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Messages - Bernie

#21
Critics' Lounge / Re: Orbital Trees of England
Sun 27/01/2013 17:37:48
Hi there! Here's some general and maybe very direct feedback:

The textures are very repetitive and have a different level of blur and sharpness. The leaves in the background look randomly placed, more like they're floating. The bark texture feels flat and isn't giving volume to the branches. There are outlines around some objects, and others don't have them.

You could try relying less on textures and brushes first. Textures should complement the shape of objects. I'd recommend working with shapes and setups first, and textures later.

Here's a quick example of a different setup of this scene:
#22
Hello! For my current project I want to use black and white style graphics, reminiscent of old comics. This isn't a new concept, so what I'd like to know is if you could play a game with such visuals. Cutscenes would be comic strips with highlighted panels or closeups with dialog bubbles. Animations are kept to a minimum. The game is pretty text-heavy, a lot of reading is required. Also: Spaaaaaace!! :=

My personal reasons for using this style are: a. To get myself to draw a lot, b. To get things done faster on the visual side and c. because I really like black and white comics.

I tried to keep the GUI very simple so it's basically like a Sierra VGA game with less icons. I want all GUI parts to always be on screen at all times for technical reasons.

Would such a style bother you or take you out of the game? What would you change? Is it too hard on the eyes?

Issues I've noticed myself: I've been really lax with proper perspective, sometimes not using a vanishing point. Gotta pay more attention here. There are visual differences in the character portraits and other close-ups - it's a problem for me to draw them correctly all the time. Also, when the characters are too big even the anti-aliasing won't help smoothing it out. I'm still trying to get better at actual drawing, but time restraints only allow so much of excercise. Any ideas what I should focus on?

Any input is appreciated.





#23
What I don't like how our market and financial systems are based on constant growth. This seems like a really bad idea. It can't always get better and bigger. there's also a more or less inbuilt currency devaluation. Another thing is outsourcing - we have stuff made where it's cheap but pay no attention HOW these things are made, and under what conditions people have to work in some countries.
#24
Critics' Lounge / Re: Squigglevision Graphics
Sat 19/01/2013 18:36:26
I could totally get into a game looking like that. Seconding the full room example suggestion. :)
#25
I really like the result of this approach. In the front view, the face is hard to read. I think the eyes are set too high. Other than that, nice job. Are you going to have 8 dir walkcycles (because of the semi-sideview)?
#26
What really helps visually is making the y speed at least a half or a third of the x speed. It seems to work well enough for 4-direction sprites. Most adventure game rooms have the vanishing point somewhere in the vertical middle, so slowing down the y-speed makes the movement look more logical.
#27
Critics' Lounge / Re: Walk cycle process
Thu 08/03/2012 02:46:40
I think he looks great. :) I take it you'll  give him 4 directions?

By the way, there will always be a point where you have to make a quality/time compromise. It helps keeping your spirits up.
#28
Critics' Lounge / Re: Walk cycle process
Wed 29/02/2012 17:06:35
I really like the sketched look of the pants. What seems to stand out to me is his more pixelled-looking upper half.

The walk cycle itself is very well done. Looks like a lot of effort went into that. :) Characters that large are quite hard to draw and animate.
#29
There are few versions of this feature in the Plugins/Modules Forum. Usually, they display the speaking animation if the player is standing still and not displaying a blocked animation.

Here's one that sounds pretty good:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35787.0
#30
Lots of stuff going on - school and a fulltime job, had to limit my game dev/computer time a little. But it's getting better. I've installed the new AGS version yesterday, and it's looking really good. Let's hope something comes out of it...! :)
#31
Yey, thanks!! :D

I've actually had a few ideas for another Cedric game, as for Hero Theorem... I'm not sure if that'll ever happen, it's so big and looooong. But I know that I'm not gonna stop making adventures and platfomers anytime soon. It's a fun hobby. Pixels never get old.

I also love that there a lot of new adventure developers on here. The Games in Production board is as busy as ever...! :)

And thanks for the 6000th post, Dualnames. 2007 was a great year.

