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Messages - Andail

#301
Quote from: Mods on Tue 10/02/2015 20:57:40
Just The Blackwell Epiphany to beat on every single one of them!! :=

He he, let's just say I'm happy that people nominated TSP, that's enough for me :=
#302
Ok, I uploaded one paintover but was in a hurry, but now I can describe better what I've done.
Before:

Paintover:


The original picture had only one hue (greenish), so I introduced yellow and blue to create a more dynamic colour scheme. I also added lots of highlights, but made sure they were localized to strategic points, and not scattered around too much.
Made the sky blue, and reduced the contrasts a bit.
Added some perspective to the roof of building.
Cropped the picture so that the tower matches the golden ratio point in the composition.
Also added some custom brush straws in the foreground - it's sloppy but it's just there to add some more defined, sharp shapes.
#303
Hm, I agree that many of the bgs need more highlights, but I'm not sure about cranking up saturation like that.
I would select a few areas to add some interesting lighting to, and furthermore work a bit with colour perspective, to make the distant hills look more, well, distant (usually just softening them up with a light blue hue will work). But uniformly increasing contrasts may not be the way, imo.

I would definitely work more with complimentary colours, to make the colour scheme more vibrant. So instead of just adjusting lightness, you add a dash of warm yellow to the highlights and cold blue to the shadows.
#305
I would give 10 bucks to see some of these in the critics lounge and open up some nice art discussions.

I don't know why more ags oldies won't use the CL more...
#306
Quote from: Adeel S. Ahmed on Tue 03/02/2015 10:15:36
Quote from: Andail on Mon 02/02/2015 19:26:36
DISCLAIMER
If you, or anybody else reading this thread, intend to make your game a 'talkie' (i.e voiced dialogue), then you never use player.Say, or the dialogue script will be impossible to use.

I'm curious. Can you please elaborate?

Let's say you have two characters that can be playable. One is named Tom and one is named Sara. Let's say you have some generic responses to certain generic events, such as
player.Say ("I can't do that");

How will you voice those lines? When you export the dialogue manuscript, you won't know who says it.

You'll either have to make such remarks parts of the narration, or constantly check who's currently the player character and use cTom.Say(); or cSara.Say(); respectively.
#307
You can always check which character is playing by using player, like
if (player == cWarrior) cWarrior.Say ("I can repair this");
else player.Say ("I can't fix that");

I think for now you should probably start making a really simple game and try out the scripting language a bit, because there's no way you can just dive into the code without having learnt the basics.

DISCLAIMER
If you, or anybody else reading this thread, intend to make your game a 'talkie' (i.e voiced dialogue), then you never use player.Say, or the dialogue script will be impossible to use.
#308
Hello,
This is very easy to achieve, it's just a matter of setting the player character, by
Character.SetAsPlayer()

(exchange Character to the script name of your character)

All states that pertain to the character, like which room they're in and what inventory items they have, will change accordingly.

"Killing off" a character is simply done by proclaiming them dead and disabling whatever GUI button or command that changes characters :)
#309
Hehe, I love how absolutely undramatic Grundislav's scene is :)
#310
Great initiative, Selmiak! This is one of my faves!
#311
The Rumpus Room / Re: MONKEY424 vs THE POSSUM
Wed 28/01/2015 12:28:53
What, there's no bait in there? You're just expecting the possum to walk into that little weird contraption out of sheer curiosity?
#312
Naturally, only the very best AGS games should be eligible for the best game award!!
Fix that, AGA
#313
The Rumpus Room / Re: Unnecessary posts
Mon 26/01/2015 09:28:10
Is this pertaining to Rumpus or the forums in general?
We always try to respond to reports, so it's important to always report to moderators when you feel someone has violated the policies.
#314
Quote from: Babar on Tue 20/01/2015 16:00:15
Four hours is still a bit long, especially for a single movie, but there's this interesting thing:
https://tolkieneditor.wordpress.com/

This guy edited down the 3 movies into a single 4 hour one :D

Awesome. Still failing to click on the 25th period though...
#315
Nice!
#316
Hi, Ivy, that looks like a fun and pretty trippy game! Good luck with that.
Hope you'll hang around for a while :)
#317
The Rumpus Room / Re: AGS Cryptic
Sat 17/01/2015 15:51:46
That was pretty good! I approve.
#318
Funny how last year's thread had like 10 pages worth of debating at this point!
Also, out of curiosity, when does the nomination phase begin?
#319
Quote from: adventuress on Tue 13/01/2015 14:33:51
Well times are changing and so people and ideas do. And I might be the first breaking all dusty adventure rules. We see about that.

Is not a single one of you guys getting bored, by ever the same run-of-the-mill? Why? Why can I not name... not even one adventure that could be undergo in two-player-mode? Teamwork, both in sweat and blood unified. Boy I actually would pay money for a game again. And I haven't bought any for almost centuries now. And yeah I know about the internet 'the last fate of atlantis' project. Hundred gamers they were, but still traditional.

I don't get it. What does all this mean? What are those "dusty adventure rules" you speak of?
#320
You'll probably use a global integer to keep track of the number of carrots. Then every time you use the carrot on something, or look at it, you'll first check the state of that integer.

Let's say you declare the variable
int carrotnumber;

Every time you pick up a new carrot, or lose one, you'll just use the - or + operators to modify that integer.
[upon picking up a new carrot]
carrotnumber ++;

Then when you look at the inventory item, you can use
Display ("I have %d carrots in my bag.", carrotnumber);

Just some points to help you get started, there are many things to consider and check before this works perfectly.
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