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Messages - Babar

#1281
General Discussion / Re: My Stupid Comics
Tue 24/05/2011 23:05:08
I do not know what Taury's is. But...yeah.
#1282
Yeah, you weirdo. What are you doing here anyway? We don't appreciate you correctly-reading freaks here!
#1283
Quote from: WHAM on Tue 24/05/2011 14:04:54
Third misread about a board game. I got my hopes up for an AGS themed boardgame... =(

Me also. And I spent a minute wondering how you'd make a board game about AGS code...
#1284
The ending warning was awesome. Completely what I've come to expect from Obi ;D.
#1285
General Discussion / Re: 20th, 21th & 22th May
Fri 20/05/2011 19:19:24
IT MAKES SO MUCH SENSE NOW!


People will draw Muhammad on Draw Muhammad Day, then muslims around the world will get seriously pissed off, launch nukes, predictably miss, and hit the pacific, starting off Armageddon, and then the next day our alien overlords will show up, exasperated that their human experiment on earth went so tragically wrong, and thus pull the plug and destroy everyone with...triangular formations!
#1286
Critics' Lounge / Re: Guy in a suit
Sat 14/05/2011 20:16:00
You could use Peanut's example if you removed the darker skin shade under the eyes. After that, since you've already improved the hands a reasonable amount, I'd personally say you're set, and should probably move on :D. This being a MAGS game, you probably don't want to be wasting too much time on every single sprite, and this one is already pretty good!
#1287
I will be heading back to my home computer in a bit (I also had the latest Firefox, I believe, so I don't think that could be it), and if your solution works, TITH, I'm going to love you forever. I also saw "Windows Presentation Foundation" in my plug-ins a while back, and didn't have any idea what it was for.


EDIT: I removed Windows Presentation Foundation, as well as disabled half a dozen other plug-ins and extensions that I didn't know why were there, but it didn't really work :(. It may possibly have improved a bit, but the issue is not gone. Plus, I'm on 4.01 already.
#1288
Hahahahhaha...well, see what happened to it! :P
#1289
No, TITH. I have the exact same issue, as you describe it, and yes, googling for it has this thread right on the top :(. I was wondering if there were some other keywords to search for it with, but I can't think of any.

Patience with the issue hasn't worked out in this case :(.
#1290
Thinking up a type of puzzle, and then arbitrarily inserting it into your game won't really work successfully. Instead, once you come up with a basic game concept, along with the rest of the story, you should develop how your puzzles will work in that game.

For example, Day of the Tentacle (if you have played that) had time-travel based puzzles that worked really well, that fit in properly with the surrounding concept and plot.

Monkey Island also had puzzles that fit in with the concept of a fantasyish pirate world- you had your insult-swordfighting, the voodoo stuff, the alternate voodoo stuff, etc.

Personally, as far as I'm concerned, I intensely dislike "Puzzle" type of puzzles in adventure games I play, even when they fit the story- figuring out the correct sequence of levers to pull depending on a cryptic poem etched on the side of a barrel in the other room feels intensely silly to me. An example of this for me is Myst.

My advice is that first off, develop your story not just as a story "This happens, this happens this happens, and they all live happily ever after" (where then you'd arbitrarily have to insert puzzles at random places), but as a series of obstacles: "The player is faced with this main problem, and that is the crux of the game. To solve this main problem, the player must solve this minor problem. After the minor problem is solved, this happens, and a new minor problem arises", and so on.

And whatever happens, PLEASE don't insert puzzles into your game where they don't make sense, or they don't fit in the story, EVEN if you think it is a good puzzle. Depending on what sort of game you are making, some sort of puzzle "theme" could be forthcoming, like what Day of the Tentacle had with time travel puzzles, or you could have something like a weaker protagonist trying to infiltrate a base full of stronger enemies using those alternate-to-fighting Indiana Jones techniques from the games.

Here is a helpful link on designing puzzles
#1292
If your goal is pixel art for a game, then I don't really think an intermediate step of learning sketching is really necessary, although I suppose observing and attempting to copy down stuff you see in real life could be helpful.
You could still learn the stuff about proportion, anatomy, perspective, colours, etc. from those books, although if you ask me, that stuff is all available on the internet anyway (perhaps more difficult to find or more difficult to read, though).

Specifically for pixel art, the stuff here by MrColossal is very helpful:
http://kafkaskoffee.com/tutorials.shtml

The thread here might also be very helpful (although it contains some deadish links):
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32133.0

While it's probably a very simplistic view to take, and I may be being overly technical at a very "theoretical" stage of your problem, but you really only have to remember a couple of "rules" to start out (such as 7.5 heads proportion for sprites, using a vanishing point on a horizon line for backgrounds, getting your lighting and colours down etc), and from then forward, you just need to keep practicing.
#1293
Critics' Lounge / Re: A dark mansion
Sat 07/05/2011 23:19:21
I am having the same issue as Khris is, but then again, I am also using a CRT monitor- if I zoom into the first image, I can barely see the outline of the window, and a bit of her arm.


What I don't understand (and it's been done by others on these forums than just you, Wham) is that if your express purpose is to make the background too dark to see anything (for example like certain scenes in Fate of Atlantis, where the darkness serves a purpose for puzzles in the game), then the simplest method is just to have it pure black, perhaps with just the lightning flashes to show what's what and where. Because having it so dark that while you are putting in effort to put details into the game, then have it so that those details won't be visible at all, it seems a bit wasteful.


If darkness (and difficulty in seeing) is not a necessary or intentional part of the game, then in my opinion it is very wasteful, as much of the detail won't be visible at all. Then I'd suggest what anian said: you can use a dark blue to show the darkness (the first Monkey Island game was a very good example of this).
Sorry for the rant. I'll stop now :P.
#1294
When you originally spoke of it, I thought you meant simultaneous man-hours, which would have been more troublesome (and probably more hilarious) to organise. The way you've got it now, it seems that one person would have to do one bit in the chain while the others in that chain wait for it to become their turn.
#1295
* Babar threatens Ryan with a Bounty
#1296
I also lucid dream occasionally. I usually use the opportunity to fly around. I should start keeping my dream journal again.

I'm usually more focused on trying to stay asleep rather than wake up when that happens :D.
#1297
Well, considering that Kali Ma IS actually worshipped (and even interpreted by some in a dark and violent light, like in the movie), and STILL her worshippers wouldn't eat stuff like that, it seemed a bit odd. Hindus are a bit picky about their meats, and stuff like the monkey brains in the movie are especially weird, considering that they revere Hanuman, the monkey god.

Anyhow, if translated into english, the cusses sound fairly benign and boring, but the hilarity was how they aren't really used like that in hindi. Like "Go, go! Go catch the swine!"

and while not a cuss, "AB US KI DIL MERI MUTTHI MAY HAI!" still sets me in giggles- "NOW HIS HEART IS IN MY HAND!" (as it suddenly bursts into flames).


I guess most speakers of a less common non-english language that is used in a movie generally find it funny how the movie does it, as most never do it properly.
#1298
You won't be able to take advantage of PNG (or even GIF, another option under certain conditions) properly in MSPaint. 24 bitmap works, but it'll probably result in a lot of space being used up (for your art, not after you import it into the game).

You might think that MSPaint is acceptable, but you really should move on to something better, depending on what sort of art you are working on. For example, if you are doing pixel-art, GraphicsGale is a good option.

Also, this is probably not the best place to have asked this question, but I'm sure someone will be around to move it shortly.
#1299
Awww...it had it's moments :P
#1300
Thankfully, neither did I.
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