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Messages - Anian

#481
AGS Games in Production / Re: Covling
Mon 29/10/2012 10:07:58
3d? Wow, what kind of shader are you using finalToon, Illustrate or did you make it?
#482
Good job. Short but sweet and plenty of style. The intro conversation was cool.
3 things that bugged me:
- it seems the music wasn't looping/playing at times
- hotspot hing really bugged me, if you're not gonna have marked hotspots, then they should be indicated by color, shadow or other things
- the last scene
Spoiler
where the character bites the burger to speak poeticly
[close]
you should've let the player do that, would've been a nice touch (it's very clear what needs to be done, but it would've added interactivity)
#483
Short and sweet (like candy!). Not really on the level with other entries, but I like Halloween to much too miss out on spreading some creepiness.  :smiley:

The night has fallen.
Shadows come to play.
Some Moon will chase to nothing,
some of them will stay.

Birds stop to sing
and crickets pause in doubt.
Will they come tomorrow?
You will never find out.

In your cartoon sheets
or reading through a story,
in your lover's hug
or watching something gory

Your eyes are giving way,
struggle as you might,
something fills the air,
but there's no sense to fight.

It might be your room,
it might be your town.
You'll never know he's coming,
nightmares make no sound.
#484
Quote from: Shane 'ProgZmax' Stevens on Tue 23/10/2012 17:09:45...but if all you did was hand some money to Lord British in 1982 and now you want to write and direct your own game I don't see any work-related experience there other than 'look at me, I funded a game in ye olde Brittania!  Give me your money!'.  Note that I'm not specifying anyone has done this, it was just an example.
"My new kickstarter is a game project I was meaning to do for a long time. I am very experienced in giving money on game kickstarter campaigns, thus this qualifies me perfectly to lead this project. I've given money to a lot of projects and a lot of them were successful, some of them are pretty famous - Double fine KS, Broken sword 5 KS and many more.
Also my mate Dave gave some money to that new Starfighter sim thingy KS thing and my neighbour makes really good coffee, so that'll make me productive and super effective. So as you can see we are all very good and experienced at kickstarters and brewing coffee.
Now give me money!

p.s. almost forgot to say that the name of this game will be "Game" (working title). We plan to expand it to "PC game" if we don't manage to make ports for OS or Android."
#485
Yeah, it sounds like that's the hunter/hunted scenario mission. One character comes to you and says to keep something for them, because they're being hunted. Then the other guys comes and asks have you seen the first guy. You can then say that you have seen him and that him went that a way, you can say yes and that he had given you the object, or you can lie that you haven't seen the first guy.
But yes there should be some restriction of you not being in combat for that mini quest to start.

You say the marches are beautiful, but I think they're creepy, so devoid of life. I like the plains of Whiterun, just a beautiful countryside, very much like LOTR rip off, but still fun.

Quote from: Crimson Wizard on Mon 22/10/2012 08:33:33
There is a number of followers around, and they progress in level with you (until 50th lev, I think). Interesting thing is that they are, in fact, relatively invulnerable. They regenerate rather quickly on their own when not being damaged, like if they had unlimited supply of healing potions. They also wear weapons and armor you give to them if those are better than hers.
Relatively invulnerable!? Buahaha. Surely, as a mage you made the elemental (fire in most cases) minion (I can't remember what they're called right now) and if you're in a closed environment the thing would go and attack an enemy, your follower would do that as well...that's basically death for the follower. The elemental minion sets fire to anyone who touches it and then explodes when it dies, when your follower is next to it and you don't heal him/her, they will die.
I like that they fall on their knees when they're nearly dead, but when there's more than one enemy around, that's almost useless.
I basically quick saved before entering any room in a dungeon, there's about 20% chance a follower would die when I was lvl20 and above, because I would accidently damage them.

Get the follower into steel and then a dwarven armour as fast as you can and maybe a bow as well so they're ranged attackers. But yes they do help to carry stuff and me being a hoarded, it's a real helper. Oh, and give them around 10 health potions so they can heal themselves.
#486
Wow, I didn't know Wadjeteye games was so strapped for staff.  :grin:
Congrats.
#487
In Fallout, almost anything you intake will increase your radiation level so it's kind of annoying if you have to eat and drink all the time, since basically you rad yourself if you want to heal yourself, I think it's enough. In Skyrim it'd be a cool option though, but on that note in Skyrim it's much easier to find food, it's basically everywhere, unlike in Fallout environments, so it'd be more of a busy work instead of a cool feature (it'd just mean you have to go into inventory every once in a while). Though maybe some stamina defects or strength reduction if you don't drink/eat/sleep wouldn't be too bad.

Fallout 4 will be awesome in the new Creation Engine, especially if they broaden the color palette and maybe add some outdoor missions in some part that was treated with GECK, or something like that.
#488
Oh, not to forget the brilliant work on the books you can read. It is a great option and some of the stories are brilliant short stories, fables, myths, treasure hunts etc. Brilliant and unique part of the ES games.
#489
I've almost finished Oblivion and I finished the Civil war, the main story, the mage and the assassin quest lines in Skyrim. Though with RPGs I usually want to do everything, so it end up with me ending the play before I finish the game (like with Fallout 3 and New Vegas).

