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Messages - Darth Mandarb

#3461
And so it ends ...
#3462
Critics' Lounge / Re: The DREAD of the DEAD
Thu 14/07/2005 22:23:20
I meant clichè only in the zombie sense, not the AGS game sense.

Typical zombie movie fare:

Everything is fine and calm.
Attacked by Zombies.
Escape.
Meet up with other survivors.
Shore up for a bit.
Try and escape.
Fight zombies.
done.

That's what I meant by clichè.

And don't worry about your English skills and/or typos.  Just avoid using txt style typing!

I think a game dealing with Zombies, and you don't actually see them, could be really neat.  If done correctly.  Keep working on the story and really hammer out all the details!  The more time you spend working on it, the better it'll be.

Good luck!
#3463
AGS Games in Production / Re: Sacred Hills
Thu 14/07/2005 16:22:47
Does the game have a name?

What is it about?

I really like the screenshots ...

Obviously you've read the secret, inconspicuously titled thread called FORUM RULES - READ BEFORE POSTING
#3464
General Discussion / Re: Forums
Thu 14/07/2005 16:17:17
I, too, have found the GenGen less interesting of late ...

It's full of posts that are, to my way of thinking, pretty pointless.  But I suppose that's entirely subjective ... Just because I find it pointless doesn't mean others do too.

Like Yak said, if I don't care, I tend to just ignore it.

Although I think the trend (it goes in waves) maybe passing because the first page (with a few exceptions) of the GenGen is now topics I was, if only slightly, interested in reading.

Kinoko's posts always amuse me (if a bit random at times ;)).

I think part of the problem (not just that it's summer holiday for all our younger members) is that we have a lot more active members now.

Not to sound elitest or anything but, sometimes when I make a post, I'm looking for opinions, thoughts, ideas, etc. from some of the established members here.  Instead I get a bunch of n00bs throwing crap at me that doesn't mean much to me because I don't really "know" them.

The CL is now flooded with threads (which I don't think is a bad thing) but I'm noticing more and more one line responses such as, "wow, that's awesome!" or "Holy cow, what program do you use?" which are, I should think to most people's way of thinking, useless posts.

We had that problem before, then it went away after some discussion, but now it's back with the next wave of new members.

If I had to guess, I would say it's a problem of growth.  There are now quite a bit more active members here than there was when I first signed up.  As more people join, more people will find out about AGS, thus more people will join.

Perhaps we're having some "Growing Pains" ...

#3465
AGS Games in Production / Re: Elixir Vitae
Thu 14/07/2005 15:49:37
The game looks/sounds very interesting.

I like the look of the 3-D you've achieved.  Which is a statement coming from me!

I dig the concept of using the game to teach (if I read that right).  I've been a big fan of making games you can actually learn from since I was a kid.  As long as they're fun ;)

Keep up the good work and good luck!
#3466
Oh shock, another game ...

I suppose this means that Tuner City, Sonic Quest, Silver City, Overload: The Infection, and HotHands are all cancelled/dropped?

Is it impossible for you to spend an extra 3 minutes to refine your graphics?

You have white lines (of unfilled sloppiness) surrounding the doors.

The door handles are at eye level.

The characters have square heads with no details.

There are extra black lines sticking off of them.

The flat guy (not a typo, I mean FLAT) laying on the floor on the brown square thing, has no neck and a floating head.

You have started a new project every month since March.

What will next month's new project will be when this one is abandoned I wonder ...

You seriously need to stop this.

Spend more than 10 seconds slopping together backgrounds just to meet the forum's rules and restrictions. 

Take the time to develope something solid before just throwing it all together and making, yet another, post in here.

I promise you, if we don't see a post by you for a few months while you're working on your game, we won't miss you.

#3467
Hello Jain and welcome to the AGS forums.

I had a little difficulty understanding your post.  Have you started working on a game?

If so, please review the FORUM RULES  and the EXAMPLE THREAD.

If you meet the requirements of the rules, and can provide all the information needed, let me know and I can unlock this thread so you can update the first post.

Thanks.
#3468
FAR from my best work ... I needed a break from ... something else.

So here it is:



(in case you can't tell its [left to right]: Dart (sorry, I just couldn't get the angle right), Creed, Yuffy, CJ, DragonRose (again, I apologize, for some reason I couldn't get the ladies to looks good!), Layabout, and Boyd)
#3469
Critics' Lounge / Re: The DREAD of the DEAD
Wed 13/07/2005 15:54:41
Doesn't really sound like an adventure game to me ...

It sounds more like a shoot-em-up FPS.

I wouldn't worry about the clichè part though ... most Zombie flicks/games these days are nothing but one  clichè after another.

The trick is to find things to add that haven't been added before to make it somewhat original.

