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Messages - Blondbraid

#2321
Now this may be a weird thing to ask, but I sincerely wish to avoid any "moon logic puzzles" http://tvtropes.org/pmwiki/pmwiki.php/Main/MoonLogicPuzzle
(I must admit I have googled for Walkthroughs far to often in far too many adventure games myself, I'm kind of bad with puzzles :-[ )
so I hope to hear some opinions on weather this seems like a logical chain of events (by adventure game standards at least):
The protagonist is in an area where the only way forward is blocked by rubble. When the lokk around they find some big oil drums, an empty Jerry-can and a few matches. Also there are some posters on the wall, which is nice.
the protagonist proceeds to:
1.
Spoiler
Fill the jerry-can with oil from the oil drums.
[close]
2.
Spoiler
Tear some paper from the poster and place in the opening of the can.
[close]
3.
Spoiler
Place the can in the rubble and light the paper on fire.
[close]
4.
Spoiler
Run for their life as the can and rubble explodes.
[close]
Does this sound as a fun puzzle, a violation of physics nearing Michael Bay levels, or both?
#2322
Love the hand with the gun hiding in the bushes, though in the last picture I could only tell that it was a hand and a gun because I recognized the silhouette from the previous picture. I love the concept, but in the latest picture a viewer could probably easily mistake the gun from a bit of pipe sticking out of the bush. And the character in dark clothing against a dark background... maybe the sky could be more red-orange for contrast?
#2323
Yes, It looks awesome, like a cross between Gaudí and Max Ernst! ;-D
#2324
Looks beautiful, I hope I'll remember to keep an eye out for this one then!
#2325
Love how the little bugs clutter together to form the logo at the end of trailer! (nod)
#2326
Looks great, to thumbs up! (nod)
#2327
QuoteI got distinct feelings of Sacha Baron Cohen's The Dictator, and Borat, especially with triumphalist choir singing the Basenji national anthem.
Gotta agree with SilverSpook on that point, I was also reminded of the Tropico games. And while I must admit that resource management games hardly is my cup
of tea the awesome trailer with the even more awesome song caught my enthusiasm right away. My only question is how the country came to be named after a
central African dog breed? ;-D
#2328
AGS Games in Production / Re: Neofeud
Thu 27/08/2015 17:11:48
This game looks absolutely fascinating and I love the Bladerunner vibes. The art style is pretty
interesting too, the smeared paint and blurred lines seem to fit the theme perfect.
#2329
This game looks awesome and I like the feel and themes, I'll definitely check it out on steam.
#2330
QuoteCongrats! I was waiting for this thread ever since seeing your art in the critics lounge :-D
Best of luck!
QuoteCan't wait to play what already looks like a gem!
Thank you both for your kind words, for which I am very grateful! ;-D
I have added more details in the office and there is more things which the player can interact with,
among other things the orange poster in the background.

I added several new items, such as a vodka bottle next to a burning kerosene lamp next to a giant pile of paper, I guess I just turned the desk into a major fire hazard.
Spoiler
It is a bit of an Emperors new clothes situation as the commissar will accuse anyone intelligent enough to point this out as an intellectual (and thus an enemy of the communist ideals).
[close]
#2331
Here is an animation of the sniper being shot in the head, should the player make the wrong decision.
Too cartoonish or not cartoonish enough?
#2332
I guess this all started when I in my boredom browsed you tube for increasingly weird parodies of Donald Duck and ended up watching old propaganda cartoons from the second world war.
At first it was strange to see the horrors of war and oppression depicted through cute cartoons, but the stylized characters struck a cord which all the realistic war fps had failed to.
A few years later I played a game called Valiant Hearts, which also used the combination of war and a beautiful animated style to great effect, and I was further inspired.

But enough of my pretentious ranting, what about the actual game?

Sniper and spotter being patriotic is a game which takes place in an eastern European town torn apart between the Axis and Soviet forces. The protagonists are the titular sniper and spotter fighting in what would be known as
the great patriotic war in the Soviet union. It will be a darkly humorous story serving partially as a satire of the many other games about WWII and the mindless action movies which inspired them.

