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Messages - Cassiebsg

#6361
The Rumpus Room / Re: Name the Game
Fri 04/04/2014 17:53:46
I thought I had played a lot of games in my youth... and yet, you guys post one after another that I never heard of before...

Okay, I had no idea what game this is, and as it seems others don't know either... I cheated, and googled to the solution...

Spoiler

A .... edited, no solution here anymore :p
[close]
#6362
Critics' Lounge / Re: BSG78 - Sprites
Sun 30/03/2014 15:49:50
Thanks for the suggestion, I converted it from CMYK to paletted color (using the palete I saved with the colors used), but alas, it's still anti-aliasing the objects, and I still can't find any option to turn it off... I've only ever used Photo-paint for photo editing, as when ever I wanted to do some animated gifs, anti-aliasing always ruined it (I just didn't knew what it was, so I didn't knew I could turn it off... now I do, but not for objects, just images). I never used any other Corel prog (well, I used Draw once for like 15 years ago, but that doesn't count ::) ).

I've installed Gimp, but trying to learn a new program for the purpose, might be more pain than just copy/pasting and rotate images...
#6363
Critics' Lounge / Re: BSG78 - Sprites
Sun 30/03/2014 11:02:25
Arghhh .... sorry, but I need to vent a bit!
I'm still not done with shading my sprites, but yesterday I decided to take one of them and do a walk cycle... nothing weird here... I divided my leg in two, and then rotate it... and... arghhh... Corel Photo-Paint sucks at this! There is apparently no way to turn anti-aliasing off when rotating an object!
So now I have two choices... copy the object into a new image, rotate the image with anti-aliasing off, select the object and copy it back to the original document.... or get another program (and learn to use it) that works the way it's suppose! :(

Either option sounds to me like a pain, just cause the ppl at Corel decided to do anti-aliasing by default and not let ppl have the choice to either use it or not...

Sorry about the rant, but maybe someone else has the same problem and doesn't know how to solve it...
#6364
Awesome! So IT is possible! :D
Congrats Sinitrena!
#6365
Used only 3 buttons, left, up and right... and near the end down once (thought I was dead at the time, but managed to save it.. :D
Wonder if I can do more... Just realized I clipped the score: 20188.

#6366
Critics' Lounge / Re: Interior - small barge
Thu 20/03/2014 16:25:49
I would suggest softening the edges of the bed and sofa, to make get them to have that "soft" and comfortable look. And separate the sofa's pillows from being just one block. ;)

As for the level of detailing, that would depend what you want to do with the model.
#6367
Critics' Lounge / Re: BSG78 - Sprites
Wed 19/03/2014 20:17:33
I just realized that I should have posted a ref. picture, so it's now added to first post. Sorry about that.

@UnLady
You right about the light, think the light coming from the back is stronger.
The boots are actually black, as far as I can see, so I just used some dark grays (with little success)....

Quotebut I had to chip in, seeing that you actually drew the outlines in AutoCad. That's something I would do! And get weird looks for it. The "you did what!!?" looks. It's unusual, but practical, though.
Thanks...guess if it works, don't fix it.

@selmiak
Quoteboots look a bit big. Or the hand is too small in relation.
They are motorcycling boots, they are big. ;) I've added a picture for reference.

QuoteAnd you missed 1 pixel on his left boot ;)
Noted, will clean it next time I work on it. Thanks :)

QuoteThe shading on his left buttcheek looks off too.

Yes, it does... I noticed it, but then I just wanted to go to bed. Besides, most of my shading doesn't look that good. I need practice (cause I'm guessing that once I start adding shading correct, then it~ll get easier and easier).

@Babar
Any suggestions? I've been testing it with the BG from the other thread, and have turned the scaling on... looks weird, specially since he can't "walk" yet. Was planning to do some walkcycles with the outline only (or maybe flat color too), to see how well (or bad) he looks with the BG.
I'm going for a 800x600 resolution, and 16-bit color, and that's how I got to the 300 pixel high. Should I make him more flat for the walkcycle? Or will a "perspective" view work? I may just try both views...

