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Topics - Babar

#41
From as long as I can remember, "Multiple endings" have been a selling point or something praiseworthy in adventure games, but I've never quite understood why. The ways I have seen it done didn't seem to be good methods. Honestly, the only only "good" way I've seen it done isn't in adventure games; it is in those open-ended free-roaming RPGs that essentially give you total freedom anyhow, and I'm not sure how easily that could be applied to adventure games. The way adventure games do it seem to fall into 3 groups:

The first way, which I'm sure everyone can agree is a bit silly is everything going the same, and then right at the end, you have to make some sort of choice (through dialogue or some such thing), and then depending on that, your end cutscene/text is different.

Similar to the first way is one where the choices are in the middle of the game, or littered throughout, or hinging on something like whether you got a particular inventory item, or used it or such, and then depending on that, the end cutscene/text is different.

Finally, there is where the game forks out before the end, and you play a bit (or a lot), and then depending on which path you took, you get a different ending.

Now in the first and second case, it would be pretty silly to try to make it a selling point (although a number of non-adventure AAA games do just that even today). In the third case, perhaps it is because I've never seen it implemented properly, but it annoys me somewhat. The way I've seen it used is to provide "lesser endings" alongside the optimal ending. I've even seen this suggested (even on AGS) as a useful method of allowing variable puzzle difficulty: Someone solves the really difficult puzzle, they get the best ending. If they are unable to solve it, they get one of the secondary ending. I don't know about anyone else, but I am really not fond of this...it feels like a form of punishment, especially in some games where after the game is finished it gives a message like "You have completed the game on easy, you should now try completing it 'properly' for the 'proper' ending!".
Again, I can only speak for myself, but having just completed a game, being told (or seeing) that what I did was something lesser, I'm not usually in the mood to restart and go through most of the same game all over again till I get to the point of the fork to choose the different fork (this becomes an even more annoying problem when the fork is something like not having picked up a particular inventory item at one point, or not using it properly...something you might not even know).
The way I end up having to deal with this becomes an incredibly immersion breaking thing...if something pops up that appears to be a fork, usually in the form of a dialogue choice like "Do you want to do X or do you want to do Y?", I usually save (or more often load a slightly older game, get right before that point and save, because you can't save during dialogues), and then proceed. If I'm seeing signs of this being a "lesser path", I load and try the other. I realise fully that this isn't the way the game is supposed to be played, but why should I continue down a path in a game that I KNOW is going to be one of the lesser paths, and probably end with a less than optimal ending?

How do you deal with these multiple ending games? I've got to admit, replayability itself in adventure games isn't something that's worked on me, so I might not be the intended target for "multiple endings"..it took me almost 9 years, with long gaps inbetween to finish all three paths in Fate of Atlantis (although that was an example of multiple solutions, not multiple endings).
Perhaps I have missed out on some major adventure games that had proper multiple endings that didn't have one or two be the "good" ones and the rest be lesser endings. If so, please enlighten me, I would appreciate it.

Also, in the interest of honesty, I'm actually using the 2nd method I listed in my game :D, where a number of totally optional items, if picked up, will very superficially change the ending, but none of them in a negative way, unless you don't find any of the items at all, which would be difficult to do.
#42
General Discussion / Scotch come back!
Tue 08/05/2012 15:49:02
Come back from wherever in the highlands you are hiding! PEOPLE WANT YOU BACK!



(The Acknowledgement page in the report for my final year project at college...submitted in 2009, but I just got the idea to upload this photograph)


There sure have been a lot of great guys who came, left an impact, and then...disappeared. I just realised I've been here almost 10 years now, and....haven't got much to show for myself.
#43
General Discussion / The old song-game!
Wed 08/06/2011 19:08:40
I remember seeing this game ages ago on AGS (back when my bandwidth didn't really allow me to participate :D), and I was feeling nostalgic today, and someone linked www.vocaroo.com which lets you record tiny thingoes.

So yeah, basically, I sing something, and then set what the next thing to sing is.

