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Messages - BorisZ

#121
Wow, I didn't see that coming. Well, I guess I am off to find something interesting.
#122
AGS Games in Production / Re: Totaskalan
Fri 22/10/2004 20:07:06
What about screenshots?
#123
"I shit therefore I am."
Not so stupid when you think about it a while  :o
#124
Quote from: strazer on Thu 21/10/2004 18:07:28
And AGS v2.62 will have the NewRoomNPC command, similar to NewRoomEx. It's already available in the beta version.

What additional features does this command have? New room coordinates?
#125
Quote from: VII Toast on Tue 19/10/2004 22:29:51
To put music on the game, you have to download this other thing right?

Just wondering: what other thing?
#126
General Discussion / Re: Creating Programs....
Tue 19/10/2004 23:01:50
I would recomend Delphi (turbo pascal compiler). It is much easyer then C++ and much faster for finshing applications and it has the same possilbilites as C++.
#127
Critics' Lounge / Re: Graveyard - BG
Tue 19/10/2004 22:55:49
Quote from: Highwaygal on Tue 19/10/2004 18:33:54
This is the critics lounge, not the praise lounge.

Ah, you are just jelous!
#128
Quote from: Esseb on Tue 19/10/2004 19:11:42
What kind of old style 2D game? Could you name some game titles? I can't really understand what you mean with "on the ground", 2D or 3D.

Any kind: Monkey island, DOTT...

Like this: There is a function in engine I'm using that allows changing from 3d to (visible) 2d coordinates. This means that engine is recognizing what object is/appears to be in closest view (from) camera. I don't know how to explain it better. You'll have to wait for demo.
I forgot to say that there will be an option to chage from external view to player (character) view. I am not sure yet if I'm going to make it for viewing only or there will be some interactions from that view. 

#129
Quote from: Xentor on Tue 19/10/2004 18:12:45
If the gameplay is similar to the old 2D style (i.e. a character walking around on the ground), you could just run mouse movements through a translation matrix and change the mouse from an X/Y pointer to an X/Z pointer, keeping it always a certain distance above the ground.
Quote
Like old style 2d game, and something like that: not above the ground,  but ON the ground.

Quote from: Xentor on Tue 19/10/2004 18:12:45
This looks like an interesting idea, but be careful not to get so wrapped up in the gimmicks that you forget the gameplay and story...

Yes, I know that. That's exactly why I need support.
#130
Critics' Lounge / Re: Graveyard - BG
Tue 19/10/2004 18:24:28
Quote from: Zooty on Tue 19/10/2004 17:20:22
um.. boris? if noone had the right to comment on them, why would he post here?

anyway, i like it, although it is not clear that the fog is... well fog. it looks like smushy ground.Ã,  trees and general foliage, or a fence would do well also

Can't you see I'm kidding. I just wanted to point Neutrons talent, wich we,  I guess, all respect.
I think that fog looks fine, by the way.
#131
Quote from: Tatu on Sat 16/10/2004 15:44:14
Please, stop talking about other things and help me.
Please, stop talking.
#132
It would be great style to use with Flash: opening curtain animation etc...
#133
Critics' Lounge / Re: Graveyard - BG
Tue 19/10/2004 15:36:24
No one has the right to comment Neutrons images (especialy beackgrounds) since no one of you ever got close to that quality (including me, off course)!
#134
Why not move Joystick and press?
#135
Something like that, with one exception: cursor won't be 3d object (it would really be too hard to do it properly), but 2d object that acts like 3d (only for z axis).
#136
Quote from: MrColossal on Mon 18/10/2004 23:59:33
How would it handle something in the middle of the room like let's say a dangling bit of robe? would you have to move the cursor across the floor, up the wall, over the ceiling and then to the rope?

Across the floor, just like in any 2d game.

Quote from: MrColossal on Mon 18/10/2004 23:59:33
BorisZ, why should people help you? That is the big question everyon should ask before posting a request for help.
Do you know how to program? Do you know how to work in 3d? You say there will be programming for you to do but what language or engine will it be in?

Visual C++, I adjusted and combined some free engines just for this purpose. I know how to work with 3d studio, yes.
#137
I realised that (as far as I know) no 3d point'n'click game was ever made: Monkey island 4 or Grim fandango are not point and click games as far as I am concerned- they can be refered to as "move character by keyboard and use actions by keyboard too".

Realising that I came to idea of making real 3d point'n'click adventure game: I found the right engine for that and prepared everything for production (that doesn't mean that I am giving up AGS- far from it!). The main problem that I encountered was: how to move (2d) cursor in 3d world, I mean- how to know where carracter is supposed to go if there is an object in front of place we clicked... And I found very elegant solution: cursor itself can not be in 2d! It must follow 3d space. That means that it will follow the floor and walls and it will appear on object when passed over it (hope you get what I mean). Everything else will be just the same as in any other classic 2d adventure game.

And I came to final part: does any one of you want to take part in this game, because it would be lot's of work for one man to do. I need various things such as: story,  GUI's, 2d graphics, 3d meshes (characters and backgrounds) as there will (really) be lot's of programing/testing/debugging for me to do.

I need some feedback about the idea itself and about (eventual) support in creating.

Thanks for your time.
#138
Quote from: remixor on Wed 12/11/2003 05:36:10
Quote from: LilGryphMaster on Wed 12/11/2003 05:26:43
Haven't played yet.. But you're quite wrong about Galaxy Quest.

I thought it was very well done and funny.

How do you know? Ã, You haven't played it yet. Ã, BWAHAHAHAH i are teh funy.

He means the movie, not the game!
#139
Quote from: strazer on Mon 18/10/2004 06:34:11
To me it sounded like the waterline is not straight and with variable depth, so a view with a fixed waterline may look awkward.

Well, if he said "would I need to make a new walkable area for each horizontal row of pixels?", it means that his background isn't in side perspective, and horizontal walkable area with semi transparent object (water) would not be enough.
Here is a solution: Make a new character view with different color for body beneath the neck and use it on region where water is.
I think this is the best solution. Correct me if I am wrong!!!
#140
Thanks for comments Evil. I will surely listen to some fo your advices!
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