@Scavenger
Wow! That looks awesome!
The jacket is actually suede and not leather (my fault for not posting a ref. picture, sorry). But that's not the point, I do like how you shaded him, even with no reference. Love the hair! Think the hair is the one giving me more headaches, cause not only needs it's shine. but also texture. Great job!

Thanks all for the feedback, much appreciated. :)
#6368
Critics' Lounge / Re: BSG78 Backgroud critic
Wed 19/03/2014 19:24:24
Thanks again for the reply UnLady. :)

Actually the celling is rather low in the original as well... mine is actually higher, if assuming that the door is a standard 2 meter high. I also thought that it was unusually low (funny though, that I never actually noticed it before)...



And that desk is also huge, though mine might be a bit too big, I'll adjust it's size once I've modeled the items on it. ;) I think I placed the top of the desk at 90cm, which would be a normal hight, no? But I'll make it slightly lower.
As for the camera, I'll have to play with it a bit, but then, that's the advantage of having a 3d model, and not a static 2D drawing. ;)
As for the window, really not that easy to figure out, since the back wall is inclined forward, and I don't know the angle. I'll do some test, now that it became "easy" to do holes in walls... :D And this time I won't add the detail to the window until it looks just right (even if it's a cheated ellipse).

That's okay, English not my original language either. ;)
I appreciate all the help and feedback.

@Anian

1. They are separate objects., they weren't in my original picture, but I changed them afterwards when I resized them. :)

2a. I think the detail missing (wall riveting, not objects) are being lost due to the bad rendering engine of AutoCad. I need to see if I still have a working copying of my favorite rendering program around before I can present a final version. Reason the light looks like general crap, is cause it is (and probably adding to the lack of detail, since there are no shadows). I have yet to bother setting any lights to the scene, so it's just using the default ambient light that allows one to see the model. These are details, I'll work on, once the model is "finished"... and since I want to render the model with another engine, setting up lights here, might just be waist of time.

2b. I'm not sure what "ambient occlusion" is or how to set it up, but I'll google it, thanks. :)

3. Might be the camera angle, or the table not having the right size, or something else. I'll take a look at other angles, and see if I get a better idea of exactly where the coffee table should be (and size).

4. Ah! Actually, I hadn't noticed that! I had noticed that the ceiling was above the beams, but had just assumed that it rested on them... Thanks, will fix that, ASAP.  (nod)

Many thanks for taking the time to comment.  :grin:
#6369
Critics' Lounge / BSG78 - Sprites
Tue 18/03/2014 23:04:45
I'll keep this thread with a more general tittle, so I can fit in here, all sprites I may wish to get some input.

Basically, this is left standing view for Apollo (may need to adjust his head, so it faces forward though).
Just looking for some input before I start using this one as a basis and "waste" lots of time working with something that still needs improvement.
[imgzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/BSG78/A_tracing_test1.gif[/imgzoom]

I've tried several techniques, including hand drawing and tracing pictures with Corel Photo-Paint, but I was still unhappy with the "shaky" lines and lack of detail. Today I decided to load a picture into AutoCad and trace the picture there, as the precision for the lines allows for just as much detailing I need/want. So, now I'm happy with the outline, file imported it afterwards into Corel (after some not so successful importing from the clipboard). Choosing the colors was the easy part, even have a palette just for this purpose now. :)
And then comes the "ugly" part of shading... :o I took the light source that was in the picture, and ended up with two sources, one from the front and another from the back...

I'm satisfied with the end result, though think that it could be better.... Maybe some of you have some suggestions for improving it?
Thanks. :)

PS - Seems like Corel doesn't want to save the green as a transparent color... :(

Edit: Maybe I should have posted the reference picture... sorry

#6370
I'm no expert, so I'm sure you'll be getting some more and better replies from others, but at first glance, I would say that your arms need to be slightly longer (hands placed about half the upper leg).
As for the hands, try removing a pixel or two from the middle of the back (left on the picture).