Gonna check out AGS 3.2.1 now. Wee! :=
#32
Oh hey. I used to visit the AGS Forums a lot a few years ago. Always had big projects going on but they never got done. I only managed to finish two games back then. :)

I haven't worked on any adventure games for years, so it was about time I made a new one. It's not AGS but Flash this time around. I'm experimenting with different development environments at the moment and Flash is alright and easy to use, but I'm not completely happy with it.

The game I made is called AGwaK Adventures and it's a pretty silly affair all in all:


That's a party hat on the monitor, by the way. I completed an adventure game after YEARS, so celebration is in order!

Download @ http://www.origamihero.com/games/kadv.zip

In AGS terms it would probably be a medium length game. := The cutscene system I made for it was inspired by the one AGS has. I always found it pretty easy to use. It was kind of tough to code a complete adventure engine in Flash - so many aspects to take care of. AGS is a lot more comfortable to use. Overall, I prefer pixels!

I'm glad to see AGS is still going strong! Lots of good new releases, too. Might as well make another AGS game... got a few ideas. We'll see! :D My completion/cancelling ratio still sucks, though.

This also is a general Hi to everybody on the Forums, so... Hi everybody - again!
#33
I would like to recommend these games, if I may:

Knightsquire

Sydney Finds Employment

Duty and Beyond

I have no categories to suggest, so your best bet is to play them and decide for yourself! :=
#34
General Discussion / Re: Hey Chicky...!
Thu 18/01/2007 15:18:10
QuoteMakes me wonder how you found that page...
Nice one, Chickman! :D If you'd remove the part about girls, your quoted paragraph would be quite accurate.

It seems that you, on the other hand, remain confused about your sexual orientation. If the previous link was no use, THIS ONE may help even more. And remember, the answer to your question lies within your heart! :3
#35
General Discussion / Re: Hey Chicky...!
Thu 18/01/2007 13:03:19
QuoteHECK MAYBE I AM GAY.

THIS may be of help to you, good sir! Ah, the puberty. Good days, good days.
#36
Completed Game Announcements / Re: Reactor 09
Mon 15/01/2007 11:01:45
Matt won't let me into the locker. How can I distract/convince him?
Spoiler
Make sure Matt faces away when attempting to open the locker.
[close]

Zigmat, FrancoFranchi & buloght: Thanks for playing! :D
#37
I hoped the ads on my page would at least pay the half of my server costs. Well, they don't, yet I get about 500 MB to 1 GB traffic a day. That probably makes me a sucky capitalist.
#38
I took the classic austrian approach; in other words becoming an apprentice, in my case at a big chemical plant. It's a combination of actually working there and going to school every other week for 3.5 years. After getting my certificate of apprenticeship I was hired, much like the 30 or so other apprentices, and have been there ever since.

And what a damn fine job it is! :) It's basically manual labor, but it doesn't bother me. It's well paid and never gets boring. It took me a while to get used to people talking about others behind their backs and whatnot, but you've got your share of dickheads everywhere. But the fairly high amount of nice people make up for those.

I heard that it's not really usual to become an apprentice in the USA, so I have been wondering how you become, say, a plumber there.
#39
Completed Game Announcements / Re: Reactor 09
Tue 02/01/2007 20:55:07
MadReizka: starter.exe doesn't influence sound in any way. It only runs the game. It works fine on my computer and any problems I don't get myself I can't fix. :/

If you saved a game, then rename the game's executable and try to load those saves, AGS appears to abort.

I suppose it's best to get the version compiled with the new AGS 2.72. It doesn't have a starter.

Afflict: That's still weird. It must be AGS-related as I've done nothing special in the game. If even the other version without the starter doesn't work, then I really don't know.

Rui: Thanks for playing (and liking) my game! And good to hear you also solved the measuring device puzzle by yourself! :D I just wish I could do my own music.
#40
ProgZmax:
Spoiler
You can get normal walking speed back by solving a relatively simple puzzle involving a sharp item. This will give you a, er... 'special' inventory item you'll need later on.
[close]

I believe that Mr. Ivan D. should make many more adventure games in the future!
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