- towns - I don't like the long walks or the overwhelmness of missions that appear at once, but I like them because it feels like there's stuff to see in the world plus each has it's own secrets and style.
- NPCs - well I think that's just you not getting in the game mood, realism has nothing to with it, I'd like more people to be in the world
- loading - GTA and RDR I think have the same engine and besides that Skyrim has a much bigger area with much more areas that off the main height terrain map - if you enter a building in GTA there's much less in there than a whole dungeon in Skyrim. Maybe there's a bit too much of loading, but it's not that bad to me, it's their engine and it's not the worst thing about it


What I missed from Oblivion:
- Oblivion had a lot more places to sell stolen stuff (even though in Skyrim the Thieves guild is a lot more influential)
- more various side missions, Skyrim had cool Daedra (probably wrong name) missions that were weird and fun, but the usual missions are kind of lamer (though there are memorable ones as well)
- I actually didn't mind the ring thing for dialogues mini game
- besides the dragons, Oblivion was more "high fantasy" than Skyrim, which is more "low fantasy"/Song of Ice and Fire, would've liked to see more magical/fantastic scenery.
Everything else I think Skyrim did better - travelling (I mostly didn't even use fast travel cause sunsets and Aurora Borealis were beautiful, multilevel dungeons (sun coming through etc.), sights are beautiful though not so "magical" which is a downer perhaps, more voices, combat is more interesting, doing alchemy/blacksmithing etc.

Although both games need modding for the menus/inventory/maps to be actually useful and practical and that's probably the most annoying thing. The companion option in Skyrim is great (it kind of seems more logical for more people to go plus it's less scary), but the AI is really unplayable and I had to constantly use the "teleport next to me" code, because AI would get stuck or lost or die etc., why the hell is there not a retreat/run away command?! Also there were things you pick up but can't drop because it's a "quest item" even though you don't have the quest, you can't even drop it off in your house, and the weight really stacks up quickly if you're not careful.
...oh, and those freaking ice trolls and giants, although that's not that big of a deal.
#490
Quote from: Ascovel on Thu 18/10/2012 21:44:58I strongly disagree. That was one of the best pitches I ever saw and it concerned a great many things more than just the one game.

Also, the game itself was able to look so good without any specific info, because Schafer and Double Fine have enough personality and style on their own, and they used it perfectly for the advantage of this KS. More details about the project would possibly affect teh final sum raised negatively.
"Lame" was a poor choice of words, but it was veeery unspecific. There's obvious proof that the pitch was successful, I'm not arguing that at all, and yes more details could've possibly hurt it, like if he said "Game is about a space pilot who has to save an alien planet" or something, some people would certainly say "Oh, well I don't want to play a space pilot." Nevertheless my point was that no matter how abstract a more specific pitch would've been or how crazy it would've sounded, kickstarter would have succeeded. Not many authors you can say that about, apparently including Hall and Brathwaite.
#491
Quote from: Chicky on Sun 02/09/2012 01:56:45I agree with this, completely. I'm not a fan of the latest episode. I did a lot of replays to try and change one of the story arcs, it was completely unavoidable.
The story progression wouldn't be so bad if I didn't have that feeling that it was only not to branch out too much.


4th episode out, ends in a cliffhanger...again. Although this time, before the end, there'll be a point where you'll see what I think was supposed to be the game all along (decisions mattering).
Some cool twists and some cool new characters, but everything is kind of stretched out just a tad too much. Really no puzzles at all (even though there's real legitimate opportunities for them), but more action/QTE stuff, which I guess is nice for the change of pacing.

All in all I like where this episode left things at, except that the whole plot line with (the next spoilers are for when you finish the 4th episode as well)
Spoiler
the walkie talkie, just doesn't look it can go anywhere that good (although I hope I'm wrong). There seems to be the option that Oberson (Crawford leader) will be the shadowy man and this whole 2nd part of the episode was a backstory for that, but I don't know if the shadowy persona is him.

Also, even though I've been on Kenny's side more than often, the prick wouldn't go with me to find Clem, but thankfully everybody else did. Kenny might get messed up if Vernon and his team or the walkie-talkie guy try to take the boat though...we'll see.

Oh, and the way Crawford fell, was actually a pretty good twist.
[close]
#492
Thing is, and this is only few of the things that are "weak" here, is that they talk about old school RPG nut later it's described as a first person 3d EPG and the description of the story is lamey as well IMO.
On the other hand Project Eternitiy offered a lot of concept art and their description of the game IS an "old school RPG", but it's made with the influence of the old RPGs.
Double fine pitch was lame as all hell, but Schaffer has proven himself in adventure games and through time DF has proven as a company that keeps the spirit of his concepts with their original ideas and gameplay with every game they publish.