My horrible rendition of Aerosmith's Pink, certainly not helped even by the fact that I was listening to the song while recording


Next up, Queen's "I Want to Break Free"

just use that vocaroo thing and record it yourself, then post it here, along with the next song to sing :D.
#44
General Discussion / Belief Quiz
Tue 12/04/2011 06:48:58
Perhaps odd, being as this is on the heels of my previous thread in here about politics, but I thought it might be interesting to find out this stuff too. I know you're mostly all a bunch of dirty atheists, but what ELSE are you? :D
Unfortunately, I don't think a fancy graph could be made of this information, but you can still paste your results in this thread.

Belief-o-Matic Quiz
It's a pretty old quiz, and you've probably done it before (maybe even on the AGS forums, although I couldn't find it), but do it again anyhow!

My results:
1.    Reform Judaism (100%)
2.    Islam (98%)
3.    Orthodox Judaism (98%)
4.    Sikhism (92%)
5.    Baha'i Faith (88%)
6.    Liberal Quakers (75%)
7.    Jainism (72%)
8.    Unitarian Universalism (66%)
9.    Church of Jesus Christ of Latter-Day Saints (Mormons) (62%)
10.    Orthodox Quaker (61%)
11.    Mainline to Liberal Christian Protestants (60%)
12.    Neo-Pagan (55%)
13.    Mainline to Conservative Christian/Protestant (52%)
14.    Mahayana Buddhism (50%)
15.    Hinduism (49%)
16.    Seventh Day Adventist (46%)
17.    Eastern Orthodox (46%)
18.    Roman Catholic (46%)
19.    Jehovah's Witness (45%)
20.    New Age (44%)
21.    Theravada Buddhism (37%)
22.    Scientology (36%)
23.    Secular Humanism (35%)
24.    New Thought (32%)
25.    Taoism (27%)
26.    Nontheist (23%)
27.    Christian Science (Church of Christ, Scientist) (22%)
#45
I googled around a bit, and perhaps because I don't know what words exactly to search with, I've not been able to find a solution to this problem, so I was hoping the good people of AGS could help me.

Ever since I upgraded to Firefox 4, I've been having issues with text disappearing.
Facebook and Hotmail are 2 sites where this is fairly consistent. The text disappears (or loads invisible), and then with mouseovering or scrolling the text reappears, but then after a bit, it disappears again.




Hotmail is the same- I can't see any of my mail. The problem even pops up (but much more rarely) on these forums, but disappears with a little scrolling or with refreshing.

From some vague information off one of the few places I could find where someone mentioned having a similar problem, apparently, some issue with the css in those pages/sites is to blame?
Does anyone know how to fix it?


PS: And yeah, hahah, but please, suggesting "Switch to Chrome!" or "Switch to Opera" is not really helpful :P
#46
General Discussion / Politics in AGS
Mon 29/11/2010 08:19:53
Hey!

I just got the idea that it may be potentially interesting to find out what kind of political people on AGS are.



I was pretty surprised how I came out so libertarian, but Calin's results were not so surprising :P...it seems that my random sampling of those present in the AGS IRC chatroom currently shows a libertarian left slant. It is your job to change this (or cement it in place :D).

EDIT: Added Everyone so far


It is getting a bit crowded in that corner...perhaps I should change the names to numbers in the image soon.

Here is the test


And you can fill in whatever value you obtained here:
The AGS Political Spectrum (so far)

Everyone fill it in! I want to have an understanding of who I will have to kill in the upcoming revolution. :P
#47
Advanced Technical Forum / Importing Masks?
Sat 13/02/2010 20:02:12
For quite a while now I've had this problem where no matter what I do, it has been impossible for me to import a mask for hotspots, walkable areas, etc. I either get a message that

"This is not a valid mask bitmap. Masks must be 256-colour (8-bit) images, using the first colours in the palette to draw the room areas",

or

"Invalid colours were found in the imported mask. They have now been removed.

