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Messages - CMK2901

#21
I've found a font that I rather like for my project, but it only looks particularly nice if it is anti-aliased.  In the help file, it says that anti-alias is slower than regular fonts...

My question is, how prominant is the slow-down?  Is it safe to say, in today's world, that 99% of computers will not experience slow-down, because I love this font, but I'll find something else if its going to be too slow for a lot of people...
#22
Thanks a lot, that worked perfectly!

The only change I made is, rather than checking if the slider changed in repeatedly_execute, I just did that in slider_changed...just to reduce some clutter in repeatedly execute.

But it works perfectly.  Thanks again!
#23
Hi,

You've probably played games where, when adjusting a volume slider, it plays a sound to let you sample the volume it is at.  That's what I'd like to do.  So far, I've got it changing the sound volume and playing a looping sound as it does.  This works fine.  However, when the user stops adjusting the sound, I'd like the sound sample to fade out.  The only problem is, I can't find any script item that would let me now when the slider is not being changed or active.

Any ideas for doing this?

(Srry about the double post; my internet was lagging)
#24
Gabriel Knight 3 = Best Game Ever.

Math-proven, CMK2901-approved; Gabriel Knight 3 is the best game ever.
#25
Sounds good...I'll find a way around the limitations.  ;)

Thanks!
#26
Hi.

I'm curious if there would be a way to have a grain filter overlay the gameplay, like in old movies.  It would be simple enough for cutscenes, but I'm curious whether AGS has anything to do it over the normal gameplay, or if not, if it is even possible.


- Clark
#27
The shadows under the chairs and the light rays do seem to add something to it...I'll see if I can't do a few of those myself.  I haven't really considered touch-ups after rendering, mostly because of my horrendous painting skills, but it might be good.
#28


Here's an update, minus actually being "in game".  I changed the lighting and scrounged up some better textures for the rug and floor, as well as adding a plant to the foreground.

I still have some empty space to the left, but I couldn't stick the potted plant there, because it blocked too much.  Making the room smaller may be the answer, but then I run into some problems with the camera field of view.

I'm mostly happy with it, but if anyone has some more suggestions feel free...it can only help.   :)

Thanks much,
   - Clark
#29
I also think some more to fill up the floor would be a good idea...I'll look into that.

I've tried some different stuff with the lighting...I changed the type of light used as the sun, so it looks a bit different now...there's only supposed to be one light source; I got rid of any other sources.  Oh, and I moved the paper around a bit so it looks a bit different.

The person used in this was not video taped on very good equipment; we'll be replacing it with higher-res characters later.  I would also think that 320x240 would be better, but there are a number of in-game cutscenes involving actual video, and I just feel that the clarity in these videos requires a bit of a higher resolution.  The interface does clash a bit...maybe I could make that higher-res as well?

Well, thanks for the comments so far.  I'm working on a revision, and I'll post it when I feel it's done.  :)
#30
Hi everyone!

Myself, with the help of 6-7 other individuals are currently in the early stages of a game called "Science Fiction" (creatively enough), which is a spoof of 40's-50's early sci-fi and 50's media in general, though the game is not necessarily supposed to be a comedy.

Anyway, part of the style I was going for was ALL grayscale (with the exception, you'll note, of the lights on the GUI).  I understand the risks of doing this; because of the small palatte, colors could blend, be hard to see, etc...

I would like your comments and criticism on this piece:



It was created and rendered in Blender, while the character was created by taking video of a person walking and treating the necessary frames.  The character seems a bit small for his position on screen, but that's not an art-related problem.  The GUI is not completely finished, but it gives a pretty good idea of the direction.

So...

What do you think?
#31
The only answer that could truly do the question "Why?" justice, is:

"Why not?"

The post was, mostly, to get any negative feedback about using AGS for FMV, and since there seems to be very little to none, I'm going to assume that FMV is very possible and get right down to finishing up the script.
#32
I've thought about the space issue...and I suppose it will be big.  We'll be compressing in every way we know, though, doing segmented downloads...

If worst comes to worst, I'll set up a torrent file.
#33
Quote from: Evil on Sat 17/06/2006 06:27:08
I don't know what this is really for, but this kind of thing should go into Games in Production, but only if you have some screenshots.

From the "Games in Production" rules:

1) Your game must actually be 'in production'.
This means you've actually begun working on it.  Don't post anything about an idea you have for a game.  That belongs in Adventure Related Talk & Chat.


Have you read the forum rules?  ;)

I mean, I do try to put things in the right place, to the best of my ability. 

What's this for?  Well, it's just a game idea...wanted to hear what people thought of the idea, strictly from a "Sales Pitch" point of view...the viability of FMV in AGS, possible problems, just reactions, really.
#34
CMK Studios is proud to announce...
And by proud, I mean unsure and slightly embarrassed...

SCIENCE FICTION!

I mean Science Fiction, not as the genre, but as a way of describing the word Fiction, with Fiction being a noun, and Science being an adjective, sort of like NON-fiction or PULP fiction.  I guess what I'm trying to say, is that by Science Fiction, I actually DO mean the genre.

That's really all I have, but let me fullfill the 1st posting rule by being interesting, helpful, or funny...

So, this game is going to be FMV, full motion video.  I've got five or six people commited to this project, and we plan to finish it by September 1st.  The script and puzzles are in rapid development...with an especial stress on making the puzzles at least marginally good, so not to worry, our standards ARE higher than my usual expectations.

Now, you might be wondering about that "FMV" part...well, I learned the hard way that neither myself, nor anyone I know, can make art.  So, using real-life photos and actual footage seems like the obvious way out.  Technically speaking, the character sprites are going to be comprised from video animation, disassembled frame by frame, and fed into AGS.  All animation and movie scenes are being done in front of a make-shift blue screen.

Besides being expert actors, just about everyone working on this is an expert writer, so you can expect the same level of quality as you have seen from our previous productions.  If you have not seen our previous productions, that is your own fault.

I'm sorry if you're not interested, but you understand that I just had to tell SOMEONE about this.  I'm sure I'll discover countless pitfalls while attempting to create an FMV masterpiece with AGS, and I'm glad to know that I can come to this board and spit every problem I have right back at all of you, and expect everyone else to solve it.  Glad to meet you all.

But in all seriousness: FMV, Sci-Fi, Comedy, Black and White, 50's, hopefully we'll finish it.

SCIENCE FICTION: Coming Soon from CMK Studios

#35
Critics' Lounge / Opinion on a background...
Thu 03/03/2005 04:13:27
My last few journeys into art have not been too great, but I went slowly and took my time to try and get something that looks decent ;).  Without further ado:



It looks a little blurry, but that is because it is blown up from its original 320X200 form for better viewing.  Its suppose to be sort of like a post-apocolyptic sort of thing.

Comments, Critisisim?
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