I think your biggest problem is going to be making it acceptable as an adventure game.

Perhaps you should ask Hyde about it ... he knows something about Zombie games and AGS ;)
#3470
I have a chronic illness of sending messages to people whose sig file image is WAY too big.

Like when they have a height of 125 pixels and they should be no taller than 50 pixels like it specifically says directly above where you have to enter the information for the image ...
#3471
I think it looks pretty nice.

I'm not a fan of black outlines, but it works well if the backgrounds have a style that doesn't clash with the black outlines.

I think the mouth shouldn't be a black line either, but again this is just my personal preference.

The stance seems nice, and the details (for so few pixels) are pretty good.
#3472
Critics' Lounge / Re: cliff
Mon 11/07/2005 21:16:31
Quote from: ildu on Mon 11/07/2005 20:35:19Photoshop would do no good in this situation. This is a pixel-specific image, so it won't do any good. Plus, viktor stated that he doesn't want the background to look too intricate.

Why do some many people think Photoshop can't do pixels?

I consider myself to be a pretty decent pixel-artist and I use nothing but Photoshop.  Every image I've ever posted on these forums (except the MSPaint game ones) were done in Photoshop.

What Babar suggests would probably work, though I would forego the the motion blur and just use pixels.  I would use just black, and then adjust the opacity of the layer (that's the Mandarb method :))

#3473
General Discussion / Re: Blasphemy
Mon 11/07/2005 03:37:51
I think [am hoping] that the gaming industry is going to realize that, now, anybody can make snazzy looking graphics and they will go back to making games with plots and characters that are actually good.

Kind of like the movie industry, as I mentioned in the War of the Worlds thread, has finally reached a point where the fancy shmancy CGI no longer takes center stage and the characters/plot are now sitting in the driver's seat again.  (in some cases)

If computer games can get back to what they were before the 3D craze started, but maintain the fancy shmancy graphics of today, I think we're really in line for some fantastic games soon ...
#3474
Critics' Lounge / Re: C&C on another BG
Sun 10/07/2005 16:30:54
The main problem I see is that many of the objects lack depth.

- The insides of the bookcase (and the books) appear straight on.  You would be able to see the sides of the bookcase and the books as they travel to meet mr. vanishing point.

- The window on the side wall appears very flat and makes the wall look like it's paper thin

- The door (on the side wall) appears to sit flat on the wall

- The opening of the door appears to open to a steel wall and not another room

I would also suggest maybe pushing everything together a bit more (though that would require re-drawing all the perspective lines)  The room, as is, feels very spaced out to me.  But that's just a personal preference.

Aside from that, and what others have said, I think it's off to a great start!
#3475
Don't remake LOOM ... it is perfect as it is and doesn't (in my opinion) require a remake.

I would suggest a sequel/prequel instead.

I would also suggest reading the FORUM RULES

If you're serious about doing this, then post in the ACR thread first, begin production, wait until you have made serious progress on the game, THEN post in here (after reading the rules of course :))

Welcome to AGS.

Here is a lock :)
#3476
Looks like a good collaboration of talent here!

The game looks interesting.

Not that it's super important ... but there's some grammatical errors in your summary graphic.  "Mothers death" should be "Mother's death" as "Isabellas life" should be "Isabella's life".  Not major, but something I noticed :)

Keep up the good work.
#3477
Your website isn't in English and might be difficult for people to navigate.

I was able to find the screenshots and it does look like you've got better ones to post than the ones you did post!

Please post (update the first post) with 1 more "in-game" screenshot (as the rules require).

Also tell us all a little something about the game; What's the plot?  Who're the characters?  When does it take place? (also, just update the first post)

Stuff like that.

See the FORUM RULES and the EXAMPLE THREAD for ideas!

Thanks!
#3478
General Discussion / Re: London Subway
Thu 07/07/2005 17:08:43
My condolences ... yet again terror strikes the civilized world.  My heart goes out to anybody affected by this shit.

It's sad but I don't think there will ever be an end to terrorism.

Not with the way we're handling it now.

The more we hunt them down and kill them, the more hatred we create.  This hatred drives the desperate into acts of terrorism.

We should be focusing on why they do it, and take steps from there.

Now I'll admit ... hunting them down and killing them is far more gratifying.  But it's like cutting off your toe if you have a hang-nail.   It may solve one problem, but it just creates [potentially many] others.

The solution shouldn't be to kill them all ... the solution should be to stop creating them in the first place.

A sad day ...
#3479
Good read Josh!

The Montecito-Sequoia sounds like just my kind of place!
#3480
Quote from: miez on Wed 06/07/2005 12:33:09Why not just make the shadow part of your character sprite and use an alpha channel to make it partly transparent? That should be possible, right?

This is what I do and it works perfectly.
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