When drawing a mask in an external paint package, you need to make sure that the image is set as 256-colour (Indexed Palette), and that you use the first 16 colours in the palette for drawing your areas. Palette entry 0 corresponds to No Area, palette index 1 corresponds to area 1, and so forth."

Now I am certain I am doing this all properly. I ONLY use the basic first 16 colours.. After that I save it as a 256 colour bitmap (if I'm using paint), or I set it to Indexed mode and then save as an 8-bit image if I'm using photoshop or something.

I even made CERTAIN that I was not going outside the main 16 colours by first saving the image as a 16 colour bitmap (in paint) or a 4-bit image (in Photoshop), and then resave it as an 8-bit image, but still no luck.

I usually get the 2nd message, and only get the first when I start experimenting with file formats and colour depth in desperation :D.

It seems weird that such a major thing was not caught out by now, which makes me think maybe I'm doing something wrong, but I have no idea what. I make/made extensive use of the import mask function, because I like my hotspots/walkable areas/walkbehinds to be EXACT, and they can get pretty complex at times, so doing it by hand in the editor is just not feasible.

Thanks in advance!
#48
General Discussion / Don't you just hate it?
Fri 10/07/2009 13:45:50
The Frequency domain.

THE FREQUENCY DOMAIN!


It's the nastiest, most unnatural, unintuitive thing in the universe.

Imagine how warped kids would be if they were taught stuff in the Frequency domain, instead of normally, like us! It is a good thing most people have built up a resistance by the time they're exposed to this nastiness!


I mean, hey, you have some of the greatest pieces of artwork in the world:



But if you try checking it out in the frequency domain:

Utterly destroyed! Insulted! Denigrated! An attack on the sanctity of reality!

How can this be natural? How can this be allowed? It is absurd!


And it is not just pictures, either! It is sound too!
You say something as simple as "Church", and they'll nasty it into the frequency domain, and give you back this:



You know what they do with the frequency domain with regards to sound?
They can steal your voices! Pretend to be you! Or even worse, Warp your voice, and change your very being!


You know what they use to transform stuff to the frequency domain?
IMAGINARY NUMBERS! Numbers that aren't even real! That are excluded from reality! Numbers that very well shouldn't exist! And they mix them up with the exponential function, and nasty little trignometries!


And you know what the worst part is?!
It is all a farce! There is no such thing, even! "The Frequency Domain" can be anything from a "Fourier transform" (that has absolutely NOTHING to do with the number 4), to a Wavelets. Nobody can decide which!


DON'T YOU JUST HATE THE FREQUENCY DOMAIN?
#49
I have a number of objects on-screen that I want to fade away from totally visible to invisible in a certain amount of time. So I checked up Object.Transparency(...) in the help file, and found some code for doing exactly what I want (with editting the object[0] to the name of my object and all):

int trans = object[0].Transparency;
while (trans < 100) {
  trans++;
  object[0].Transparency = trans;
  Wait(1);
}

Problem is that this code doesn't fix what it claims to fix in the help file (using a loop with object[0].Transparency++; is not recommended as it will probably end too quickly). What I get is a wait of about a 100 cycles (or more when I increased the value in the wait), and then suddenly the object becomes invisible.


Is there any way to have a gradual change from visible to invisible for an object? Thanks!
#50
Completed Game Announcements / Smiley's Quest!
Mon 22/09/2008 17:11:56
Yay! The first thread I've started in the Completed Games Forum!

I'd like to introduce you all to.....

THE MOST AWESOME GAME EVAAR! This most awesome game traces it's history back to my beginnings at yabb. The earliest sprite of this game is from August 5th 2003, 2 days after I joined these forums. Don't think that this extraordinary length of time will mean good gameplay, though....because I think I abandoned it less than a few months later.

Well, recently I found it lying on my computer, and decided that since it was so near completion, I might as well finish it off, and post it. SO! Remember this game was made by my 17 year old self, with a perhaps rushed off ending, is a completely traditional game, and may very well not be to your taste. But aside from that...IT IS THE MOST AWESOME GAME EVER. While I got a lot of great beta testing help, the actual work that went into the game is ALL MINE.