Like many adventure games, but unlike many war games, this game will focus on story and dialogue. But since it takes pace in a war zone, it will also be possible for the player to die if they make the wrong decision. But rest assured that the game will save automatically regularly.

This game will be in 1024 x 768 resolution with 32-bit color.
The background art is not in it's final state on the screenshots though.
In case anyone reading this is interested in knowing more about the characters and design of the game, here is a link to the Critic's Lounge thread:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52409.0

26 Aug 2015, 12:04 The intro and the first rooms are almost complete now.
28 Aug 2015, 20:52 I finished some background art along with what could theoretically count as an ridiculously easy adventure game puzzle (more of a tutorial really, to familiarize players new to the genre with the inventory before the action gets going).

05 Sep 2015, 10:31 Did quite a bit of research on the Polikarpov Po-2, which will likely only be seen flying in a brief cutscene and then never used again. By the way, the game has cutscenes now.
14 Sep 2015, 22:19 Have made a few more sprites and begun working on a new puzzle.
27 Sep 2015, 22:03 I have added a few objects and done some more work on the backgrounds.
02 Oct 2015, 16:17 Another puzzle is complete. And on an unrelated note, I also found some chestnuts.
09 Oct 2015, 16:51 Drew a few new sprites and added a new animation.
10 Oct 2015, 20:03 Did a bit more artwork.
12 Oct 2015, 18:31 I've worked some more on the background artwork, quite a lot of work, and begun pondering whether I should perhaps scale down the scope of the game. I guess making it up as I go along wasn't that good of a starting point. Whether or not I find the time and energy to animate the protagonist narrowly avoiding death by the explosion and subsequent destruction of a grandiose statue of Lenin remains to bee seen...
15 Oct 2015, 23:03 Some more work on the backgrounds, it's probably time to post some new screenshots of my progress soon.
19 Oct 2015, 21:57 Took up work on a new room with a bit of a dollhouse perspective going on, this area will basically be the player looking into a house and it's rooms from a gaping hole in the wall.
07 Nov 2015, 10:35 Just made a new background and begun working on a new set of rooms.
12 Nov 2015, 07:49 Have worked a bit on a new puzzle. Since my last puzzle involved gasoline, I wanted to do something entirely new and completely different for the sake of variation. This puzzle involves oil.
17 Nov 2015, 22:28 I have added more animated details, such as dust and smoke, to some of the backgrounds since my last update.
21 Nov 2015, 22:31 Today I have finally solved a bug that was, well, bugging me.
29 Nov 2015, 00:01 Drew a few new sprites.
06 Dec 2015, 21:57 I've been down with a cold these last few days and too tired to work on this game, but today I did a little bit of work on a upcoming dialogue scene.
08 Dec 2015, 22:35 Did some more work on said dialogue scene, and worked a bit on making the characters change expressions according to the dialogue options.
27 Dec 2015, 15:13 The dialogue scene is as good as finished, and I'm planning the next area and new characters. New screenshots will be coming shortly!
04 Jan 2016, 17:54 Worked a bit on a new puzzle. A patriotic puzzle!
07 Feb 2016, 11:56 Did some art for a cutscene featuring the previously mentioned Lenin statue. Look upon my work, ye mighty and despair! ;)
17 Feb 2016, 21:41 I have worked a bit on some dialogues and interactions with the environment.
26 Mar 2016, 17:16 I have worked a lot since my last update, and I'm currently working on a new background (albeit less intricate than my last!).
06 Apr 2016, 18:39 A few more interactions with the environment added, the player can now click on several more objects and hear the characters thoughts and opinions on them, and while not an integral part of the game I hope it'll bring flavor!
12 Apr 2016, 22:46 I have added even more interactions to the environment, my goal is that the player should be able to read an unique description for as may things as possible, as opposed for a standard answer for all things not strictly necessary for the progression of the game.
17 Apr 2016, 00:53 I am currently working on the background images for the game's final room and ending.
20 Apr 2016, 22:35 Just finished the final room's background. Save for the final cut-scene, all background images for this game is now complete! ;-D
26 Apr 2016, 21:44 Progress! The whole game is now playable from start to finish, albeit with minor details left to adjust.
29 Apr 2016, 22:31 Added a few more interactions as well as tried to, for the lack of a better word, "idiot proof" the game a little bit.
04 May 2016, 21:59 Did some fine tuning of a few cut-scenes as well as added more comments to the surroundings.
#2333
Everything appears to work as intended, thank you for your help!
#2334
QuoteFor number 2... maybe create a separate "View" called "vDeathView" (or whatever you want to call it), and have each direction having its own death animations.  (Like one of death facing down, one facing right, etc).
Yes, I have already created a separate view, but how do I make the loop change depending on the direction of the character? I want to avoid having a character walking towards the right direction suddenly die facing the left direction. ???
Using regions solved the first problem though. (nod)
#2335
I'm making a game where the player can die if they walk into the wrong area.
What I need help with is:
1. How do I make the player character die when they walk onto a walkable area? Or rather, which commands shall I use to play a certain animation when the character walks onto the walkable area in question?
2. How shall I do if i want to play different loops of animation depending on which direction the character is facing, example: a character facing right will die facing right and not any other direction?
#2336
Critics' Lounge / Re: Character concepts
Wed 19/08/2015 20:44:10
QuoteCool style Blondbraid, it reminds of Valient Hearts. Maybe this screenie will help you with colours in those backgrounds. I really like the rough lines in your characters, would fit nicely into simplistic flat coloured BG's.
Why thank you very much, Chicky! ;-D I have actually played Valiant hearts, and it has been a source of inspiration, among other things. I loved that game and it's art-style, but I also liked that it showed a different perspective on war, and told a story that had more in common with a book or play on the subject than the blockbuster action-movies that seems to be the foremost source of inspiration for most games about war.
My game will be more focused on dialogues and characters though, and the environment. One of my favorite aspects of adventure games is when you get to hear the characters thoughts and observations on various things in their surroundings.

