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Messages - Andail

#881
Hehe, I also kept clicking the link to the forum "root", and was brought back to the homepage. The funny thing is at first I didn't really notice what had happened, I just subconsciously assumed that I had clicked the wrong link somehow, and only after a couple of times did I understand that the links had changed. But now it's back to normality again.
#882
Critics' Lounge / Re: Toilets!
Sun 10/03/2013 12:54:15
It's a start, but I really think you could work some more on it.
Composition: Lower the toilet as well as the horizon. It's not pleasant to look at. Bring the toilet closer to the viewer - it's the focus of the composition, after all.
Colour: Ok, I guess it's become some sort of tradition to use a lot of blue in AGS backgrounds, but really, don't overdo it.

I made my version uncoloured, because I wanted to focus on the composition here. See how it's much easier to look at? More air, less stressful shapes and lines that hurt your eyes.
#883
Oh, of course, thanks!
#884
I didn't quite understand the ending, although I was deeply fascinated by it. Care to explain the last dialogue about the murder attempt? What was it she didn't understand about her charge?

If I may provide some constructive feedback, one way to improve the game would be to increase the pace just a notch. She moves slowly, the transitions are slow (and too many), and the stair-animation is so slow it made me reluctant to move from one floor to the other. Apart from that I found it intriguing :)
#885
Darth speaketh the truth, contrary to what his custom title may lead anyone to believe.
However, the board in question is also named "activities", so housing the workshop there shouldn't automatically imply a winner.
So, now that we've established that there's an interest, let's see who's interested in administering it. I don't think the activity host has to be an established artist, as long as we get some artists partaking in the workshop. I can volunteer as a last option, if nobody else wants to.
#886
Sure thing. There's an ordinary one currently running, but when it's finished the winner can start a workshop edition. Shouldn't be too much of a hassle.

Here's a link to the old one, if anyone's curious:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=34542.0

Here's another discussion by Loominous on how to alter/improve the concept a bit:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=27157.msg554968#msg554968

We could run a workshop edition parallel to the ordinary one, but I'm afraid people won't have time for both, resulting in some unnecessary competition.
#887
Already moved the thread to beginner's technical.

Yeah, a day and night effect is easily achieved by importing a second background picture to the room. You then disable the default background animation by locking the frame with
Code: ags

SetBackgroundFrame (int frame)


If you search the forum you will find it described more thoroughly.
#889
You would never go with #2. (Edit: Unless the room as a whole has changed, as Intense Degree points out)

Frankly, you're over-complicating and over-thinking what is the most fundamental part of AGS (and adventure games), namely that things change.

You achieve this in a number of ways, so it's hard to sum it all up in one answer. You will always have the option to set global variables, and when the room is loaded, you check if the variable in question has the necessary state for a change to take place.

Other times, you simply execute the change in your current script, and it will take place the next time the player character enters the room. Things like moving around characters and adding dialogue options are independent on what room is currently showing.

If you have a specific scenario in mind, please describe it, and we can walk you through it.
#890
Good job, everyone. Special congrats, and welcome, to waheela!
#891
I'm still considering bringing my gf to Berlin that week, or just the weekend, and meet up with you guys once or twice.
#892
Quote
he was basically asking for donations to help finance his being a Mormon missionary

I suddenly love his signature:
Quote
To Hell with anyone too lazy to maintain consistent formatting in their code.
Mission: Sinful coders!
#893
Ahoy, this be looking phenomenal!

And arrh! my own game has now dropped to the twentieth-something most anticipated AGS game of 2013... what's up with people announcing all these awesome projects lately :/
#894
I don't get it. I get that she was french, but is she supposed to have been fried? She was burned at the stake, as far as I remember.
#895
Site & Forum Reports / Re: Shiny icons
Fri 01/03/2013 21:53:15
Yes, that makes sense. Although I guess there's a fair amount of sorting to do, connecting all the categories with the people credited for it.

"you worked on the backgrounds for a game that won the best background art award!" etc.
#896
ok, SPLIT.
The topic, that is. Not you guys.

Monkey, I hope you'll find some peace of mind wherever you retreat for this period! I just browsed around the AGS wiki and realized how many articles you had authored there.
#897
I'm tuning in right now :)
*Wave
#898
AGS Games in Production / Re: A Golden Wake
Wed 27/02/2013 13:50:45
So, will this be partly simulator or what? Will you actually buy/sell real estates? In-game economy? Will the puzzles mainly be about placing the right vase in the right corner to achieve maximum home-styling score?
#899
Quote from: Lewis on Tue 26/02/2013 14:03:38
To weigh in on the original discussion, we released our first commercial game last week and so far sales are in the several hundreds of units. Not allowed to give away specific figures, sadly, but hopefully that helps.

That's encouraging enough for me, though :)
* Heads back to work station
#900
Quote from: Baron on Tue 26/02/2013 02:18:24
I liked how Dave pointed out in his talk how profitability and graphical quality were somewhat inversely related.  Really kinda makes you think....

I don't think this is universally applicable, though. In his case, hiring expensive artists didn't prove profitable. In other cases, impressive graphics can be a huge selling point, but obviously it's not everything. You could just as well take any other aspect, say music, and argue that just spending lots of money on producing an awesome score won't magically salvage an otherwise lacking game, but it's still important.
Dave's formula for success has been to release a large amount of short and low-budgety games that are easy to play and appeal to casual gamers. I guess.
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