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Messages - Dave Gilbert

#1861
Critics' Lounge / Re: idle battle animation
Mon 22/05/2006 18:26:10
You mean like this?:





Changes:
- leaned him 1 pixel further back
- got  rid of the back & forth
- and made him bounce

To be honest, it's hard to say whether the up and down movement is BETTER or maybe I'm just doing it wrong.  Any further critiques are, as always, appreciated.

small edit:


The knee looked like it was zipping up and down the leg,soI shifted his heel a bit during the animation so his leg move a bit more naturally.
#1862
Critics' Lounge / idle battle animation
Mon 22/05/2006 17:50:13




Spent about 2 hours on this.  He is supposed to be in a "battle pose", but he looks like he is pelvic thrusting more than anything else!  Any advice appreciated. :-D
#1863
Nothing major to add, except I think he'd look adorable with a hat. :-D
#1864
Nice work putting all that together!
#1865
Adventure Related Talk & Chat / Re: Name?
Sat 20/05/2006 18:12:52
I think, for lots of people, names are sometimes secondary to the characters themselves. I had the concept for the "Two of a Kind" twins for a year and never bothered giving them names.  When the time came, I decided to go with names that began with the same initials, because it was the sort of cutsey thing parents might do when naming their twin children.  I was like, "OK, Bob and Barbara?  Joe and Jackie? Dan and Danielle?  Tim and Tiffany?" Tim and Tiffany stuck, because the name Tiffany sounded right.  Their surname was a bit of a problem.  I'm still not fond of the name "Walters" but, as you said, what's with a name anyhow?

The name doesn't have to be distinctive in order to be remembered.  The guy's name from "Out of Order" was bizarre and certainly unique, but for the life of me I can't remember his name.  On the flip side, we all remember "April Ryan" and "Kate Walker" fairly easily, and their names are fairly mundane. 

The reason for this?  As ManiacMatt says, their names are repeated all the frigging time!  You can't talk to anyone in Syberia without someone saying "Hello, Kate Walker!" or "Thank you, Kate Walker!" or "Blah blah, Kate Walker!"  That name stuck in my head, but for the wrong reasons.
#1866
Either it's a glitch or I'm doing something stupid.  Probably the later.

from the manual:
QuoteThere is also another special use for this command. You can pass the special value FOLLOW_EXACTLY as the DIST parameter rather than passing a number. If you do this, then CHARID will always remain at exactly the same X and Y co-ordinates as CHARTOFOLLOW. This might be useful for effects such as a temporary halo over the character and so forth.

I am using this quite nifty feature to put different heads on different body models.  It works perfectly in theory.  The head pops right on the body and follows it normally.  However, when the body turns the head doesnt turn with it.

The head has it's own up,down,left and right loops.  It seems like the head should "turn" when the body character turns, but that doesn't seem to be happening. 

I know that it's possible to set the loops equal to each other in repeatedly_execute, but I will be doing this with nearly every character in the game so that could get really messy. 

Any advice/help/scornful accusations appreciated!
#1867
I know of what you speak, Mr. Snake.  I have encountered many folk like you who don't like change - even if the change is beneficial. 

This reminds me of an old job I used to have.  I worked at the finance desk at a news station, and their computers had this ancient DOS system where you had to enter in long, complicated commands to do anything.  For many, this was no problem.  They'd been there long enough that the lengthy commands were no problem.  Then the I/S department put in a newfangled windows version.  It was sleek, easy to use, and much more stable. 

Everyone hated it.

That said, I had trouble with the new object oriented system at first, but it's become second nature to me now.  In a way, it allows me to do error checking as I program, because if the command list doesn't appear when I his period, I know I'm doing something wrong.

OO is FOON!
#1868
Is this possible?  I'm creating a control GUI with a messload of text labels and buttons, and I just reached the limit. :(
#1869
Ahh, didn't see that.  Is that suggestion for the listbox color as a whole? Or would individual listbox items be included?
#1870
I have a listbox in my game that the player can scroll through, and since there a lot of items I thought it would be nice to have each item change color when the mouse scrolls over it. 

