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Messages - AngelicCharon

#21
Y'know, I really should've commented on this before.

The backgrounds alone look fabulous, the sound of the game/theme sound great, overall it looks like it'll be fantastic.

Can't wait to see more, or hear more...and that little flyer does exude a little 'guitar hero mini-game' thought or three. :)
#22
Actually, I'd prefer it to be done by the sprite, as opposed to by the view.

Allowing for a custom axis/offset per sprite would allow for lining things up much easier.

But yeah, I'd be down for something like that.
#23
If I understand correctly, there's only one playable character, but two other characters who for some reason also have their own inventories, and you want it such that the playable character can access/use the inventories of the other two?

One method would be to create 3 identical playable characters then, each with their own inventory, so that way when you switch, your playable character remains the same but now has the other inventory.

Another slightly more tedious solution, would be maybe coding something whereby you store what inventory items any particular character has, and then any time you want to switch, it removes all of the one set of inventory and gives the other set of inventory.

I'm sure there are other solutions, hopefully those make sense.

But there's no specific way that I'm aware of to 'simply' say 'swap Inv.A to Inv. B.'.

All depends how much work you want to do.

Honestly, having 3 playable characters sounds interesting as well, if you made them unique enough.  Otherwise, just having them as briefcases for items, not sure about how necessary that'd be...but, I don't know what you're doing.

Good luck! :)
#24
Looks like West Love by Bicilotti is the winner here!

Thanks everyone for your participation, Bicilotti will host next Saturday!

Bici, contact me if you'd like a trophy or some sort of prize.
#25
I'll do my best to be concise, get to the point, be blunt, and hopefully not too harsh.

First off.  Multiple perspectives.  The tiles dont seem to fit based upon the configuration of the room.

The 'coloured' wallpaper of the background seems a tad off putting, and doesn't seem to fit.

Based upon the lighting, the blood/puddles/writing now appear to be black...and based on the lighting, it's hard to see what that is on the floor now.

These are just initial impressions.

What you may want to do is take a look at a few references of similar rooms to the one you're trying to construct, merely to see how they'd look from a perspective sense. 

A background basically tells the story of the room, without words.  Treat it as you would a character.  What does this background say?   Is it providing the message you want to express?  Is it providing the appropriate environment for you to tell your story, for your characters to interact?
#26
Alright!  That does it for entries then.

Voting is now open from now until Monday.
#27
The theme this week is ....

WILD WEST ROMANCE!

This can range from anything from cowboy/cowgirl, love triangles, love between a cowboy and a horse, love between a robot and a donkey in the wild west, doesn't matter, as long as the wild west and romance are involved.  Or a romance in the wild west.

Individual interpretations are completely welcome.

GOOD LUCK!

Also, one other small rule update.

ShiverMeSideways will be creating a music track within the hour.  This track must be incorporated into the game in question.  Other tracks are allowed, so you can choose to use Shiver's track to whatever degree you'd like.
#28
AGS Games in Production / Re: Isolation
Sat 24/10/2009 16:40:19
Thanks for the recent comments!

The project is still alive, and progress is coming along, with some interesting developments.

I'll post more in the way of information/screenshots once I hit a few internal milestones. 
#29
I've been meaning to comment on this one for a while, and I must say, digging the art direction and story.  

Keeping tabs on it.

Also, slow development at least is development. ;)
#30
Better late than never...

And yes, it's still on this week, with myself as host.

The usual info:
------------------------------------------------------------------------------------------------------------------
The purpose of Hourgame Saturday is, to encourage the amateur game-making, or to put it bluntly, to make you tear your ass off your chair and finally make something.
In this activity your task is to make an AGS game within a strict and a very short deadline (i.e. one hour).

Timeline:
The event will be taking place takes place Saturday, starting at 7:30 pm GMT (2:30PM EST, etc. etc.), when the theme is revealed on the IRC and in this thread. The participants then have one hour to make their entries and 15 more minutes for uploading. In brief: the deadline for entries is 8:45 pm.
Then the voting takes place till the Monday Morning.