So now, without further ado, I present to you:




SMILEY'S QUEST:

Join our hero in his adventures through eye-gouging graphics!



Console him out while he solves the mystery of the murder he has been accused of!
Help him out as he uncovers a conspiracy that dates back to the beginnings of humanity!
Tag along with him as he saves the WORLD!


Features:
- 320x200 & 16bit graphics
- Over 20 rooms (Give or take a zero)
- Previously mentioned eye-gouging graphics
- Jokes only smart people will understand  :=
- A conspiracy that will rock your view of the world
- Fun (and insanity) for the whole family!


Get it here!

#51
Critics' Lounge / Shoot-em-up
Mon 25/08/2008 18:04:31
I'm not sure this deserves a new topic, but considering that I am going to code everything from scratch, I thought I might as well get some help. Some of you might remember this little shoot-em-up type thing I made for the Coding Contest a while back. Here is a link.

For those of you who don't want to sift through ancient code, here is the rundown:

* It has a scrolling, looping room.
* It has the player character y decreasing constantly (ie. the player is moving up at a constant speed)
* The player moves around using arrow keys
* It has randomly appearing rocks (as objects) that block the player's path
* It has randomly appearing monsters (as objects) that can be shot at.
* Shooting occurs by checking if there is a monster object with the same x position as the player (There is no actual projectile).
* If the player goes over an object, the health decreases.


Okay, so now what I WANT, is:
* To have moving enemies. I don't mind so much if they don't move backwards and forwards (they should be moving towards the player anyway with the cEgo.y--), but I want them to at least move left and right (perpendicular to the motion of the player).
* I want some of them to be able to shoot back also.
* I don't know how it'll change at the back-end, but I won't be having any randomly generated immobile objects (like the rock objects in the example I linked).
* If it gets that far, I'd also want to have weapon upgrades, armour upgrades, etc.
* I'm not sure if it is better or worse this way, but should I go with actual projectiles? For stuff like 'missiles' and such, a little flashing muzzle isn't exactly the best idea, right?

Now I'm not asking for someone to code all this for me, I'd just like some help in the basics of how I'd go about it. Would it work on a framework like the one I had before?

* Like I'm assuming an armour upgrade object (which would appear when I blasted a monster) would increase the value of health (which I already have as a global int).
* Weapon upgrades might make sense if it took more than 1 shot to destroy a monster (which it doesn't now, and if it did, that would mean I should have variables for the health of each monster on screen?), or if the weapon did different things, like fanning out the missiles in different directions, or firing four at the same time, or something.
* In fact, how would I handle the monsters? I assume I'd use characters instead of objects (which I am using now), but will that cause a problem with collision detection? What about their movement?
* Also, whether speed upgrades would be of any use...

I'd appreciate help in this, and I wasn't sure where to post this, but C&C seemed the most appropriate place.


EDIT: Sorry, it appears I didn't have a compiled folder in that last rar. Put one in now, so you wouldn't have to download 2.72
#52
I get this error when I try to import a new sprite. After the error message is closed, the sprite import window becomes a white rectangle with an X across it. My game is 8bit, and the sprite is also 8bit.

Code: ags
Error: Out of memory.
Version: AGS 3.0.2.43

System.OutOfMemoryException: Out of memory.
   at System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)
   at AGS.Editor.SpriteImportWindow.previewPanel_MouseDown(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


PS: I have 512Mb RAM, and I had disabled my antivirus, closed all the extra messengers, etc. while working, so it would be very odd if it actually WAS out of memory.
#53
This happens:


It's probably not really a problem with the AGS editor itself, maybe something to do with my settings, but no other similar program (eg. Visual Basic 2005, Visual C++ 2005) has this problem, and this same problem is also in older versions of AGS (2.72 and 2.7). Please help?
#54
Critics' Lounge / Trench-sprites
Tue 17/06/2008 20:56:31
Although with my impending exams and all, right now is the worst time (and therefore the time I dot it), I wanted to tackle sprite art. I really didn't want to draw just 'anything', so I asked my friend for a concept. He gave the idea of a trench-coated, sarcastic and whip-witted detective type fellow with a cat. I started out (mostly forgetting about making him sarcastic and witty), before realising that the pose is somewhat similar to a villainous Mr. Smith. I opened up the image (it may be a bit stretched due to pixel aspect correction), and then made a big mistake: I wondered, why can't I draw like that?