And maybe adjusting the coloring slightly so the back arm and leg are a bit darker than the ones on the from (of the picture).

Hope it makes sense and that it helps. :)

#6371
Now I'm going a little off topic here, and comment on something you didn't ask, but I have too much time to think at work and this puzzle got me thinking....

Why do you think you need a cotton ball to start a fire on a toaster?
Trust me, put a paper and  plastic card in it, turn it on and they will burn... if you want flames just blow on it (I once started a fire in a toaster while trying to blow some bread crumbs off it ]). I have a felling that the cotton ball being needed to complete this puzzle will just annoy the player. ;) If you really want/need 3 items, then maybe his jacket name tag (or something else :) ).
If I was you I would keep the cotton ball to solve another puzzle... like maybe remove some paint with it along with some alcohol (just an idea, you can probably think of a thousand other ways it could be useful in another puzzle)...

PS - I'm no expert in making games (and I even haven't done any coding, if you don't count the tutorial), though played a lot of them... so take it as is, I maybe wrong about this... :)
#6372
Critics' Lounge / Re: BSG78 Backgroud critic
Thu 13/03/2014 22:41:59
Hi UnLady, thanks for the quick reply and feedback. :)

Glad I'm not the only one using AutoCad. :D
I'm not planing on using it's rendering capabilities... specially now that's I've tried them...
I did once had a program/module for AutoCad, called Accurender, which is what I would love to use (easy to work with, and lovely renders... and in less than an hour I had learned how to use it). Unfortunately I no longer have the program, and think last time I used it, they had discontinued it, and incorporated it into Revit... (or that happened in a dream). But the quality of the render, I won't worry at this point, since as long as the model is solid, with the right amount of detail and stuff well organized, it'll be "easy" to move to another prog. for rendering.
For now I just want to make a decent, and as accurate as possible, model, so I can get a background and start "playing" with AGS... planing to start with a little one-two room game, just to get the hang of it.

I've adjusted the monitors slightly (increased by 1.2 which at the time looked ok, but now they look on the small side again), worked the window, but think I need to also adjust the inclination of the wall. I have a feeling that window is suppose to be round and the wall more steep, to create that "ellipse" look window... Will work on this tomorrow.
I also raised the sofa's back 10cm, as I had realized it was too low, when I drew the small side "commode"... laziness, for not doing it yesterday... LOL

Yes, I had put the camera a bit too high, I was afraid at the time that I wouldn't get that much "floor" area for the character(s) and I was unsure if it was possible to scale the characters (I seem to remember playing games that did that, but been so long, that I no longer can rememberer).
I moved the camera now to "eyelevel" (around 1,5m high, was 1,8 before) and moved the camera backwards (no need to freeze a wall, cause the 4th wall doesn't exist ;) ) I had also thought that I needed a fisheye lens, but don't think AutoCad has a fisheye lens (at least not as standard option).

Anyway, here's a new pic (that desk occupies soooo much space):


And now it's bed time...
#6373
Critics' Lounge / BSG78 Backgroud critic
Thu 13/03/2014 19:29:06
Hey all! :)

Been excited working on stuff for my Battlestar Galactica 1978 fan based game, since I stummbled into AGS. :)
Finally have a little to show, though not finished.
I've decided to do my backgrounds in 3D, using AutoCad, since I'm familiar with it (though more 2D than 3D) ,so I've also been using this opportunity to learn Advanced 3D (instead of my usual mess of Basic 3D).
Not wanting to start this task with a room that was too big and complex, I choose Adama's quarters to start with. It's not too big, but has  lot of stuff and detailing to help me understand what the fastest way to model is. I'm still missing a few "static" details on the walls, like a speaker, phone and lighting spots, but I'm rather happy with it as is. :)
Now, I'm not that keen with AutoCads rendering and materials, the "realist" shading in the program is actually better than the rendering (or maybe it's just me, that has yet to bother too much about learning all the settings ;) )...

Ok, I have yet to set light sources, so I'm just using the ambiance default lightning, and this model is only a 3 walls one (I'm only planing on doing a 2D game anyway, and the 3rd wall is never shown on the show).

