Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Andail

#841
I don't really like her look, or maybe I just can't read what she's expressing.
I've tried to adjust the proportions in her face a little, and cleaned up unnecessary pixels. I've also worked with the colours and shadows/highlights to add some depth to her shapes.

[imgzoom]
http://esseb.com/andail/graphics/punkedit.png
[/imgzoom]
#842
General Discussion / Re: Thousandth Post
Sat 20/04/2013 18:16:28
Ah, that was an immortal post. Thanks for linking back to it, it brings back memories!
#843
General Discussion / Re: Thousandth Post
Sat 20/04/2013 12:55:35
Can you add a function to show the percentage of good posts you've written?
#844
Great topic and nice entries!
I for one love the poem by Coleridge.

Nice to see Progzmax try his hands on hi-res painting :) Feel free to put it in the critics' lounge for some feedback!

PS:
I believe Neuschwanstein is in Germany, btw
#845
General Discussion / Re: Thousandth Post
Fri 19/04/2013 18:52:16
I just realized that of all currently active members, only Gilbert, Mods and Joseph Di Perla were here when I joined.
#846
The Rumpus Room / Re: Name the Game
Wed 17/04/2013 20:18:00
Excellent, why haven't we done this before?
#847
I think Baldur's Gate II was the perfect RPG, for a number of reasons.
1. You had dozens of classes to choose from, each feeling unique and fun to play.
2. It let you form a party of various characters, making the combinations almost endless.
3. Battles could be fought in so many ways, and even the seemingly impossible enemies could be beaten with the proper method.
4. Tons of lore, side-quests, character romances, if you wanted it. If not, you could just ignore it.
#848
The Rumpus Room / [ICEY]
Tue 16/04/2013 17:52:43
[Topic split from here. -Snarky]

Quote from: icey games on Tue 16/04/2013 14:40:44
Andail: I gave a hint of who I am. I don't add people they add me. I play the role of a very new popular Disney Character.

ORLANDO BLOOM IS THAT YOU!!?
#849
An inventory window is already invisible. Its appearance depends on how you design the underlying GUI. Note that the graphics for the inventory item can be different from the object found on screen, so you can draw all inventory items with those gray ovals around them if you want to, or you draw the GUI with the ovals in place, and position the inventory window over them.

USe InvWindow.ItemCount; to check if the player has reached the limit, e.g:
Code: ags

// when attempting to pick up an object
if (InvWindow.ItemCount == 6) {
    Display ("I can't carry any more items.");
}


PS:
I really think you should create your own GUI from scratch, so you can get it the way you want to.
#850
Quote from: icey games on Tue 16/04/2013 03:09:36

Also trust me I'm attention seeking, when you have a facebook of...I can't say his name cause I don't wanna blow my cover. But some a 1,597 friends and counting then I tell you kind sir if I wanted attention then I would just go there and "wreck-it" ;)

Did you just refer to your inflated number of facebook friends and in the same breath deny that you are attention seeking? Mister, that's pretty much the definition of attention seeking.

Oh, in RPG terms?
At some point you found the sword of Attention-Grabbing + 4 and now you've leveled up so much you've mastered it. You're not allowed around children since they develop ADD just from being near you. When you have visited a town, it takes them ten years to replenish their attention level, because you depleted it.
#851
I don't quite understand your question. What is the other way, that which involves "labels and buttons" that you speak of?

An inventory window is just a GUI element. It's the GUI that you control via scripts, and can move around the screen etc, and the inventory window is just a part of it. If you want buttons and labels, for instance "look at" or "interact" etc, you add that to the GUI.

Can you describe in detail what you have tried so far, and why it doesn't work, or exactly what it is that you need assistance with?
#852
It's messy and uneasy to look at. Lots of colours, shapes and textures everywhere.
You need to start over from scratch. Sketch out the basic lines. Use perspective guidelines. Use grayscale or only a subtle hue. You need to take control of your graphics - this background doesn't feel controlled.

It probably sounds harsh, but you need more basic training.
#853
The Rumpus Room / Re: What's your "Day Job"
Sun 14/04/2013 19:54:21
I'm a teacher. I teach English, Swedish and art.
#854
QuoteNOTE: When the game is paused, game cycles will continue to run but no animations or movement will be performed, and timers will not count down. Apart from that, your scripts will continue to run as normal.

I'm no expert when it comes to GUI modality, but the room will likely finish fading in, and the Wait commands will probably run as normal.
Why not let the game start in an empty room, with the title screen GUI visible, place the character out of sight and just teleport him to the "real" starting room? I think having the intro screen pop up in the global game_start is not the ideal solution.
But I can't provide more technical expertise right now.
#855
I have a system where the player can ask various NPCs about notes in the journal. Every dialogue has an option "can I ask you about..." which will open the journal GUI, and set a string variable to the character's name. When I close the GUI, the dialog stops and the string is set to null.
I first check which character is being spoken to, and then which note is being talked about. I handle everything in the global script, and only use the dialogue editor for topics that are special for each character.
The benefit is that I have everything gathered in one place, and can quickly add responses if I add a journal entry.
The drawback is that I have to use the Say command instead of the slightly easier dialog editor.
#856
Adventure Related Talk & Chat / Re: Bogans
Tue 09/04/2013 14:01:59
Hey, if you two are gonna drive around and sing and have fun, who's gonna produce games at a ridiculous rate?
#857
Quote from: CaptainD on Tue 09/04/2013 12:25:25
My immediate thought was R.I.P. but not sure if that's too obvious?

You can't really meet an abbreviation, though?
Not that I have a suggestion myself
#858
Yes, it looks extremely cheap. If you want to use photographs, either
a) Make the whole game 100% photography based, and take original photos yourself, like they did with Donna. The photographs need to be aesthetically appealing, and fit the game perfectly.
b) Use the photos as references, but paint your own picture from scratch. Don't trace, don't use cheap filters, just look at it while painting your own thing. It both looks better and improves your skills.
#859
So can English school kids drink their milk now finally?
#860
Critics' Lounge / Re: My first pixel art
Sun 07/04/2013 19:37:58
I think you could be more careful with the highly saturated colours, and the highlights.

Basically I let the surfaces that aren't necessarily hit by light turn towards a more bluish hue, and slightly less saturation. I think this makes it slightly easier to look at. I also used brush strokes to suggest its shape, and also made it a bit more shiny/slimy. Note how the bright purple that was all over your version is only found at the highlights in mine.

I just drew over your enlarged version, so the pixel size is weird, obviously.
SMF spam blocked by CleanTalk