I know the white pixel next to the "cat's" ear is irritating, but please, bear with it for now.

The shading on Mr. Smith's waist-coat and pants seems almost random, but it works! His trenchcoat is better, and I tried emulating it by having those wavy lines under my own fellow's pockets, but it didn't work :(. Also, while Smith may be slightly wider, he still seems to have much more detail packed into him than my own fellow. I tried adding a one more 'highlight' colour to my man's coat, but that made him look like some sort of cut-out square box-man.

I will probably be sleeping for the night right now, so I can't really respond until tomorrow, but I would really love some help. And hell, a sort of 'art mentor' for the summer would be a great boon for me. I would pay you back in dense packets of gratitude.
#55
General Discussion / Awesome
Tue 03/06/2008 17:10:41
My college is so awesome:





...if you're gay.




......or into gangbangs.
#56
General Discussion / Comedy
Sun 04/05/2008 19:24:21
Hello everyone!
I have this problem here. I'd have put this into Adventure-related Chat, but I guess it covers non-gamey things as well, so here goes:

Now, I'd like to believe I can be somewhat funny occasionally with how I pick up a certain thread of conversation and make a related joke. I can even relate something odd I noticed in a humorous way to get a few chuckles. Heh...most of that is unintentional anyway, or played by the ear. What I have much difficulty doing is intentionally coming up with an idea for something that can sustain an entire game/short story/comic/whatever.

First of all, is there such a thing as a 'comedy' game? Or would that just be a normal game with a few jokes thrown in? Discworld is an example I can think of that I recently played, but the game was just a game, with mostly just descriptions having some sort of humour thrown in. I seem to remember Monkey Island being funny, but I don't remember much else....so that's either my bad memory, on unmemorable humour. Eric the Unready was also hilarious in a way I cannot remember right now. I played some of the new Sam 'n Max games recently, and chuckled a lot throughout them- Both the situations, as well as the specific jokes.

Next, how to make one?! To take the small example of a comic comic, some information from one of the many comic writers here would be helpful. How do you think up a joke. If it is something picked up from current events, I can understand that (there is a word for that I am not remembering), but what about other than that?
Parody might be an option, but that can really fall flat easily. For example, I'd been hearing a lot about some Blue Harvest episode of Family Guy, so I watched it. Unfortunately, it seemed to be almost a scene for scene copy of A New Hope, with just the characters switched, and the occasional mocking of the original put in.
Another idea that I've seen employed in some games here is absurdist humour. I dunno about this. It might have worked in The Hitch-hiker's Guide to the Galaxy, or Dirk Gentley (where the absurd portions were usually resolved in the end), but I don't think that means that if you throw in 20 unrelated things together and expect it to be funny.

It'd be nice to get some strategy or format on how people do this. The example of the comic again: How exactly is it planned and done? It doesn't seem like it's as simple as someone recalling an old knock-knock joke and applying it to their own characters. I guess my basic question is "How can I plan (from beforehand) and execute comedy?"
#57
General Discussion / How do you learn/study?
Sun 09/12/2007 12:01:54
I have some minor tests coming up (starting on Tuesday) and I wanted to know about this. See, I used to be able to study pretty easily. In class while the teacher was explaining, I'd pick up the concepts. Once I picked up the concepts, they're stuck with me permanently. It is a quite a weird feeling, that. Like, instead of learning something, I just 'remembered' it, and now it is part of my brain function, and even though I might not have even known about it at all before, it is perfectly logical to me know. So then after having understood it, I could go home and do a few questions that day, one day a week later, or even just the day before a test, and still be able to solve them.

