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Messages - Chicky

#281
The sound effects are lovely, animations are pretty neat too! Don't give up on the frame by frame approach though, A bit of both would be ideal :)

It would be even more lovely if you animated the texture of the background, like the paint strokes are continuously swirling around.

The control scheme and movement was tight as ever, cool stuff Ben.
#282
Yay games! Looking forward to playing at the weekend.

Ponch, maybe you should stop shooting your beta testers :-\ they'll learn eventually!

At least keep a couple to clean up after :grin:
#283
EXHIBIT #9: Beneath a Steel Sky (1994)

Funny story behind this one, the box was in much nicer condition but I decided it would be a grand idea to take it with me to London Super Comic Con (where Dave Gibbons was doing signings). With a copy of BASS and a nice silver sharpie in my inventory I waited in line to meet Dave, unfortunately it was only a 1 hour slot and signings closed before I could get to the front. I returned with a somewhat beaten up box and a side-quest never to be completed D:



The box includes a technical manual, security manual and two copies of the intro cutscene in comic form, not sure why there's two (can anyone add some insight?) one of the comics is smaller and on rough paper whilst the other bigger and on gloss full colour.



The security manual has some nice details. I'd be happy to upload all the pages if anyone is interested :)

#284
Hey Problem, lovely model and animations ;-D

I tried making the eyebrows smaller and relaxing his eyes a little.

#285
Adventure Related Talk & Chat / Re: STASIS
Wed 23/04/2014 18:49:12
Looks amazing Chris, i'm really in awe of what you've achieved. We need more games with pre-rendered backgrounds and killer atmosphere, I miss the playstation era.

Looking forward to the release :)
#286
Critics' Lounge / Re: Concept Art - Anatomy?
Wed 16/04/2014 19:18:12
Lovely picture Scavenger, I think the new legs look great if a little short as you've mentioned. Maybe you could move her to the left a little, might help with the composition whilst keeping her feet in frame.
#287
The refillable E-Cigs are great until one spews liquid nicotine into your mouth, eugh, how it burns! I did get a fairly cheap one (£25)
#288
The Rumpus Room / Re: Doodleham!
Mon 10/03/2014 19:49:06
Heh, sorry Ponch this one is a bit rubbish :P I didn't have an eraser to hand, wish I'd drawn a submarine now!



Edit:

A bonus picture that also involves a cat :)

#289
The Rumpus Room / Doodleham!
Sun 09/03/2014 02:12:24
Wheeeeeeeeeeeeeeeeeeeeeeeeeeeee :=

I have finally started on this tumbledryer thing, so far I am following (what a nice way of saying 'stalking') Mr Ben 304 and Waheela (hello!).

http://doodleham.tumblr.com/

I have added some old sketches and will be tumbling on a regular basis, quality of posts may vary but will always involve a doodle :-D

Any requests? :)
#290
Quote from: Andail on Fri 07/03/2014 05:05:19
Cool, this might actually mean I can finish this game.

Quote from: Stupot+ on Fri 07/03/2014 07:37:36
I too haven't actually finished the game. I'm tempted to start again with a mouse :-)

Quote from: AGA on Fri 07/03/2014 13:32:29
We forced CJ to buy Grim Fandango at the first Brittens in 2004.  Pretty sure he still hasn't played it though.

Quote from: Peder Johnsen+ on Fri 07/03/2014 13:46:26
Then you better shoot me, I've never even played it.. ever..

Quote from: Paul Franzen on Fri 07/03/2014 14:59:27
Man. I might need to give this game another shot now.

This thread makes me sad! Then more sad when I remember I haven't played Resonance :sealed:
#291
Woo 10,000! Congratulations Nikolas!
#292
QuoteSnatcher was the creation of Metal Gear creator Hideo Kojima, but it was more in line with a PC-style adventure game.

Thanks for bringing this gem to my attention Hobo! Looks totally sweet, now to find a copy.

I'm also hot for this jam, 10 days seems plausible... right?  (laugh)
#293
AGS Games in Production / Re: Anarch Universe
Sat 22/02/2014 13:19:45
This is looking brilliant SpacePirateCaine, really excited to play something from you :)
#294
Finally a game that goes with my super clicky mouse :D I got to 7. Go me!
#295
I would like to show my interest, Portugal is pretty close to home so it looks possible this year :D Do we have a rough idea of how much the Villa will cost per head?
#296
General Discussion / Re: The Hobbit II
Wed 29/01/2014 17:06:30
Quote from: Darth Mandarb on Wed 29/01/2014 12:58:32
I have a 120" screen at home

Whoa! Have you ran a low res feed through it yet? Imagine the giant pixels 8-0 I've always wanted to play something pretty like Simon the Sorcerer on a big cinema screen.
#297
Stupot, consider my cockles warmed :P
#298
Cheers Khris, that makes complete sense. I realised the line i quoted was instead of a loop_cnt++; but I was completely thrown off by the decimals returned from the loop_cnt/delay. Good to know they round down.

Thanks again for your help, that makes two big hurdles you've helped me overcome on this project :)
#299
Thanks for the input guys! I will test your script Khris and report back once i've got my hands on AGS. It's a bit beyond my skills, so you may have to explain those last couple of lines but I'll go check the manual first :)

*edit:
It works perfectly, what a clever workaround! The animation does indeed skip on occasion but this isn't too much of an issue. I think I understand what the code is doing (changing the view frame of the wait cursor to that of the first frame sprite number + loop count, right?) but could you explain how the delay works? Specifically this bit:

loop_cnt = (loop_cnt + 1) % (delay * frames);

I've not used the % or * commands before, although i'm sure will need to again soon. From my understanding (a quick google), % would give you the remainder of two numbers divided and * is used as a multiplier. Not sure how that would work out though :p I must be wrong!

*Edit again: I read up on operators, found the mod button on my calculator now looking into mathematics. Eek.
#300
I've played through a couple hours as Shay, absolutely love the art direction, the tweened animations and high res traditional looking assets are a big plus for me, and the characters are suitably cute!

It's annoying that Shay doesn't have a talking animation for when he's moving, he can be running off lines of dialogue whilst you're walking about and his lips will stay sealed. Surely this is something easier to do with the style they've gone for (i presume the head, arms, torso etc are all separate elements). Oh and it got stuck on a blank screen with GUI elements about 1 hour in, so i had to reload.

Otherwise lovely so far, not very challenging yet...
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