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Messages - Candall

#121
There really doesn't need to be a modular structure to this thing, though.  All you need is some graphics and an extremely long cutscene.
#122
I think it's a fantastic idea, personally.  I'd even be interested in watching original material.
#123
Heh, I was just bringing something up that I thought you might want to consider if you hadn't already, but it seems that you've already put some thought into your execution in terms of the issue.

I'll say this about Indiana Jones, though... part of the reason that those aspects of the movie are so easily accepted is that when they were made, the world wasn't nearly as conscious of stereotype as it is now.  Since they've gone on to become classics, they're not really questioned by mainstream society.  I'm sure they'd get a much different reaction if they were made in today's PC world.

Like I said, though.  You have a handle on what you want to convey, and I applaud you.
#124
I'd be happy to look over it for you.
#125
Quote from: voh on Tue 11/09/2007 15:46:10
She still looks fat rather than pregnant to me.

Yeah, I think that's just gonna be a look.  She doesn't have real human perspective, so I decided to make her sort of matryoska-shaped.
#126
You say you're making fun of those stereotypes, but unless you find some way to make it a really overt mockery, you're only going to end up incorporating them.

I won't be offended myself, but if you're really looking to subvert stereotypes, you might want to play your hand carefully.
#127


Thanks, everybody.  I've made a few changes here and there... mostly, I toned the wobble down.  Looking at it so many times made me realize that it was really just way too much.  Obviously, I've also started the shading process.

Um... ignore the fact that the hands aren't done yet.  I always have the devil with animating hands, so I'm leaving those for last as to not get caught up with 'em.
#128
I really like the design!  My only complaint is that the blurry dithering in the red area (especially around the dot and n) tends to hold my eye.
#129
Critics' Lounge / Re: Imperial Flag
Sat 08/09/2007 17:11:15
Quote from: Stupot on Sat 08/09/2007 06:52:24
Apart from a few missing spokes on the right-hand side, it is again very symmetrically sound. 

Actually, if you look at it vertically, it is symmetrical.
#130
Critics' Lounge / Not Your Typical Walk Cycle
Wed 05/09/2007 18:28:02
Hiya.  I'm working on a special project at the moment that calls for a pregnant character.  Here you can see that I've done some work toward a walk cycle, but it's such an unusual animation that I'm afraid I might have overlooked something in my quest for a sort of a brisk waddle.

Please keep in mind that this is only an animation test... I'm aware of all of the issues with jaggies and facial oddness and whatnot.  I just want to make sure the movements are okay before I begin the arduous detail work.

 
#131
Quote from: nihilyst on Wed 05/09/2007 16:04:37where I live, doorhandles are on the left side.

Doesn't that depend upon which side of the door you're on?
#132
Critics' Lounge / Re: First background!
Tue 04/09/2007 14:38:36
You definitely don't need water in the scene to justify using blues.  Your scenes are very fantastical in nature, so you can do whatever you want color-wise.  Also, it's common practice to use dark blues in shadows.
#133
Quote from: guybrush on Wed 22/08/2007 14:11:05@Candall; Are you talking about marine's training or their time on the field?

Time in the field.  Everything I've found says seven months.  That's current, of course... I don't know how it was in the past, but I assume that this guy was in Iraq for the current war, right?
#134
Seems interesting so far, but I don't think it's very likely that a Marine would have spent two years in Iraq.  Unless I'm mistaken, their deployments are typically only six months; the Army deployment is currently fifteen months and they're the longest one in the military.

To have been there for two years would mean multiple deployments... I could be terribly mistaken having missed something about the way Marines operate, but I really don't think it could possibly happen all at once.
#135
Quote from: KhrisMUC on Tue 21/08/2007 18:05:25
add a second RunScript action after the one calling dDialog.Start(), then put it in there.

Wait, is this assuming that there's an entirely new dialogue being called to start from within one that's already going?  I thought he needed the script run from a dialogue option, not an entirely new dialogue... or did I miss something?
#136
What you're probably going to need to do is use a dialog_request script and call it from the dialogue script.  Here's an example.

Code: ags

//This goes in the Global Script
function dialog_request (int scriptnumber) {
  if (scriptnumber==1){
    cNPC.Walk(x, y, eBlock);
    cNPC.ChangeRoom(x);  //or however you handle room transitions
  }
}


This has set up your dialog_request function and introduced a variable.  You can only use ONE parameter from the run-script call (which we'll get to in a minute), so I usually use that parameter to call blocks of code as needed.

Now here's how you're going to call that script:

Code: ags

//This goes in the SCRIPT FOR THE DIALOGUE!
@X  //option x
NPC: You have the inventory item in question.
NPC: I will now walk away.
run-script 1 
stop


run-script is used inside a dialogue script.  Notice the number "1."  This tells the function dialog_request to set the value of its variable "scriptnumber" to be "1."
#137
You don't really have to make a whole new version, just export a translation source.  Then you can translate your script to English and have it selectable from the game's setup.  If you're unsure about your English, I'd be willing to go over your translation and fix any errors.
#138
Quote from: Nacho on Sun 19/08/2007 06:01:35
Darth Mandarb is zillion light years away from that version, though!  :)

Would you go as far as to say that he's in a galaxy far, far away?
#139
You're quite welcome.
#140
If you'd prefer to use an object instead of a hotspot, you could just change the graphic property for the door.  For example:

Code: ags

function WhenTheDoorIsUsed(){
  if (oDoor.Graphic=11){
    oDoor.Graphic=12;
  }
  else {
  oDoor.Graphic=11;
  }
}


oDoor would be the name of the door object, 12 would be whatever sprite slot the open door animation is set to, and 11 would be the sprite slot for the closed door animation.

What this is going to do is test to see whether the door is open or closed and then switch it to the opposite state accordingly.
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