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Messages - Andail

#3001
Can we all try to deal with the annoying sides of Kinoko without referring to physical abuse? I'm not sure that repeating the concept of beating women will settle anything.

This thread is getting pretty silly, so please keep to the topic or discuss calmly like adults :)
Or it will get locked :(
#3002
General Discussion / Re: cha files
Fri 31/03/2006 14:20:46
Quote from: mistral on Fri 31/03/2006 09:13:14
someone tried to make sumthjin 4

Sumthjin 4 sounds like a kick-ass rpg
#3003
General Discussion / Re: Here comes TETRA
Fri 31/03/2006 14:16:47
So that's what happened to me yesterday. I felt so slow and tired all day.
#3004
Critics' Lounge / Re: Village background
Fri 31/03/2006 14:13:09
Thanks for your response!

Saberteeth: It's drawn in photoshop with pen tablet.

Selecus: You're right, the paths are sloppily drawn and have way too thick outlines. Also the well does come out a bit vague, true enough.

DanClarke: I experimented with lower saturation and more homogenous colours, but I wanted to maintain some sort of fairytale style, with a fair amount of lively colours.

Homeworld: That's an interesting paintover! I'd say it's better as a painting than a background, though. But I might still consider adding some distant, desaturated trees just to establish some depth. Also the foreground leaves is a nice touch.

Farl: Yeah, I'm gonna work on a more natural and soft light setting.

Custard: An interesting touch, and yeah the background needs to be sharper, I agree. It has to be done manually, though, and not by some ps effect.

Eric: I agree that there is a serious lack of details, which I intend to correct one day. Also you're right that both the forest and the sky bear no signs of being distant, which makes the whole scene a bit flat and a bit model-like.
I'll certainly work on these issues.

Ah well, back to the drawing board :)
#3005
Jesus, people, this isn't kindergarten. Review the rules for posting, please.
#3006
Critics' Lounge / Re: Space man in space
Wed 29/03/2006 16:06:36
Hm, I think there is lots to be done, frankly.

The character has no posture, and no proper form. You need to define shapes and forms by adding either fine lines or shades.
You need to work on details. The character now is mostly two big squares of red. His backpack is bound to have more details than that.
His edges are rough and uneven. Even if it must be aliased, you can still make smoother lines if you just gave it some time.
#3007
Critics' Lounge / Village background
Wed 29/03/2006 15:50:53
Got some creativity flowing and tossed up a few backgrounds for a possible new game.



It's a little dark perhaps, since my monitor always shows stuff too brightly. It's drawn in 320x200, so it appears a bit smeared now.
Opinions?
#3008
The Rumpus Room / Re: AGS Questionaire!
Tue 28/03/2006 15:47:37
Name: Andail. Real name: Petter Ljungqvist

Age: 25. 26 in November.

Female/male: Male

1. How long have you been involved in the AGS community?

Since June 2001. That was some months after I downloaded AGS and started making my first game.

2. Why did you get involved in AGS?

Police Quest was my very first game. After that I created paper based adventure games regularly which we played in school. Years and years later it struck me that it might now be possible to easily create such games with special programs.

3. How do you feel that the fact that AGS is a freeware programme affect the community that has built up around it?

It's an extremely helpful and benevolent atmosphere. I wouldn't have joined the community if I had had to pay.

4. How big a part does the AGS community play in your life?

It varies. In periods I'm at the forums every day, and chat with ags-members every night. Then there can be long periods without any activity at all. Ever since I released my last game years ago, I have no need for technical support or feedback.
I attend most of the real life meetings, and have partaken in all mittens so far, as well as hosted one.

5. Have you been involved in making any games using AGS? You may list them if you want

Yes, I released three games within a year, and even though they were not very good, this was when games generally were of much lower quality than these days, so I guess they were pretty appreciated.

6. Answer these questions if you have been involved in making AGS games:


a. Were you interested in game design/programming before you started using AGS?

Extremely little. I've never been very interested in programming, and the only game creation I indulged in was based on pens and papers.


c. Do you make games using other programmes, either freeware or not? How does the eperience differ?

No. I experimented a bit with some basic programming language with my first pc back in 87-88, but that was very briefly.

d. Has AGS inspired you to try and take up game design professionally?

Not really. The idea of trying to sell games has crossed my mind. I possess many of the necessary qualities, except for the entrepreneur part.

7. Do you feel that there is a gender divide in the AGS community?

Only that males outnumber females by 5 to 1 or more. 

8. Are you likely to feel differently about a game if you discover it's made by a female? In what way?

I try to, but I'm likely to look at it differently. We have a lot of preconcieved notions when it comes to genders. I try to be neutral, though.

9. Do you feel that AGS makes it easier for females to get involved in computer game design? In what way?

Don't know really. Women tend not to pick up programming as readily as men do, by way of traditions. If so, it might invite them to do stuff they hadn't done otherwise. Which goes for most male users as well, of course.

