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Messages - Darcness

#61
Runawayman, the best way to use Poser figures as game sprites is to turn anti-aliasing of in poser's render options. Believe me, it works wonders.

And I thoroughly enjoyed your game, by the way. Well done!
#62
Does anybody know where I can buy Phantasmagoria Stagefright for a price that won't break the bank? I've searched the most well-known sites, and I can't seem to find it anywhere (except for E-bay, but PayPal is not supported where I am).

If anybody knows where I can get my hands on it (where I don't need to use PayPal), please let me know. I've even advertised in some local newspapers for a second-hand copy of either of the two Phantasmagoria games, but no luck.

Any help will be appreciated.
#63
Well, I've had to temporarily abandon Ravensmere because of some compatibilaty problems with my new PC and my 3D software (Since all the artwork in the game is 3d), but note, I said "temporarily".
In the past I have made many other games using various game engines and programming languages. A lot of these games I've scrapped because I'd suddenly get a better idea for a new game. My ratio is usually 1 completed game to every 2 uncompleted game.
#64
Critics' Lounge / Re: Comic Background Thingy
Sun 13/02/2005 10:34:24
*Has a good laugh* I have never, nor will I ever be affiliated with any secret societies.
Now, if you'll excuse me, I'm late for a lodge meeting...
#65
Critics' Lounge / Re: Comic Background Thingy
Sat 12/02/2005 18:30:01
Thanks for the help and critiques once again everyone.
Oneway, I'm sorry I made you do all that work for nothing, but I'm sure that it will definitely help some other people with their stuff, and I highly appreciate the help you guys are giving me here.
#66
Critics' Lounge / Re: Comic Background Thingy
Sat 12/02/2005 17:57:21
Actually, the perspective IS way off on purpose. As I said earlier in the thread, this room is supposed to have a weird perspective because of the many spells that Gimbal the wizard caused to backfire here, therefor space itself is a bit warped, making the room seem bigger than it actually is.
The effect would be most easily explained if I could show you what I'm trying to achieve in this room with the walking areas making your character scaling seem out of proportion as well at stages, but for that I'll have to actually post a demo of some sort.

And krishmuc, I really don't think you're being rude, you're doing exactly what I wanted people to do in this thread: Give me constructive critisism, which I highly appreciate  :D
#67
Critics' Lounge / Re: Comic Background Thingy
Sat 12/02/2005 11:52:03
Thank you very much InCreator.

I'll definitely fix up the things you noted. I really appreciate the critique I'm getting from you guys, since this is a bit of a new frontier for me. It's rather daunting, and I'll need all the help I can get to make a good-looking game.
#68
Hello everyone.

I am currently putting Ravensmere on hold for a while because I can no longer use my 3D software, so, for the time being, I'm remaking the Magic Knight series by Mastertronic as point and click adventures.
I suck at character animation, though, so I wonder if anybody out there can help me with this.

What I'm looking for is a comic book style character based on Magic Knight (this guy in the oversized helmet)




I would really appreciate any help in this, as I have wanted to do this for a very long time.

Due to a modem problem I can't really get online as often as I want, but you can PM me or send me an email if you are interested.

thanks a lot,
darcness
#69
Critics' Lounge / Re: Comic Background Thingy
Sat 12/02/2005 11:15:27
I KNEW there was something wrong with those dark spots, I just couldn't put my finger on it. But it's all so logical.  Thanks for pointing that out, Oz. As for the perspective, this might sound weird, but I'm going for a bit of a warped perspective look in-game where spaces seem a bit bigger than they actually are, this being a confused wizard's casle and all. Thanks for the coment on the style, as I said, I'm no 2D artist, and this is my first try.  I just hope I can improve a bit on this stuff.
#70
Ok. I've decided to remake all my rooms with a new shading technique.

Here's the old shading:



and here's the new:


As you can see I've also fixed up the perspective. All that still needs to be done is to add the brick patterns on the walls and the candleholder shadows on the floor.

Please tell me which technique looks the best.
#71
I don't think the quality has anything to do with it, however, if the WAV isn't saved in a standard windows PCM format it could cause problems with AGS. Make sure you are not using MP3 compression or any other form of wave compression, since some encoders are a bit incompatible with AGS., and using MP3 compression on a WAV, AGS doesn't always seem to recognise it as a wav file.
Also, you can opt to convert the wave completely to Ogg or MP3 format, which saves you space.
#72
For the RPG parts, take a look at http://www.geocities.com/akk13us/rpg-tuto.htm , as well as the first topic in this Beginner's Technical Forum http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13649.0
#73
Ah. Are you perhaps using a non-standard compression for your wave file? Try putting a midi in your game as a test  and see if the midi plays. If it doesn't, then I'm completely stumped.
#74
Quote from: SSH on Wed 05/01/2005 15:05:18

As well as having inventory items, it would be nice if AGS had (at least one) another general purpose item list, which could be used for spells, icon-based dialog options, etc. It would be in the editor like the inv item list where you could set a sprite, cursor hotspot and property schema for each item. Ideally, there would be a generalised tree system where "Item lists" was the top level, with Inv items being a special case and default on the list, but the user could add other lists themselves.



I think this could be quite a nifty little addition to the engine. I would definitely be able to find several uses for a feature like this.
#75
I know for a fact that it is possible to be able to play different characters in an AGS game. Just don't ask me how, since I've never actually gotten into that part of scripting. Perhaps scorpiorus or one of the other scripting gurus can help you with some examples to script this.
But for now, create your sprites for the other characters, because it is possible to use different characters in AGS adventures.
#76
Name the songs Music1.wav or Music1.xm or Music1.mid or whatever number you wish to use. Copy the songs into your game's root folder (NOT the game's compiled folder or the AGS root folder). Check the play music checkbox in room properties and type in the number of the song you want to play. (Note, ONLY the number, not the entire filename).

Hope this helps.
#77
This project is currently on hold. See first post for details.
#78
If you have windows XP or ME, you can use Windows Movie Maker to convert your AVIs to WMV format which saves you a heck of a lot of space. I use it myself, and it's got good compatibility with AGS.
#79
Music ripped from AGI games mostly sound like a piano because the ripping software doesn't always know what instrument to assign to which channel, so it chooses instrument 0 (piano). You'll have to set the instruments manually for each channel.
#80
Well, the music contest has drawn to a close.
MoodyBlues, even though you were the only entrant, your trio of songs definitely captured the feeling of the scene. Well done!

Hopefully more people will enter your competition.

The Music Contest round 2 for 2005 is officially over.
Congratulations MoodyBlues!
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