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Messages - Bernie

#521
In my game, a right-click makes a verb coin appear and dissappear when the player lets go. This worked fine so far, but after triggering a dialogue from within a script after a cutscene, The guis updated while my characters were talking (areas ans hotspot names were shown), I could even call up the verbcoin while they were talking, nothing was blocked. But when I trigger a dialogue after the user clicked on something, it works fine.

Hm...
#522
That's great, thanks! :D
#523
I'm using the command setcharacteridle with int delay = 0 to make a character flap its wings while it's stopped. It works fine when it stops after walking, but after saying something, the Idle View doesn't start immediately.

Is it possible to fix this? Maybe there's a workaround that doesn't involve switching animations each time after he said something?

Thanks~
#524
Maybe, dunno yet. :D
I think I'm not gonna use AA... it would be sort of cheating, anyway, heh.

Thanks for posting your opinions!
#525
Well, that would be possible, but I like the AGS anti-alias.

But what I wanted to know was what others thought about AGS' alias, and if they'd prefer the 100% size pixeled versions over the aliased look.
#526
Thanks again! :D

There's something I wanted to ask...

I've been thinking of designing this game for anti-aliasing activated, only this would require the sprite size to be 95% at max during the whole game. However, if it's not activated, the characters would have jumpy pixels during some animations.

I was wondering what you guys would think about this, good/bad/etc? Would it bother anyone? Or maybe you'd prefer the pixelled look without any anti-aliasing?

Here's a picture with alias on and off at 95% scaling:

#527
Thanks! :D

I've posted a game in GIP a few months back, but abandoned it a while ago. Since I'm not sure if this game will go anywhere, I don't want to make a new thread about it in GIP. But once I'm confident that it will be finished, I'll post one.
#528
The easiest way to replace colors is importing all the frames into a single photoshop image, make it indexed and replace the colors using the color table, but it's a lot of work, still. :D

Here's a new picture:



Nevermind the blue cup, I was running some rests with objects.

And yes, the thing on the right really is a bucket with wings.
#529
He looks better now! :D
Only one thing - maybe you could make the outline of the clothes a tad darker? It doesn't seem to stand out enough from the shade color.

Other than that, great job!
#530
Thanks! :D I don't think I can make it better at the moment anyway, still have a lot to learn, so I'll leave the animation like that for the time being.
#531
Thanks for the comments! :D
I made the backgrounds in photoshop, using a tablet.

I'll see if i can fix up mr. green guy. I've already changed his normal pose, side view, since it seemed to be be the biggest problem. Next up is the walk cycle. Any pointers to what makes the animation awkward? Arms/legs/etc?

Erwin_Br: Hmm... is changing single colors on sprites possible for 16 bit games? That would be really useful. Editing all those frames and changing the colors by hand is a bit of a pain (lazy?), but I'll see what I can do.

Indiana Psychonaut: I have no idea if this game will go anywhere. Right now, there's only this one room, I've only been putting ideas to paper (and pixel) for now.
#532
Thanks! I'd apprecciate it if you'd still tell me why you're not happy with the walk cycle (the new one from my post above yours). I have many problems with walking animations, so any info would help. So, um, please? :)
#533
The man - I think his face is fine, has a cartoony look to it but I like it.
Only the arm holding the cig seems to be a bit too long. Other than that, well done! :)


I did a quick edit of the woman (hope it's okay with your artist):



She looks a bit different now, not sure if this is what you want or not. I just slapped my style over it. :D
#534
I really loved this trailer. The graphics look even better than in the first one, especially the backgrounds. And the music fits perfectly.
Combined with the new interface, this game will surely rock.

Well done! :D
#535
I'm not sure why I'm not getting more replies, but it is most likely because my pictures don't load all that well.

To be sure, I'll post the last bunch again. This time they're at Neole's place (thanks) so they'll load better.







#537
Thanks! :D I can only do graphics and programming, but when it comes to making music, I'm at a loss. I found those midis somewhere on the internet. I'm not sure who made them, though.

EDIT - I drew a new picture:


http://www.geocities.com/samcarbonite/design3bw.jpg

and in (sort of) color:

http://www.geocities.com/samcarbonite/design3.jpg

#538
Um, thanks! :D Are you refering to the interface test?

By the way, does the new walk cycle look better than the old one?
#539
Thanks! :D I've fixed up the big guy's walking cycle, I'll post a new gif later (they're a pain to make).

For now, I've uploaded a quick interface test thing with the kid as main character. It's best to judge from what it looks within the actual game, and maybe I've missed a few bugs in my interface, if anyone wants to take a look. :)

http://invis.free.anonymizer.com/http://www.geocities.com/samcarbonite/test1.zip - 950 kb

EDIT - Here's the big guy's new walking cycle:


http://www.geocities.com/samcarbonite/taro2.gif
#540
Thanks for your comments. I'll try to fix the big guy up. Gonna post it here when I'm done. :D
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