I have finally made enough to post on the ags in production forum!
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52586.0
Would still like to keep this thread going to hear more opinions on the art though.:)
#2337
Critics' Lounge / Re: Character concepts
Sun 16/08/2015 15:41:06
QuoteIt should at least be good for some inspiration.
Thanks a great deal for this link, it has been a very good source of inspiration.
QuoteI think making her a fat nurse without making her a Nightwitch would work better, or to just put her in one of the flightsuits and put her on a crew proper.
I have thought about this and I agree that she probably has the wrong build for a pilot, and I guess making her a mechanic would work just as fine plot-wise. Instead I got a new idea for a different night witch.
The sniper and spotter sees her plane shot down, and decides to rush to her rescue only to find out that she's already killed a german, taken his gun and mowed down several enemy soldiers.
And this is supposed to be the captain who gives the sniper and spotter their mission. He does not have a large role in the story but I hope he will prove to be an interesting character. (He is in charge of a bunch of underequipped, underfed and underpaid redshirts and very aware of that fact. That doesn't mean that he that he actually cares for them though.)

I have also begun working on the background art for my game, but I have not yet decided on the exact color-scale.

I'm torn between either slightly dourer, but more balanced colors  like in the first image, or brighter colors reminiscent of old low-budget cartoons from the soviet states, like the second image. What do you think looks best?
#2338
Games starring a parody version of Indiana Jones seem common enough to count as a whole genre by now,
but the graphics looks interesting with the mix between 2D and 3D and it's great to see a game
where the gui fits into the game theme, wish more games would do that.
#2339
Critics' Lounge / Re: Character concepts
Thu 13/08/2015 19:00:55
I'm working on drawing a captain or similar officer who will send the sniper and spotter out on their mission.
I made this sketch to use as a reference when drawing the sprites:
(This isn't an actual character, I just drew this as a reference for which colors to use and to get the basic shapes of their uniforms right.)
I've tried searching for pictures, but most of the photos are in black and white and few of them tell the rank and occupation of the persons depicted.
Does this look historically accurate? If any history buff notices that the colors are wrong, please let me know.
#2340
It's an improvement and I like it! 8-)
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