I'm looking for some critic about camera angle, detailing, or something that may seem off.. (I've already spotted that my two monitors by the door need to grow a little.)

Here's one of the many reference pics from the show I used:


Here's my rendered model (I don't get why the table top of the coffee table is black and the desk is so reflective shiny):


And one from the "realistic" shading from Autocad (I edited this one to get the window black with stars, and the door opening):


Oh... this room has two doors. The one on the right leads out to the hallways, and another one at the left that leads in to the bedroom.
#6374
Thanks CaptainD. :)

Yes, whatever I'll do will be freeware and all those legal copyrights disclaimers and such will be clearly stated. There's plenty of fanfic, fanart, and a game or two (some in production), and I don't remember Universal complaining about them ever... Was more like wondering if any on this board had ever had a problem about this before, but am guessing no. Besides I doubt my game will be so good and interesting that would rival with anything they might want to do (but they haven't cared for it in 36 years, so can't see why they would care now?)... they have the new BSG, which would probably give them more revenue than the old one... ;)

Right now am trying to decide what direction to go, to get my BGs done. Importing a picture was okay as a test (and good to see where problems can appear), but now I feel the need to actually do a BG or 2, and maybe a sprite or two. So yesterday I spent most of the evening reading and lurking the forum and doing a few screen grabs to get all the details of one entire room, and now I need to decide how to turn that room into a BG... should I just draw it on paper and then scan it and paint it, should I do a CAD version and render it, draw it directly on a paint program...? Decisions, Decisions... Think I'll try and draw it on paper for now and see if I can still draw (been almost 10 years since I've drawn anything useful)...
#6375
Hi all! :)

I'm a long time lover of adventure games, and started playing them with the original Larry and Police Quest (the ones where we actually had to write what to do). These type of games have been my favorite since and I'm always looking for new ones to play. I seem to have noticed the lack of actual adventure games in the last 10 years or so, and get irritated when game reviewers and such call a game for Adventure when it's actually an Action/Adventure game.
I recently started playing adventure games again... when I got a PSP with DISCWORLD and DW Noir, recently finished DW but Noir seems to keep freezing, so will probably drop it. This brought be to internet search to seem if I could find some interesting adventure games to play on my new Tablet (got it for x-mas). I found Yesterday which I started today (but it's already getting on my nerves a bit) and better yet, I found ScummVM and started playing Flight of the Amazon Queen on the tablet. :D And a few days ago I stumbled into AGS!

I immediately downloaded AGS it... then I dived it and started "playing" with it... first decision: what template to use?? I normally would start with a blank, but decided to leave the default, just until I get the hang of it, and done the tutorial... I try to figure out what the other templates were for but failed. I immediately changed the resolution of the game and imported a picture, started "playing" with walk areas, hide behind and hot spots... and while trying to figure out a litte more I ended up on the wiki page and the WYGIB article grabbed my attention (and yes, lots "food for for thought there"). :)
I join the forum yesterday after being around reading some posts and articles, have yet to try and download&play any game, but have plans to (and by the looks there's lots to choose from. :D

After all this, I'll add that I'm a long time fan of the original Battlestar Galactica show, and always thought it was cool to do a game based on that universe... in 98 I stumbled into AGT and started a game with it, but plain text game wasn't really what I wanted, I wanted a Sierra/LucasArts style game with a characters to move around and interact so my game kind of died with a few locations and stuff to do. I still have the files, weirdly enough and the game can actually play in DosBox, but I will not pursue it. I will now concentrate on finish the tutorial, doing a room or two and character or two and try to make a little playable game. And if I can do it (and find the time to do it) then I may start making more rooms and more complex game in this universe.

Hope some day to have something to show, but don't expect it (unless someone else is interested in this universe and wants to give a helping hand). I just don't currently have that much free time to do much of anything...

BTW, if there anything I should be aware when creating a fan based game on copyrighted property? I Can see that some have created ST and Simpsons fan games, so can I assume it's "safe" if I create my own graphics and story line?
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