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Messages - Bavolis

#281
Third time's a charm? Mods, feel free to shut this down if I'm doing some sort of illegal fossil digging here, but I just wanted to let people know the game is in progress again full-speed. Basically, I got side-tracked working on another small game called Watch_Dogs :P

Now that things are calm again and I'm between major dev cycles, I can focus on my hobby and I'm convinced I have the time to actually make this happen for real, even though I may very well be the slowest dev in the history of devs. The demo has been updated significantly (linked on the first post).

Edit: I started this thread 7 years ago?! Man, where did all that time go? I need to make sure that doesn't happen again or I'll be an old man. Back to drawing.
#282
Critics' Lounge / Re: Suggestions on Pixel Art
Sun 31/08/2014 01:34:24
It's all a style thing, really - but what's unusual about the animation for me is that his head is connected to his body, so the head would usually move with the body with each breath. Otherwise, the art itself looks very clean.

Edit: Here's an example (could be slowed down or sped up to show stress or relaxation. You could also just go two frames for more subtle breathing):

#283
I love the visual style of this game! It's kind of a medieval South Park. The Monty Python link does make sense, but I find it's got a style of its own that feels like TV animation from that time period, if they'd had animation. Or TVs.

My personal opinion - I'd back off on all the in-jokes about adventure games (refs to Lucasarts games, etc). You've got something really unique here and you don't need them. In fact, they could end up causing you legal problems in the long run if you're mentioning them by name. I'd also find an editor/proofreader to make sure the more sensitive subjects (like gay jokes) are coming through as funny rather than offensive in English. There's a fine line.

Eager to see a more playable version!
#284
I don't know about witchcraft, but many cans of coke are sacrificed each night to fuel this machine. :)
#285
Thanks, both of you. The feedback I've been getting here is definitely huge motivation to keep moving forward.
#286
Finally done (other than the animated objects and characters in the room). You can now watch the waves going by through the side of the mouth. The captain's chair will be on the glowing circle.

#287
Thanks! I may need a little luck in squeezing art time into my schedule :)
#288
Another in-progress shot. The next one will be the final one. You can see the ancient, crackled teeth in there now. I plan to have a peek outside the horse's mouth on the right there to keep with the theme of seeing moving water in all these backgrounds. The thing in the middle is going to be a periscope (and will also have a steering wheel) for the captain to show that this thing can submerge, too.

#289
Quote from: LTGiants2000 on Tue 29/05/2012 16:23:31
LOL this picture is very difficult to tell what I'm looking at....but it looks fun as heck!

The detailed part is actually the rotting remains of the horse's tongue, which will be twitching. Yum.
#290
Here's a WIP shot of inside the horse's head. Yes, it's icky:



I had to flip it to make better navigation sense as you transition into it. Also, the teeth were WAY too small to be inside the mouth, so I've remedied that and made this just the mouth interior:

#291
The website/blogthing is now live. Still cleaning up some dust, but I plan to keep it updated often with characters, progress, and lore:

Website: http://www.knobblycrook.com
#292
Quote from: CosmoQueen on Sun 20/05/2012 12:22:34
Oh Lordy this looks AMAZING!! Please tell me this isn't going to be free! I'd feel quite terrible playing a game this high quality without paying you something for it.

Thanks! The goal right now is to release it free, but to set up a way where people who enjoyed it and would like to see a sequel can donate whatever they want. I'm also considering setting up a Kickstarter (once the first little "chapter" on the boat is done) to try to fund a nice little animated intro(which would take me forever). The hard part for me is I work on other games 9-5 at work, then come home and work on this game 7:30-midnight. I'd love to be able to work at home on just my own games full time and get these out faster, so maybe the kickstarter for a potential sequel could be "I need help paying MY yearly salary to make this game!" :)
#293
Ok, I'll try that workaround. Thanks!
#294
My searching through the forums came up with some answers on how to solve this technically, and I have some ideas, but my problem at even starting is a bit more basic. I'm trying to get a "bridge" type walkable area to pass over an underpass. Here's the sketch example:



The problem I have is when I create the "top" walkable area and then draw (in a different ID of course) the "bottom" walkable area - it seems to eat a gap out of the top one. Is there a way to have two paths drawn that don't eat each other where they cross?
#295
Here we've got a zoom in on the Gummerlung pens, which are the prize "balls" of the different champion Gummerlung teams. The handler has to take extra precautions because Knobbcrookians are part metal (linked to Scissors) and Gummerlungs are rocks. Rocks beat (in this case, *eat*) scissors, of course. So... the Gummerlung handlers feed them paper to keep them docile (because paper beats rock). One of O'Sirus' first puzzles will be to find a specific piece of small metal for each Gummerlung to get them agitated as he works to change the route of the Draft Horse.

#296
Site & Forum Reports / Re: Forum upgrade
Sun 13/05/2012 01:01:39
Currently, there seems to be a glitch in resizing images through the IMG tag. It's returning an error message:  "IMAGE BLOCKED - http://www.bloodlustsoftware.com/kc1.png"

The board code has the following in it:  img width=640 height=480

I'm pretty sure the issue is new this weekend, because I recall seeing the screens working a day or two ago. I verified that other GIP threads using resizing were having the same problem. If it's intentional, I'm happy to take the resize off.
#297
Is everyone else getting the IMAGE BLOCKED error on the first page? Is that a forum error or a hosting error? I'm familiar with a red x, but have not seen a text message like that before. I've also used the same service for years and never seen anything blocked. Trying to figure out if I need to move them.

Edit: Posted in the forum upgrade bug thread. It seems to be impacting anyone using resizing tags in their IMG posts.
#298
Quote from: Iceboty V7000a on Wed 09/05/2012 06:05:19
Have you linked the function to the correct event of the room in the editor? You cannot just create a function by a specific name in the script and hope that it will work automatically (most of the time, as certain functions indeed work automatically).

Ahhh, that did it, thanks! I didn't realize you couldn't cut and paste from one room to the next with that function, but deleting it and re-inserting it through the editor tools solved it. Thanks for the assist.
#299
I apologize once again for my foggy logic processors, but I seem to be misunderstanding how this function works. Basically, I want a nonplayer character to show up in a room and play his basic animation. Currently, the entire script for the room itself looks like this:

// GUMBOX room script file
function room_FirstLoad()
{
character[9].SetIdleView(17, 2);
}

Currently, it doesn't work - he just sits there frozen on one frame. However, if I go into the room loading script for the very first room in the game and cut and paste the exact same line, he'll be animating when I enter the room. Likewise, if I paste it into the room before this one as it changes rooms with player.ChangeRoom, that works too. I've even tried changing the above script to:

// GUMBOX room script file
function room_FirstLoad()
{
character[9].ChangeView(17);
}

..and that doesn't work either.

I should point out too that his basic "normal" view is supposed to have animation and it doesn't work either, he just stays frozen. I've been setting idle view for other animating machines and whatnot in the background and it's been working so far. If I take out the set idle views, they don't animate at all when they just sit there (which I think is how it's supposed to be working, right?)

I may be doing it wrong, but the strange thing is I used the exact same method in the previous room with a different character and it works just fine. As far as I can tell, all the settings are identical. I can get it working using the methods I posted above, but it feels like my code is sloppy that way.

One thing that seems to work fine is to set all the idle views in the GlobalScript at game start. Is there any reason not to do it there? And now that gets me all paranoid and I'm wondering if setting up all these little animating background things as characters was the way to go. They have too many animations/different speeds to be part of a 5-frame animating background and each one works with all the interactions.
#300
I was playing with steam coming out of the tops of the "hooves" as well. Wasn't able to get it looking how I wanted yet.
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