Basic rules:
- Participants should join IRC for rules and updates, but stickam/tokbox is fine as long as there's someone to relay the information. (crap, I hadn't noticed this rule!)
- The theme is set by the previous week's winner and by the contest's host in event of his/her absence.
- While it is not forbidden for the theme-setters to participate in the activity, their games cannot be voted for (to prevent accusations of cheating and to discourage regular participation).
- Instead, theme-setters are encouraged to draw trophies for the contest's winners.
- Making your game from scratch is strongly encouraged, though it is not forbidden to use music or artwork from public sources if you are allowed to (e.g. using public domain music tracks in your game is OK, but not really necessary). It is also possible to use a pre-existent AGS template for your game (e.g. that Verb-Coin GUI template).
- You cannot use the stuff you've made earlier, because this competition is about making something new.

Uploading:
Suggested hosts to upload your entry to are:
- http://www.mediafire.com/
- http://www.sendspace.com/
- http://www.rapidshare.com/
- Or your own place.

Voting:
Just tell us your favourite game (and possibly a couple of less favourite ones), and hopefully someone will do the counting.

------------------

Sorry about the delayed notice on this, but it is the 'hour game', and it's basically run at the same time every week...so...yeah.

That said, going to start it (as it says in the post) 30 minutes later than usual.  This is to accomodate the slightly short notice and to allow a few folks from the IRC who expressed interest to join in.

Regardless, information will be available in the IRC channel, and I'll be posting the theme at 7:30PM GMT in this thread, as well as changing the thread title to accomodate that.

Look forward to seeing folks there!
#31
First off, congrats to everyone!

Secondly, thanks everyone who voted, and participated!

Definitely thanks to Gord for hosting/drawn trophies/the like...

Bulba and I have discussed things now via PM, and it's been decided that I'll be hosting this upcoming Saturday - if but to allow Bulba to properly participate. :)

So, I look forward to seeing people then!
#32
I'm kind of with Anian here.

While it looks great, and 'professional' from a web design perspective...that blue light behind the characters is a smidge generic/dull, and seems to take away from the rest of it.  For me, it makes it feel like something's missing.

I think almost any sort of BG element may so better....I say this because of it's size.

If the header area was smaller, the empty space the blue blur is occupying wouldn't be as distracting.
#33
First off, thanks Gord for running it this week, was fun.

Thanks to my fellow competitors for their wonderful entries...

And thanks TheCatamites for not only your vote, but comments...you too DataFlashsabot.

That aside, a vote.  I wouldn't vote for my own (for many logistical reasons)...and in my opinion, it really does come down to Sea Sorrow or Monster in the Sea (not discounting other entries...).  Sea Sorrow was fantastic in so far as a minimalized aesthetic, fantastic music, etc...but while it started off strong, the pixel hunt and the somewhat rushed like ending kind of soured the rest of the experience a smidge.  But only a smidge.

Monster in the Sea on the other hand has a bit of humour, a bit of gameplay, and two ways of getting an ending. 

Again, don't get me wrong, A Squid With a View and Cutoff were great in and of themselves, especially for hour games.

My vote though?  I'll go with Monster in the Sea.  Only by a moustache hair though, since Sea Sorrow was great from an atmosphere perspective.

Oh, small plug...I'll upload a 'deluxe edition' of The Creature From Beneath The Sea tomorrow...some minor revisions and tweaks I didn't have time in the hour to do...nothing revolutionary...things like a title screen, ending(s) screens...more 'options'/interactivity that matters...etc.
#34
A little late, but here goes:

http://www.megaupload.com/?d=78BFH38H
http://www.sendspace.com/file/kar987

The rushed version of...THE CREATURE FROM BENEATH THE SEA!
#35


...yeah, I really don't know what I was thinking either, but it was better than some of the other 'bullet shooting' concepts that I had laying around.
#36
Didn't specify who the evening of delight was for....;)
#37
...an evening of delight!




