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Messages - Candall

#101
Quote from: Shaden on Wed 07/11/2007 19:49:47

    if ((data == 0) && (Mouse.IsButtonDown(eMouseLeft)))


That's the problem.  You're telling the game to only use the inventory cursor while the button is down.  You may want to consult the documentation and move your inventory handling code to the function on_mouse_click.
#102
I wasn't really concerned with grammar and usage (I've found errors in all three American releases), but more the actual text itself.  One of the best things about the games so far is the self-aware writing and bizarre pop culture references.  If the T&T English/Dual text is nearly identical, then that's the question answered, so thanks ;D

I guess it isn't a big deal for me since all three of the GBA ports are now localized and released, it was more of a curiosity.
#103
Quote from: LimpingFish on Wed 07/11/2007 18:42:09
The Japanese versions of both Justice for All and Trials and Tribulations come with english language options, negating the need to wait for US or European releases.

Is the "English language option" found in the Japanese release handled by the same team that localizes the games for American release?  My understanding is that the English translation found on the Japanese T&T release was plagued with some typographical errors which were fixed for the American version.
#104
General Discussion / Re: School shootings
Wed 07/11/2007 18:47:25
Quote from: ildu on Wed 07/11/2007 18:37:03
So in advance I'd ask to please refrain from posting any 'radical' insight of your own, trying to pseudo-analyze how something like this is supposed to be handled, and whatnot.

Any reaction at all is healthy, and I certainly don't see the harm in people expressing their anger and opinions and sorting out their feelings in an anonymous, safe environment such as this.  It's only when people begin attacking one another as opposed to debating one anothers' opinions that things become... less than helpful.

It's good to feel angry about this, and it's good to express that anger, just don't misdirect it.
#105
General Discussion / Re: School shootings
Wed 07/11/2007 17:56:55
"Bring back survival of the fittest!" - The Dead Guy

Sorry if that seems flippant, but this guy obviously wasn't smart enough to see that adaptability is the new "fitness."  That's what he lacked.  That's why he rampaged.  That's why he's dead.
#106
Quote from: ManicMatt on Wed 07/11/2007 16:39:50
Have they changed the graphics, music or is it all cut and paste? Well, I'll look it up!

To save you the trouble and avoid the risk of encountering spoilers, I'll tell you that returning characters have not been re-drawn... they still use the same frames that they used in the first one, though there are one or two new frames thrown in where needed.  There are also characters who have been treated to paintovers for necessary costume changes.

As for music, the formula stands.  Characters with established themes kept their themes.  Music associated with backgrounds has remained associated with said backgrounds.  On the other hand, any and all new locations and characters have been given their own new themes, and they're all excellent.
#107
Has anyone picked this up and played through yet?  I have to give major props to Capcom this time around.  The overarching story was incredibly good; the best of the series so far.  They've certainly topped themselves which was no easy task after the first two.

If you've already played through,
Spoiler
What did you think of Phoenix handing over his badge to Edgeworth?  I thought it was a stroke of genius.  It was nice being able to see how his mind works.
[close]
#108
Gotta love the deco style of those Road Runner & Coyote backgrounds.
#109
Critics' Lounge / Re: Background. Sigh.
Mon 05/11/2007 15:00:41
Quote from: Ben304 on Mon 05/11/2007 10:22:18I'm yet to figure out how to make it look like a neon light.

You'll need to give it supports so that it doesn't look like it's attached directly to the building.  They usually have a wire wrap behind them that sticks into the building and holds the neon joints in strategic areas.  Maybe have a visible control box as well.

You'll also need to make it look less like a solid logo and more like a series of thin tubes of glass with a glowing light inside.  They're never one complete image... at least none of the ones I've seen.

Finally, you need to have some of that light reflecting off the building's face.  If not, I'd put a thin, faint halo around the glowing parts.
#110
Quote from: Tiki on Tue 16/10/2007 22:19:52
I'd like to point out that it's a bit strange for a black woman  to have blue irises, or a blonde to have dark eyes

Depending on heritage, a black person can have blue eyes.  Blonde with brown eyes happens all the time.
#111
Trust me, your blog will be better off the less time you have to update it.  Think of all of the blogs out there run by people who are so bored that blogging becomes their entertainment.  How many times have you read some halfwit's dinner plans or stared slack-jawed at photos of a cat-scratched ankle posted by someone who had no greater excitement all day than a run-in with an overexcited kitten?

