, with streets going away).

Leave less screenspace between the interactible areas.

Maybe you could set the walk-off lines not so closeto the edge - it is not very enjoyable playing in window mode and klicking around the screenedge, trying to tell Roberta to change the room.


I can't wait what you will come up with next! Keep it up! :D
#120
Yep, last time I used "GOTO", I had my - Sinclair ZX Spectrum 48K -  :D

(if any of the younger folks don't know, that's the thing with rubber keys from the mid-eightys)

I don't see any point in adding it to AGS - at least for me.
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