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Messages - Blondbraid

#2141
Yes, it looks smoother, although the hair still have a lot of contrast. It might be a good idea to compare the sprites against the background images in your game to see how the fit into the world.
#2142
I tried it and it seems to be working as it should. Thank you so much! ;-D
#2143
Quote from: Khris on Tue 26/04/2016 09:56:52
Did you create a global boolean variable of the same name, like I said? You need to use the Global Variables pane for that.
I tried, but I'm not sure on how to do it, so I just wrote after_dStuff1 = false; into the global script.
#2144
Thank you Khris!
I've tried to implement what you wrote, but I get this error message whenever I try to start the game:
room25.asc(42): Error (line 42): undefined symbol 'after_dStuff1'
I don't understand what I missed. :(
#2145
If you want it to look more like oddworld, maybe you can "Soften up" the shadows and color palette a bit, some less contrast and less dark shadows? The black outline gives Xam a very sharp look. Utherwise, I rather like the Tim Burton-like smile you gave him!
#2146
Critics' Lounge / Re: Character Suggestions II
Mon 25/04/2016 13:14:35
Nice! Did she dye her hair to match the chair? :)
#2147
Quote from: slasher on Sun 24/04/2016 13:42:32
Dialogs get put to the end of the function. You will need to script around it.
Yes, but I'm unsure of how to do it, and I wonder if there is any alternative ways to script around it or if the only way is to put the script commands inside the dialogue.
#2148
Hello, I'm wondering whether it's possible to pause the script and make it not start running again until until a dialog running has stopped.
What I try to make happen is:

1. The script runs as usual.
2. The dialog starts.
3. The player pick a dialog option and the dialog stops.
4. The script commands taking place after the dialog doesn't start until the dialog has stopped.

As the script looks now, whatever commands I write below the dialog.start(); command begins before the dialog.
I wonder if there is a simple solution to this besides having to write later commands into the actual dialogue?
#2149
Critics' Lounge / Re: Character Suggestions II
Sat 23/04/2016 18:01:42
Now she really reminds me of Bryce Dallas Howard in Jurassic world! :-D
#2150
Quote from: SilverSpook on Sat 23/04/2016 07:37:43
I agree the subversion of expectations with this dude are spot-on. 

It's like I always say, 'If you're not subverting you're reverting!'*

(*I don't actually say that but it makes sense thinking about it now!)

Cool stuff again, can't wait to play this game!
Great to hear, and as luck would have it my game is almost complete, save for the ending and some adjustments. Hopefully I will be able to release it soon! ;-D
#2151
Critics' Lounge / Re: Character Suggestions II
Fri 22/04/2016 23:18:37
Quotebeats me how that can a sign of "beauty" in our days (roll)
Not to mention that most models are heavily photo-shopped ass well, but then again Francis Bacon did say that there is no excellent beauty that hath not some strangeness in the proportion. Then again, he also said that the best part of beauty is that which no picture can express. :-\
I really love the idea of deliberately choosing to make her unrealistic, perhaps showing that the "real humans" can be just as unnatural as the robots and cyborgs...
Anyway, I think it's important to make the unnatural parts look like a deliberate stylistic choice, rather than an unintentional side effect of trying to idealize a beautiful person.
I'd say the comic heroines of Rob Liefeld is a good example of the latter! ;).
#2152
Quote from: AnasAbdin on Fri 22/04/2016 17:09:20
I agree. But I see that you've done awesome work. Is this an in-game room? 8-0
Thank you. ;-D
Nope, this is just an image that pops up for a few seconds when you transit between two rooms to really empathize the point that you are ascending a tower.
I think it would probably be a lot of work to make it a playable room, and even then, it's hard to make climbing long narrow stairs interesting game-play wise (unless it's a platform game or likewise, but this game isn't). :-\
#2153
Quote from: Danvzare on Fri 22/04/2016 09:36:04
I love how he's the complete opposite of what you expect. :-D
A perfect antagonist for the type of game you're making.
Thank you, how fun to hear! :-D
QuoteHe looks kind of sickly as well, either that or just really tired. But at the same time, he looks kind of slimy as well, if you know what I mean.
Yes, and and I got the idea because I found it funny how many of the top Nazis who had painted themselves as brilliant tacticians and military masterminds during the war suddenly insisted that they were relly just confused and bumbling old men once the Nuremberg trials started! :)
That, and I really wanted to play with the players expectations! :-D
#2154
Quote from: SilverSpook on Thu 21/04/2016 21:14:14
Well played!  It reminds me of the climax of Full Metal Jacket when the American marines meet the Vietnamese sniper and  it's not some macho badass but just a little girl who was forced to go to war or have her family killed.
Yes, I rather liked that movie (Though to be fair, I liked all of Kubriks movies)! ;-D
I wanted to do a fun subversion of the typical boss-fight. Part of my inspiration also came from looking at old photos of german officers and the fact that most of them were a pretty far cry from the idealized warriors in the propaganda. :-D
#2155
I'm about to begin working on the ending cut-scene, as well as working on a new character (the antagonist whom the titular sniper and spotter has pursued for the bulk of the game no less!). If you want to see a picture and come with suggestions, follow this link to the critic's lounge! http://www.adventuregamestudio.co.uk/forums/index.php?topic=52409.60 :)
#2156
So this is what passes for the closest thing my game has for an antagonist, the Wehrmacht commander leading the german forces in the city and whom the titular sniper and spotter has spent most of the game on a mission to try and kill him. And I tried my best to make him as absolutely underwhelming as possible, a weary, middle aged and boring kind of man. I wanted him to look balding but don't know how to show it while he's wearing his hat. (roll) He only has a rather small visible role in the game:
Spoiler
When the sniper finally, at last have him in her sight he is already in the process of waiving a white flag, his surrender rendering all her work to kill him pointless!
[close]
What do you think of him? :)
#2157
The trailer sure looked fun!
#2158
Critics' Lounge / Re: Character Suggestions II
Thu 21/04/2016 15:04:02
Quote from: Cassiebsg on Thu 21/04/2016 14:31:40
So... they custom made her arms and legs intentionaly skeleton size? 8-0
They look way too thin to my eyes. I like the rest though. (nod)
I agree that the arms may look a bit small, and the black top could use a hint of texture (now it sort of looks like a black hole/ part of the background), though I think that the unnatural Barbie-physique and the super long legs tie in nicely with the eugenics as she literally stands above the common folk. Amazing work!
#2159
Quote from: SilverSpook on Thu 21/04/2016 14:13:20
Looks great!  He looks very concerned there.
Happy to hear! :)
#2160
Quote from: Cassiebsg on Tue 19/04/2016 16:33:01
He looks sad. Which is a "refreshing" look, considering most are guard NPCs are usually portrait as "tough guy".
Good job.
Thanks! ;-D Since the game has relatively few characters, I wanted to make sure all of them have some sort of personality, especially since the portion of the game where he is is meant to encourage the player to walk around and ask NPCs about an item needed to progress.
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