Nowadays, I am in trouble, because the first step is not happening anymore. I don't get it. Is it because stuff I learnt before was very easy, and this stuff is getting more complicated? I don't like to blame teachers, because even if they may be horrible at what they do, it is my business to learn, and I can't make excuses.

Even if the teacher is crappy, I attempt to study from the book, but even that doesn't get through. Either I go through the text and try picking up concepts (which takes too long, and by which time I don't have enough time to practice any questions) or I give it all up, and note down a few formulas and use them to practice questions until the formulas are somewhat remembered (which doesn't work so well either, when the questions in the tests are completely different from that in the book, or when the formulas haven't been remembered all that well).

It always ends up with me studying till 3am the night before an exam, at which point I sleep with the knowledge that I still don't 'know' what I am supposed to. Previously, I was able to sleep at 10pm, with while still being somewhat apprehensive about a test, I understood the concepts, or at least I still knew what things I was supposed to know.

Last night I got home about 4am, after which, although I was somewhat tired, I sat in bed and opened up my textbook and understood the first chapter of what I was supposed to do (something that would usually have taken until the last day). I solved one of the examples by myself, and then went to sleep. Although there are 3 more chapters to go through, it is something of a relief to at least be able to 'fit in' that piece with all the other pieces in my brain.

I really don't know what the problem is. It is true that I don't study as much as I should (a remnant of my old method of study, perhaps), but even when I open a book, it all seems to tedious, and is so hard to concentrate, and so impossible to comprehend, that I slap my book shut in annoyance about a minute through (and no, music or lack of music doesn't help, lighting is fine, my sitting position is okay).

It is pretty frustrating to be brought down to barely on average after being originally at the top of the group, and I keep looking at other students and thinking 'I can be as good as them, why aren't I being as good as them?!'. Of course, I have no intention of shutting myself into my room 18 hours a day and just pouring over the books (not that I'd be able to either, or that it would even help), which is what some of these students do, but I know (or maybe I wish?) I can be better.

Some subjects I am good at, but in a year there are maybe one or two of those subjects, and they barely keep me above water (programming stuff, the concepts of which I learnt a long time ago, or math which is rehashing old knowledge), but then there are some subjects that while I am in class, I am thinking 'why am I here? I literally cannot understand what he is on about, and from the looks of the other student, they seem to be able to'.

An example: Teacherguy draws a huge circuit on the board, and while I am mentally (or on paper) figuring out the gain, gm, feedback gain, the teacher and students are flying over these things as if it is a given. I realise that there are a lot of shenanigans involved in being a student, but I find those distasteful, and stay away from them, which puts me at a further disadvantage- Cosying up to the teachers, going to them about increasing 1 mark here in my test and 1 mark there because my mistake wasn't so bad, (the fact that the teacher probably wouldn't be able to put a name on my face, and keeps confusing me with other students is evident of this).
#58
First off, this post would contain spoilers for The Dig, Indiana Jones and the Fate of Atlantis, Monkey Islands(?), etc. I could hide them in spoiler tags, but that'd be annoying for the flow of the sentence. You have been warned.

Y'know, I don't think I've seen proper character development in any game I've played, even adventure games. I mean, sure, Guybrush grows a beard and starts talking about his mightiness in Monkey 2, but then he's back to being an idiot kid in 3 and 4.

I remember in Indiana Jones FoA, there was all that flirting between Indy and Sophia throughout the game, (then there was a point where you could have left her for a large portion of the game), and then she got captured, and you had to free her. When she got out, there was a kissing scene. Maybe it was because I was a kid when I played through it, but it seemed a rather random and 'put on' thing to happen, and didn't seemed to be developed at all in the (admittedly short) time remaining in the game.

