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Messages - DCillusion

#201
Critics' Lounge / Re: Engineering section C+C
Mon 13/09/2004 00:50:41
I don't see a lot wrong with it.  If you don't like it, maybe it doesn't look busy enough for you.  Try adding some items.

Also, the distant corridor could be darkened OR lightened a bit.

Still looks great!
#203
AGS Olympic is great......I still wish it supported GUI's for speech & GUI's for general display messages to be independant of each other so they could look different from one another.

P.S.Ã,  People may say this is stupid, but I love that this edition of AGS has a name.Ã,  That's one of my favorite gimmicks in software.


[edit to make title more descriptive]
#204
Critics' Lounge / Re: 3D backgrounds for RPG
Sat 11/09/2004 21:19:55
Why is nobody suggesting a scene designer  or modeling software??

This render engine was designed to draw polys in real time, & 7 years ago.  They're awfully dated now.

If you want to go 3D, what about Vue or Bryce.  There might be a price issue with Vue, but Bryce is pretty affordable.  You could have a group of friends pool your money.  Then get Blender - FREE, or Truespace - Cheap for models, or of course ebay for the big stuff!!!
#205
Critics' Lounge / Re: Engineering section C+C
Sat 11/09/2004 21:02:19
The backgrounds look great!!

The only thing you might want to think about is using actual space photos for outer space.  Something fancy, like hubble images.  I've played a lot of sci-fi and many commercial products use space images with hand-drawn backgrounds and no one seems to mind.  Since it's deep background it doesn't contrast the artistic style.

This is just something to think about........I wouldn't even call it a suggestion.  Everything looks great!
#206
If he doesn't believe in aliens, try giving him an occupation where he wouldn't be exposed to the "unexplained" since it's a given that aliens DO exist in the game.  Investigation professions often see weird stuff, and paranormal sounds like his friends job.

What about something boring in journalism......like draft editor, copy editor, fact checker, etc.  He would be associated with people who "claim" to see anything you could imagine, but never seeing these things himself, he could be skeptical.

P.S.  You want someone to draw backgrounds, make characters, write music, and show you how to code??  What's your job in all this......Team Leader???
#207
Thanks.  I had a feeling it was already available.
#208
Is there a place where people can give feedback as to new features in future AGS versions?  I've seen heated debates about 3D characters and Rendering engines, but those are huge!  Where can people simply drop lines like when people were asking for 16-bit colour?  I don't want to give a current example; in case a place exists and I just need to be redirected.
#209
Advanced Technical Forum / Re: Talking GUI
Mon 28/06/2004 21:17:44
Sorry I wasn't clear....

But you're correct, a different GUI for DisplaySpeech () messages is exactly what I'm trying to do, and I can't figure it out.
#210
Advanced Technical Forum / Talking GUI
Mon 28/06/2004 19:19:39
I've set up my text GUI as blank, (I'm using the Gabriel Knight method - 640x480 lettterbox with text in the black area below the image).  Is there ANY way to use a different GUI for speech.  I wouldn't kill me to make it blank, (all black looks sloppy), or using the QFG 4 full screen, but I'd prefer a sierra-style+background if it's possible.
#211
Adventure Related Talk & Chat / Uber Graphics
Fri 25/06/2004 03:59:28
Occasionally, I see someone post a game at 640x400 or even 800x600, and there's always someone who attacks them for their graphics choice.  They give redundant argument of it's not the graphics, it's the game; or go play a Shooter.  Some AGSers even heckle people who use higher-end painting programs.

As a 640x400 game designer myself I'd like to tell all the people who say these things what I thought was painfully obvious.

People don't use Hi-res because they're graphics hogs, they do it because they can't draw like the 320x200 crowd.  Drawing at a lower resolution takes a LOT more skill than hi-res.  I assumed people knew this, but apparently some do not.  We aren't all AGDI.!!  We ARE all entitled to make games though, even if we have to go large format.  After all AGS isn't as clean as C++ or the Sierra Creative Interpreter, but we all use it because we can't do it ourselves and we still want to make games.

So Please, the next time someone attacks somebody else about graphics, make certain the game is rushed, sloppy, etc.  before making the "BIG GAME VS. GRAPHICS" speech.
#212
Is there any way to set the default position of the text window.  I'm going to get carpel tunnels if I have to write DisplayAt  for EVERY line I enter.
#213
Critics' Lounge / Re: B/W Western
Thu 03/06/2004 17:17:30
Very Stylistic.  You may already be doing this, but make certain you use more than 3 colours.  Use Photoshop or Paint Shop with a full colour image to get a good Grey-scale pallete if you need.  You could, optionally, use some dusty yellows in your images.  Early film wasn't B&W, it was a monochromatic yellow.  Movies looked B&W on TV, because that's how television worked; so no one could argue with your game it you decided to use yellows.

I had a great Black & White game in my head that was cooler than this.  I was going to release it after I finished my idea for cold fusion, but first I had to fund the project by turning the Lord of the Rings books into movies.
#214
Yeah, I meant the games.  Sorry I wasn't clear about that.  Hollister nailed my point!!!!  There's a 500mhz Samsung on the market, and on the Palm website, the games look like the original Gameboy!!!!????  95% of all games designed for PDA's would barely rate a second glance on this website...............AND PEOPLE SELL THEM COMMERCIALLY!!!!!
#215
Use DosBox 6.  It's really stable and you can overclock it to make the game run as smooth as silk.

Best Feature: Sound Ripper for old school sound FX!!!!!!!!!!
#216
AGS Games in Production / Re: GuardDuty
Mon 31/05/2004 03:18:15
Looks Great!!  Very few things are more impressive than seeing someone draw a game and manage to keep a cohesive style.
#217
This is exactly what I was looking for!!  Thanks,
#218
General Discussion / Re: RPG style games
Sun 30/05/2004 00:21:36
The company says it's illegal, but I don't see how they can enforce ANY of the laws they claim are attached to the game.  It's supposed to be illegal in any form in the United States, but not anywhere else.  There's an English store that will sell to Americans, and I can't see how Japan could force English sellers or American buyers.  The company goes on to say that if it's translated to any language besides Japanese it's illegal anywhere!!!!  HOW do they enforce THAT?!?!?  If the guy at my United States Post Office can speak Spanish without reprimand from the U.S. government , I would like to Japan stop me from translating the game into any damn language I feel so inclined.
#219
I know I'm posting a lot, but these things have been eating at my brain.

Does anyone have any thoughts about porting AGS to Palm or Windows CE?  To desktop users, these games are nostalgic, but to owners of PDAs,  AGS is current to all the other software available.  I have no idea as to the difficulties of porting the system, but it seems like it could be a great opportunity for AGS.
#220
I think I understand it better.  It's a good idea, as long as you could get AGS to support networking, it would probably be as simple as having item "placeholders".  Sierra did this a lot - 10 or so items all called book.  Each book would tell the program what side of the game they're Playing.  Some puzzles would only work if the player had a particular item.  This would solve the different sides part

When one character did something that altered the game, a global variable would change what point in the game the players were.  If it were a competion, it would be easy.  Obviously, if an item were aquired, another character couldn't get it.  You would just need have alternate outcomes for puzzles, but that happens in single-player games; so I bet it would be easier than it seems.

Split the character-specific puzzles and competion puzzles 50/50, and make all the character-specific puzzles sound silmilar to the other characters.  That way, players wouldn't know which puzzles they share which they don't.  This would give each player a different experience, but they would always have the tension that they're competing with one another.  They wouldn't know if their puzzle was different or if they had the wrong answer, and no one would know who was winning untill it was over,  (don't have a score). 

Is this what you're imagining?
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