I blame Jim.  He wanted an entry.  REALLY wanted an entry.  REALLY REALLY wanted an entry.  The wonders of IRC chat.  So, now that I've obliged him, back to game making! :D
(I won't say who's involved in the image, since it was a very quickly done little thing..but...what have you)
#38
AGS Games in Production / Re: Isolation
Fri 04/09/2009 14:54:34
First off, thanks everyone for the comments thus far, and the kind words.   Figured I'd toss on a quick reply now, and hopefully an  update of sorts a little later today.

But...to address some specific comments (because I find that fun...)

Quote from: discordance on Thu 03/09/2009 03:00:58
Lovecraft? AWESOME! Will there be tentacles?
Good-looking graphics, too. I'm hooked!

Well.  Hrm.  Tentacles.  Without immediate spoilers, they are a possibility, but, probably not in the way you think.

Quote from: Montague on Fri 04/09/2009 10:26:43
Looks gorgeous. :)
So, talking "it´s done when it´s done", are we within weeks, months or years?

- Montague

Thanks.  And, talking 'it's done when it's done', well, since I don't have an estimate the best I can tell you is that I will be constantly updating this thread with new shots, new information (since what's up there, to me, is a tad sparse), and generally will keep folks posted.  With luck I'll be putting together a blog a little later today to assist with that.

Quote from: Snake on Fri 04/09/2009 14:36:31
Ooooo, this looks goooood.

Sorry for all the "o"s.

Thanks, and please, don't apologize.  I can use the extra "o"s.  One can never have too many spare letters. ;)

*EDIT*
Unfortunately wasn't able to complete what I wanted to for today, so, with any luck, a few things will be finished off by the end of this weekend so I can at least do some sort of relevant update.
#39
AGS Games in Production / Isolation
Thu 03/09/2009 02:15:47

"Solitude vivifies; Isolation kills."
-Joseph Roux (French artist, 1725-1793)


Figured I'd been lurking the forums long enough, and have been working on this quite a while, so, here goes...:

Presenting (as you've already guessed by the title of the thread), ISOLATION.

Inspired primarily by the eloquent writings of H.P. Lovecraft, Isolation tells the tale of a young 'freelancer', a near future jack-of-all-trades for hire, who finds herself on Miskatonic Station - a university funded space station housing one of the largest libraries in the known galaxy.   Is she there merely to read a few books?  To study?  Maybe it's just a simple vacation.  Or perhaps she's a hired assassin?  The choice is entirely up to you.

Some Screenshots:


-If you've been through one psychological evaluation in a white padded room, you've been through a few thousand...


-Hallways, hallways, hallways.  No matter how many you walk through, they all look incredibly similar...


-Of tutorials and cheery young girls...

Development log:
9/2/09 - Initial announcement, and two screenshots posted.  Whee.  Working on refining the dialogue system.
----
*EDIT*
Nothing worthy of a bump yet, but...
9/7/09 - most of the dialogue system is in place, intro bits are about halfway done as well as an special animation.  Unfortunately, due to the content, nothing that can be shown.  Decided to split the entire story into releasable chapters to make them more manageable, considering their scope, with chapter one so far on track.

Beyond that, more to share/update with soon.  
No specific completion/release date yet since I'm of the camp of 'it's done when it's done' - which is also why I didn't post random completion percentages.

10/18/09 - ironed out some of the interface appearance

4/6/10 - figured an update was overdue.  Added a new screenshot from the optional tutorial area, didn't update synopsis or game info accordingly.  Game is coming along.  More surprise info as time permits.
#40
I've been working away at an entry, however being the first time I've gone near the engine, not sure if I'll have everything I wanted together by the deadline.

So, I know this is an incredibly noobish question, but as a rule of thumb when it comes to MAGS entries, is it better to just pull together what one can if one isn't going to meet the deadline and submit it, even if somewhat incomplete, or to hold it off on a submission?

I'm only asking, because I doubt I'll complete what I initially set out to do by the 25th, and if it's better to just submit 'something', even if incomplete, I can rework my project to cut corners/cut things out for the time being.
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