The Dig had the archaeologist fellow go wonky in the brain, and funnily enough (though it was probably supposed to be like that), he acted the exactly the same as he would have otherwise, only more intensely.

I can't think of any Sierra game where there was any sort of character development at all, even over a series. O' course, LucasArts games were not really any better. I suppose the idea of static backgrounds the player has to go through, came along with the idea of a static character that would lead the player through them.

Another thing is this 'freedom of role' thing they have in many RPGs (and people suggest it a lot for adventure games). While it may sound nice, I don't think it really has any purpose, even in character development. Sure, if you kill the guy instead of helping him, maybe your points will shift one or two towards "Evil", but what does that do? You get 1 or 2 "dark" spells? You grow horns on your head? You get surrounded by a dark cloud? (This is how my friend described KOTOR. No idea how true it is). Even games that gave you dialogue options, who chose the non-normal dialogue option other than just to see what happened? Besides, when were those dialogue options even close to what you wanted to say yourself?

What I guess I'm really missing in most adventure games is the process of the character developing. Small, subtle things that add up bit by bit to change the character. Stuff like a slight change of method of speaking after an important event, or even a little change in the sprite. Idea: After Guybrush completed the 3 trials, he could've been made to stand up straighter, and have more confidence the way he spoke (or have been given a slouch before that). Troublesome in spriting, though, I admit.

Then again, games don't usually stretch over a long time (something to do with the static screens the player goes through?), so lots of changing would probably not be very normal.

Is character development important? Would it make the game more enjoyable? The characters more believeable or 'real' to play? Or it doesn't matter?
#59
Critics' Lounge / Help with my method
Fri 06/07/2007 07:37:15
I keep making backgrounds, only to find out half the way in that I made some huge fatal flaw. So I thought that I could get help with at least 1 BG, and then be able to use that for all the stuff I make.

This is supposed to be a moderately rich manor room some 200 years ago, somewhere in England. The main required things that are required are the 2 chairs facing the way they're facing (I realised there need to be 2 later on, so the initial sketch had only 1), the cabinet type thing, and huge windows to the north and east. The rest is just fancying up the image.


I wasn't sure about the historical accuracy of potted plants, so I removed that. I wanted to add a lamp on the cabinet table, but I wasn't sure about that either, so I removed it till later.


Here it is, somewhat neater, with the wall and nearer chair perspective somewhat neatened up. I'm already noticing problems, like the large scaling that would occur if the player moved to the bottom of the screen (you can't go out that way, though). The raised platform near the window is a sort of resting place where someone might sit to enjoy the sun while reading their book. I'm not sure if this design is anachronistic, but I've seen this sort of thing in some old houses.


Now I've coloured in the main things (the window colour is transparent, not blue). I suppose red and green clash horribly, I may want to change that, but I can't think of a better colour combination (heh...I'll probably make a very bad interior decorator). The perspective of the back chair and cabinet may be a little odd when the character is walking around, I guess I should have had the vanishing point in the centre of the room (I tried doing that, but then the raised platform to the right looked very weird). The table legs may also not be so good.

This is how much I've done so far. Perhaps someone can tell me the other, better way to have reached here, and what should have been done different? What should I do from now? I'd really appreciate it.
#60
What is a Photoshop Phunday? (copied and pasted from previous thread)

Photoshopping isn't drawing a completely new image -- It's editing images to create a new image, such as editing one image or combining several images. The contest usually lasts for a fortnight. Also, you don't have to specifically use Photoshop -- Paint Shop Pro, MSPaint, or any other programs can be used, even Mario Paint.

This doubleweek's challenge is:

When games inspire real life

The idea of a hedgehog on speed, or the use of a paddle and ball to break out of a wall of bricks may sound so absurd and completely at random that you cannot imagine it coming from our day-to-day life. Your mission for this competition is to photoshop into real life, things that have been taken from games- whether it be along the lines of a row of floating boxes with question-marks on the roadway, or a demolition company that works by getting bricks of matching colours in straight lines....well, you get the idea.

NOW GET TO WORK!
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