As far as I can tell, there doesn't seem to be any method of changing the text colors of individual listbox items.  Something like:

LISTBOX.ChangeTextColor(INDEX, COLOR);

Which will change the text color of the INDEX item of listbox LIST to color COLOR.

This feature would be quite useful. Unless it already exists and I just can't find it. 
#1871
And another.  Just for kicks.



Eat bible, sinners!
#1872


I removed some of the inbetween frames and  - yes!  He moves much smoother!

I'll try incorporating some of your other suggestions, Seaduck.  Thanks.
#1873
Quote from: Scummbuddy on Tue 02/05/2006 21:32:23
Is that a Father with Bible-Fighting action?!?! I love it!

"Feel the Holy Wrath of the Holy Bible, zombie!"

Heh.  More like: "The power of Christ compells me to kick your ass!"

Interesting idea, Scummy. I tried moving the arm down.  Not sure if I like it better:

#1875
Critics' Lounge / a few character animations
Tue 02/05/2006 20:17:02






Here are two little RPG characters I've been futzing with.  Art has never really been my thing but I think I've found a style I am happy with.  Any critiques are appreciated!
#1876
Yay!  Edge of Reality.  How awesome that this is back in the works.  I beta tested the full version back in 2002 and I remember it being wicked awesome.   

I'm willing to continue testing where I left off, bspeers.  I think I even have our original email dialogs about the bugs.
#1877
Seaduck: hahahahahaha!

I hope you don't mind, but I put that picture up on my website. 
#1878
Good old "T" remover!Ã,  My personal favorite was using it on the rabbit. :-D

Some of the old text games would be impossible to convey graphically.Ã,  "Nord and Bert", with its beautiful pun puzzles, would be near impossible.Ã,  Likewise LGOP and it's "T" remover.

Some things should be left well-enough alone.Ã,  Activision was planning a graphical "Planetfall" at some point, and their priliminary screenshots of Floyd the Robot were a tremendous let-down.Ã,  It's not that the pictures were BAD, just the opposite, but nothing could ever compare with what I had in my head.Ã,  The same thing happened with Y'Gael in "Grand Inquisitor".Ã,  In "Wishbringer" and "Beyond Zork", she was a wise, grey-haired old woman.Ã,  Somehow, in Z:GI, she mysteriously turned into a young, ditzy valley girl.Ã,  This is a very small wrinkle in an otherwise fine game, but I couldn't help think "Huh?"

I used to think a graphical "A Mind Forever Voyaging" was impossible, but now it might just be.Ã,  GTA and its ilk have proven that detailed city-scapes are possible for games, but I doubt it would be able to make the same political impact as the original.Ã, 

Yeesh.Ã,  I played these games almost 20 years ago.Ã,  I'm such a nostalgia buff.
#1879
Why does everyone want to remake Zork?  ::)

True, the original text games were great games, but I wouldn't call them interesting.  They were a ton of fun from a puzzle-solving standpoint, but as a fascinating world to explore it certainly wasn't.  The few NPCs that populated the games were cardboard cutouts, and the plot wasn't any deeper than "find all the treasures".

There are other Infocom games much more worthy of a remake.  Unless you plan on revamping the details and adding many more story elements ala KQ2+, let Zork 1-3 rest in peace the way they are.

-D
#1880
AGS Games in Production / Re: LOOM II
Wed 01/02/2006 23:46:45
Not bad! 

The main comment I have about the game is the graphical inconsistancy.  You have the pixelated Bobbin, the blurry backgrounds which look like they were scanned, and some various 3D bits lurking about.  Making everything consistant will go a long way to making it look more stream-lined.

Also, the pathfinding is just awful.  Bobbin never goes where I want him to, especially in that jungle room with the birds. 

Another spoilerish comment:
Spoiler

Why is Atropos the one Bobbin talks to?  Didn't Bobbin fly off with his mother as well?  Where is she?
[close]

All-in-all, you should be aware that you are leaving yourself open to a whole messload of criticism when you take on a beloved classic like this one.  In addition, Lucas Arts has not been known to look favorably on fan projects, so tread carefully.  Good luck!
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