Being busy gives you something to write about, which is what 99.999999% of all blogs are missing.  Good luck, I hope it turns out well.
#112
Quote from: Da_Elf on Mon 15/10/2007 19:41:53
is there a section for best demo game?

Indeed there is.  My game, Prototypical, had the honor of being among the nominees in the '06 awards.
#113
By "eschewing," he meant that you should not necessarily use pixel art since you're so good at capturing character with your pencil work.

In a game with pencil-drawn backgrounds especially, you don't really have to nail the perspective.  In fact, a bit of wonky perspective can go a long way toward giving your backgrounds a lot of character.  That being said, it really gets to the point of being problematic in the high school background.

I'd say that perspective is also a problem with the bed in her room, but it actually makes it look as if the frame supports for the foot of the bed are missing, which kinda works with the theme of the rest of the place.

The trailer is definitely not too narrow.  I'm from Georgia... I've found myself in more than one.  Quarters are tight in standard trailers, but if you just call it a double-wide, you'll be golden.

All I have to say in conclusion is this:  Do yourself a huge favor and draw all of your rooms from at least roughly the same elevation.  Sprites drawn to look good in one background will look strange when they're in one set at a different height.
#114
What do you think of the idea of using both?  She could start out as the dark misfit and slowly fade to the other one right when she decides to take it upon herself to save the world.  If you made several crossfades of the two versions at different strengths you could make it a subtle, gradual process.
#115
Quote from: Bluesman Ben on Thu 11/10/2007 11:23:18have you thought about perhaps working on the sprites in a larger format, then scaling them down with antialiasing set to true within the actual game?

I have indeed thought about that, but there are a few issues...

1.  This game has a lot of sprites.  I'm already in the 700s, though some of them would not necessarily need to be re-imported.

2.  AA would necessitate the move up to 32-bit color unless I'm mistaken.  I'm not entirely sure how I feel about that.

3.  I'm led to believe through other peoples' discussions here that AA sprites do not blend smoothly when they're scaled.  Am I wrong?  Was I right but now it's fixed?

I really do appreciate all of the great feedback, guys!  Keep it coming!  I'll strongly consider the AA issue if the side-issues aren't too overwhelming.
#116
It's been a while, so I thought I'd drop a mini-update and show what's going on in Prototypical development lately.


This isn't exactly in-game, but here you can see one of the interesting places you'll be going.


And here you can see one of the interesting people robots you'll be meeting.
#117
Quote from: KhrisMUC on Wed 26/09/2007 05:48:29
If I were blind I wouldn't want to constantly hear some sonar bleep

Oh, it would get highly annoying, I agree.  I was trying to come up with some way of suggesting geometry using only the equipment that the general audience would be using (sans video), and I'm aware that it's far from an ideal means.  I've been thinking about it, though... so far to no avail on that front.
#118
Imagine that there's a constant tone.  As you move the mouse around, the tone lowers and rises based on line-of-sight distance from objects based on the player's perspective.  So you figure out there's an object in the room.  You click where the tone is high, since that means there's a surface close to you.  Now you're zoomed in and you can explore the object's geometry in a similar fashion.  Now maybe you can tell that what you're looking at is a shelf?

Would such a tone at least partially compensate for the lack of a cane or the ability to lay hands upon the surroundings?

Now, I know that this would not be especially helpful for adapting existing games (or would it?), but it might be a way to implement entire games for the blind, maybe even challenge sighted players to use their ears as the primary sense.
#119
The lighting.  That's going to be your main concern here.  Think about where your light source is and see to it that every single item in the room is lit from the same angle.  The chair on the wall facing the window is obviously the same as the one under the window.

The shelves.  Empty shelves just make a room look incomplete.  They shouldn't be there if they don't have anything to hold.

The glass.  Glass doesn't break that way.  You'll find that there's an impact site where the glass gave way and that all of the cracks will radiate from that point.
#120
It's true that the pregnancy itself only causes bulging in the front, but don't assume that the girl is a penthouse model otherwise.  A lot of women put on "baby fat," as I'm lead to believe, in part because of the strange and bizarre cravings they develop.

Anym: The ponytail may be a bit too much, but I've grown fond of it  ;D
And you're right.  I'm pixeling over a 3D mockup.

lo_res_man:  I've already corrected the arching issue in my latest set of renders, so you can expect more leaning in the pixeled version of the side view.  As far as the jiggle-factor, actually, if you look closely, there really isn't any jiggling going on, though there might ought to be in presense of the aforementioned "baby fat."  I think it looks like it's jiggling because her hip movement is so exaggerated.
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