While on KS subject, using bad jokes in the videos is so damn annoying, I really don't know why everybody does it.  (wtf)
#493
Well I definitely got the Marvel influence, but Marvel animation goes into a Marvel logo. It changes from pages to a Marvel logo, while this is just beginning with the pages and then a font that's to a degree similar to that Marvel font.
If that's your goal, then ok, but maybe make an actual logo or something - for example make the pages roll like they do now, but then a pineapple cutout/mask slowly surrounding the pages until it shrinks to a certain size. That way you can still see the pages through the hole in a shape of a pineapple (or just the letters "Pink Pineapple Ink") in the middle but everything else is black or pink.
Something like that, just to make it more your own and less letters on the animation.

Btw I've read/heard somewhere that the pages that roll in the Marvel logo are from the comic that movie it's in is made of (like pages from Capt. America comic in the Capt. America movie etc.), don't know if that's true, but it sounds like a cool detail.
#494
The Rumpus Room / Re: Livestock Laughs
Sat 13/10/2012 15:51:41
Guys from http://wumocomicstrip.com made a few comics with cows, but sometimes they go to dark places, so here we go too:
Lighter:


Darker:


Dark dark:
Spoiler
[close]
#495
Quote from: m0ds on Fri 12/10/2012 14:20:27
If someone has a moment to check, can sound recorder in Vista/Win 7 be made to record at a sample rate higher than 96kbps and to formats other than .WAV ? I have XP & the old version, so I'm not sure, but am trying to find out on someones behalf. Many thanks :)
In W7 it's .wma 96kbps. It basically has 1 button to operate.
#496
General Discussion / Re: DX10 and up
Wed 10/10/2012 20:58:39
I'm still wondering why AAA games don't have 64bit versions (like Borderlands 2 for example).
#497
Is this like a rendered background or are you using one of the ags 3d plugins?

If it's prerendered backgrounds, then there's a few things:
1. make the light on character be more untraceable, it seems like the light is behind him, you should probably make use of the photography 3 light set up, all should be soft lights, try experimenting with it till you have a basic set up that gives some shadows but the shadows are not sharp or strong
- main light - in front of him, above his head and a bit to the side, that one should be the strongest/brightest light
- one should be behind him - so it gives him a silhouette
- one should be behind him but to the side, it should be kind of opposite in direction but on the same height and not as bright
2. thing is, and this I notice on the windows the most, you might not have welded the vertices properly, you can see this on the corners as there's that strange darkening around the corner, you've probably know what I'm talking about, it usually indicates that software can't tell if the surface is facing towards the camera or not
3. light the scene so there are shadows, here I see shading but no shadows, which is just weird to look at, right?
4. smooth stuff up, the grass and the bench look weirdly jagged, if you're using prerendered bgs, than it really shouldn't be an issue
5. change the texture size on the grass/floor plane, the stretching is noticeable. also on this point, drawing flowrs on a texture and then drawing a 3d flower next to gives a strange feel, but if this is NOT prerendered, then change that 3d flowrs into flat planes with textures and alpha masks
6. bricks and the door seem to have a shiny surface or something, looks weird, change it, keep it simple like the rest of the texture are, because frankly I don't know what material that is I'm looking at this way
7. if this is prerendered, make those pine trees in the back 3d, it is toonish, but unless everything is made to look like a cutout, then keep the stuff 3d unless it's reeeeeally far away or behind a wall etc, anywhere where you don't notice a cut from 3d to 2d is being made, it's noticeable otherwise

About the walkcycle - on his left hand, when the arm goes back, the thumb twitches strangely.

Hope this helps, looks good just maybe needs a bit more polish. I really like that tree on the far right, I'd try to make the rest of the background feel like it belongs with that tree.
#498
Depends on the point of the game. Broken sword had choose an icon for topic of conversation (either other character, objects, clues etc.) and the yes/no type - the mood of the whole game is like a Dan Brown novel and it fits really nice, makes you a detective and the yes/no option gives a decision tension which builds drama.

Mass effect had annoying dialog options (not the part where you had a mood of the option), but that sometimes it didn't fit what I thought it will be in intonation and sometimes topic. Walking dead has a problem with this as well.

I prefer the rephrased dialog as well - you choose what you mean to say ("I'm sorry"), but what is said is formed in the character's style of talking and more natural ("Steve...I'm really sorry about what happened"). If that is too complicated to implement, then verbatim might be the next best thing.
#499
Nice theme Danny boy. I'm away this week, but I think I can figure something out to make an entry.

EDIT: nope, can't make it, had another thing I had to finish last week and I have a certification exam on Saturday, so I'm preparing for that.

Quote from: Misj' on Sun 30/09/2012 21:16:52
And since this is going to be a character-based background I started with concepting a new character for this Blitz...I call him Clark.
And Clark is a mouse hole inspector is he?  :grin:
#500
Critics' Lounge / Re: Eric's art thread
Mon 01/10/2012 07:12:25
You seem to be going in a Disneylike background style but with more texture variance, really digging it so far.

Quote from: Eric on Mon 01/10/2012 05:31:18
Does that 'R' stand for revolutionize my f---ing life? How the hell have I gone this long without knowing about this?
I'm actually wandering how you haven't come across the need to find such a thing, since you seem to be really good at drawing in PS. Btw Shift+R will give you the 45 angle while rotating.

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