10. Do you feel that there is a difference between the types of games created by males and females?

The few games I played made by women have been extremely impressive. "Mom's Quest" happens to be one of my favourite ags games so far. I just love it. Then again, I have a rather odd taste for games, sometimes.

11. Any other comments?

I'm simply happy to have stumbled across the AGS. My life is about searching for creative outlets.
Since game creating involves both art and music, as well as plot writing and programming, it's the ultimate creative project.
#3009
It seems SBsLoVeNiA pushed Big Brother's button instead.

But yeah, I agree that the completed games' forum needs some sort of clean up. Good idea mate.
#3010
Critics' Lounge / Re: BG needs C&C
Mon 27/03/2006 17:02:44
A few pointers:
* If you want to make edges and shapes slanted and skewed, at least make them so in different directions. If you make all the lines of a shape slanted in the same way, it will appear actually falling over.

* Thinner and less black outlines please. They are way too distinct right now.
* Make sure that objects in front of other objects either overlap them properly or leave a gap between them. Now the cages in the foreground sort of align with the house, and this is distracting and ugly.
* The ground is not good. It's smeared out and has some strange texture to it. The shadow is ugly and lowers the over-all impression of the impression. Consider ditching it alltogether, make it very vague, alternatively crisp clean and sharp. Experiment.

The overall lack of proper perspective isn't really a problem, if you take care of the major issues mentioned above. The colours work very well together.
#3011
General Discussion / Re: Scientology
Mon 27/03/2006 16:47:26
Secret sects don't really need credible or well articulated myths and scriptures, they exist because it's cool to belong to an exclusive sect.
Read Foucault's Pendulum by Umberto Eco to dig deeper into the psychology of sectism.
Or The DaVinci code, if you want to read a mainstream popcorn version of the same concept.
#3012
Hey mate, nice to hear from you again.
I never have plans for that distant a future, and so I can't make any promises. I know friends will visit me around that time in May, and in connection with that I might go to London.
I'd gladly offer you accomodation if I were certainly home by then, and in any case it can probably be arranged anyway.

Marie says hi, but I haven't interrogated her futher about the likelihood of her talking to you again; as far as I know there shouldn't be any problems. If you want to get in touch with her, I could pm you her email address.

Concerning the festival itself, even if I remain in Brighton I'm not entirely sure I will go; my budget will most likely be pretty sliced by then, and I'm not into that kind of music.
Anyhow, if people like to meet up by then, I'll certainly do my best to attend. It would be so cool to meet as many of you as possible again.
Take care until then!
#3013
Critics' Lounge / Re: BG needs C&C
Thu 23/03/2006 13:49:03
I think this is the third time or something you create a thread to display more or less the same picture.

Please take into account the advice people give you, and read a few articles/tutorials on perspective. There's no point in starting new threads if you don't change anything.
#3014
General Discussion / V for Vendetta
Thu 23/03/2006 13:36:56
I had no idea what this movie was about when I went to see it, but some friend had read the comic and wanted to give it a shot.
I expected another repetitious comic-book hollywood-ization, and was immediately disappointed after V's speech (the V-monologue) some minutes into the movie.

Then it just kept getting better, and in the end I considered it a very refreshing concept, altogether a brand new movie experience compared to the countless Marvel mainstream movies they spit out on regular basis.

I give it 7 out of 10. It was unrealistic and a tad dramatic, but the message was relevant and the acting superb, and the toned-down effects and settings (reminiscent of A Clockword Orange) were atmospheric and quite a relief after the Matrix extravagance.
#3015
General Discussion / Re: Blobocide
Thu 23/03/2006 12:48:00
Most people here don't hate you, they just get annoyed with you quite often. This is because you start a lot of pointless threads, and get overly defensive and aggressive whenever somebody tells you about it.

You have got exactly what you deserve, no less, no more.

Note that this is a response to your fiery defense speech about being undeservedly hated, not to the thread per see.
#3016
The best favour you can do yourself is to steer clear from the "cartoony-ish" perspective style until you can fully handle the realistic perspective style.

Seriously, all the artists behind any DOTT-style game mastered proper perspective systems before going for the more elaborative varieties.
#3017
Yeah, that was great fun, thanks a lot, all who attended. And thanks for all the booze, Spleen, that was very generous of you!
#3018
Let's not make a deal of all this and not demand that the forums are used for things that they aren't meant for.

So, either comment on this game per see or not at all, thank you.
#3019
The most devastating moment in the game play is when you realise that a choice you made and thought was important, apparently made no difference whatsoever.
So, "fake" options are good and well until you detect their lack of consequence; then the entire game is rendered worthless.

This is why it's always better to construct your game simple and linear to start with, and then expand it if you get the time and possibility.
#3020
Hm, this is not how to use this forum. If you have a game in production (and it's in AGS), do what other members do and use the GiP forum. Just do it properly.
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