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Messages - Ciro Durán

#101
Hints & Tips / Re:Pleurghburg
Tue 23/09/2003 02:56:03
Spoiler
Saw all four windows, everyone says that there's nothing special. Am I missing something?
[close]
#102
Hints & Tips / Re:Pleurghburg
Tue 23/09/2003 01:26:24
Hey, man, don't even know how to enter John's House  :-[... there are some vines, but he says he won't climb them...
#103
Critics' Lounge / Re:Animation C+C
Tue 23/09/2003 00:44:52
Thank you all for your comments, I'm sorry I haven't answered, I'm currently kind of busy with university, in short I had to produce a website in one day :P.

Anyway, I didn't see the thing of the tie, I'll fix that part and short a bit the arms, about what Darth pointed, when I was making the stick animation, I noticed the 'limpness' in the animation, I kinda liked it and got stuck with it.

Expect another C+C in these days :)

Thanks, and bye
#104
The Rumpus Room / Re:The MSPaint game
Sun 21/09/2003 16:46:41


Next: Your favorite AGSer avatar in a ridiculous hawaiian disguise
#105
General Discussion / Re: Cars
Sun 21/09/2003 15:47:01
During summer classes I took, my mom allowed me to drive her Fiat Selecta :P.   She's back to work, and now I only have to BMW. :(
#106
"Austin?, I said Boston!"

"No, you sais Austin"

"No, it was Boston!"

:P
#107
It's Ken Silverman! :o,  w00t, no wonder why that engine looks so  damn pretty cool.
#108
Another thing I've checked in your animation is that the torso is not moving while he walks, you should add the detail of the torso rotating according to the shoulders movement, if you do that maybe the arms won't appear to be moving extremely far. Otherwise, it looks good.
#109
Yeah, man, I tried out your game, keep in mind that doubling the resolution also doubles the work you have to do in order to make your pics look cool (I can tell you that, my game is 640x480).  I've noticed as rodekill did that you're using a lot of filters. Filters are used in very specific situations.  

If you want to make a good background you have to learn to use that zoom feature in your favorite paint program, of course, that's a very general tip, there are a lot of good bg tutorials out there, specially custom for adventure games, you can check out Eric's (Mr. Colossal) tutorials, which are a good start.

And another thing, iron_man, don't be afraid to create a new GUI ;), I think we would be very glad to see new things around here.

Cheers.
#110
1) Yes, you are logged, welcome to the AGS Forums.
2) You have posted a message, you can do that in the "Games" section in http://www.adventuregamestudio.co.uk, where you can post comments about the game.
#111
Critics' Lounge / Animation C+C
Thu 18/09/2003 04:07:33
Well, here it is...



#112
General Discussion / Re:Caption Competition
Thu 18/09/2003 04:00:52
"damn those halloween parties!, I have to clean my room now..."

and

"at least I caught that fly"
#113
General Discussion / Re:How do you MIDI?
Thu 18/09/2003 03:54:36
does any one of these programs support the XM format?
#114
I w@ntz 2 dr@w n00d ch1x :)
#115
Well, looks like Loom was one of those games I didn't played too much :(.    I didn't like too much the interface.
#116
Completed Game Announcements / Re:Apprentice!
Mon 15/09/2003 15:53:08
Hey man, quite impressive graphics you have out there ;D, I'm really enjoying the game (twice, because I'm running it in my linux box at work :)), just to point you a bug you have in the walk-behinds:



Rest of it is marvelous, keep up the good work!!!

:D
#117
Well, I've played games from Sierra and Lucasfilms(later Lucasarts) since a long time, and as the AGS manual says, Sierra games at the beginning where more action-oriented, as the text parser obliged you to type actions for the character, and Sierra made games much before Lucasfilms, and much before the mouse was a requirement more than a commodity (AGI and SCI0, Sierra's interpreters, were text driven, although SCI0 had mouse support, it was just for walking).  Then with SCI0 and SCI1, Sierra added a bit of conversation support (Quest For Glory is one of those games, where you can talk to a person with the "Ask about" phrase).

In short, Sierra almost never included some dialog options as Lucasfilms included. Thus, Lucasfilms entered the game business when mouse was beginning to be more common in the PC market, Maniac Mansion didn't include much talking, but the next games did, with multiple characters support.

Both companies were similar when they started in the sense that much of the game puzzles were of those annoying kind: "you didn't get that junk mail lying in the floor in your house in the first part of your game?, oooh, sorry, you need that to finish the game, please restart."    In Maniac Mansion you can "die" if the three kids get caught, in Zak McKraken you can die in even more ways, it was with DOTT when they began their "no-diying" policy.   Sierra, on the other hand, did include death scenes in almost all their games (I never played KQ7, I don't know if you can die there), and there was some hell of puzzles to die (I remember the rock stair in KQ5 :P) :).

Well, I'll end this post saying that Lucasarts also included 'cinematic' scenes in the middle of the game, which complemented the game very well, whereas Sierra had very sparse cutscenes. I hope this gives you a more objective view of the differences between the two companies, more than some biased opinions I've seen here :).
#118
Moresco: you can be frightened :P

#119
I vote for Darth
#120
The Rumpus Room / Re:The MSPaint game
Sun 14/09/2003 05:43:14


Next: A thing you'd like to launch very far away from Earth attached to a rocket
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