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Messages - DontTreadOnMe

#1
AGS Games in Production / Re: Rapstar 1.5
Sat 11/06/2005 12:03:25
I've been planning a game about rapping for a while (im not a huge fan, but i've no gripes with the music). Yours looks pretty smart, and i like the idea for teh combo system. And your stage scene has a very similar layout to one id prepared... strange, though mine is a smaller resolution.

Is there going to a be a story or any traditional adventure game puzzels? Or quite simply just rap battles?

Very interesting - Rich
#2
Critics' Lounge / Re: FoA sequal game scene
Mon 06/06/2005 16:48:40
I think the problem with the bunker is that the contrast is too high, its a little too dark and the texture is very sharp giving it a very jagged look, soften it a little and it will be fine. It also needs a little shadow on the left sidfe of the bunker.

The rest of the textures look really great, really come along all of a sudden. Still need to start getting rid of the black outlines, but then its nearly done!

Keep at it! - Rich
#3
I love the art style, and the layout works for me, but like Zor the font isn't quite so great when it comes to compatability.

As for image maps they are pretty damn easy, as long as you have an OK knowledge of HTML, what i would recomend is this site http://webmonkey.wired.com/webmonkey/96/40/index2a.html?tw=authoring for learning how to do it (if I were you i would opt for client side image map, and prety much copy theirs, changing what needs to be changed) And on a final scripting not... for gods sake script it all by hand, never EVER use something like dreamweaver or front page!

Otherwise thats great, muck more interesting than your run of the mill site design! - Rich
#4
Critics' Lounge / Re: FoA sequal game scene
Tue 31/05/2005 11:33:11
The path is looking good. But Im not all that keen on the bunker, I was thinking more of a concrete bunker. Also when you altered it you seem to have confused a few lines. The doo of the bunker is meant to be sunk in, however in the changes you made the curved lines should be removed and the door should no longer be sunk in. As it is it looks like there are 2 pieces of corrugated iron sticking out, but the rest of the lines dont work with this.

I would also start getting rid of the black outlines to keep with the FOA style.

Just keep at it, whatever works, its getting better evry time you post - Rich
#5
Critics' Lounge / Re: FoA sequal game scene
Tue 24/05/2005 18:46:28
Well i did the rest of the mountains, and sorry for your wasted work on that bunker, but i fixed the perspective (I'm pretty sure i did any way)

The only otehr thing i did was lower the contrast between the folds in the tent and the rest of it, they arent quite as strinking now.



Thanks - Ricjh

edit: methinks my server is screwing around... I also spelt my name wrong... Im stupid
#6
Critics' Lounge / Re: FoA sequal game scene
Mon 23/05/2005 17:07:37
Hey, that sky texture is looking great! Developing well ;) (and my isnt that outline wonderful  :))

The tents like everyone else said i would do both similar to the one furthest away, the near one with the S shape looks a little odd.
You mentioned that the mountains needed more flavor so i had a little go at the one on the left using the palet from one of your texture, im debating wether it came out alright or appalingly.



As for the wierd perspective on the bunker I felt it looked a little odd (the scene was made from a sketch and i know i should use vanishing points but im too lazy) but i cant quite place whats wrong with it.

Looking at it now the far left corner is lower than the others, im guessing thats what you meant, ill have a look at it.

Many thanks and good work - Rich
#7
AGS Games in Production / Re: BOB!
Sat 21/05/2005 09:19:57
Sadly we dont all have a copy of your C drive... maybe you should upload the picture somewhere and link to that. There is a list of places to upload stuff at the top of the critics lounge.

And re-reading the forum rules would really help.

- Rich
#8
Yea, the puzzels left a lot to be desired, but it was only made in a aweek and its a first game. But I've learned (i cantually have a puzzel "pot" where i jot down all my good puzzel ideas... but non of them fitted) I didnt like the puzzels at all. Thanks for the nice comments on the graphics tho  :)

6-7 min? my best is somewhere around 23 seconds  := that duke sure can run!

Im planning another game involving Duke, this one I will focus a lot more on the puzzels for. However it will involve a fair few tom clancey elements im afraid, but there will be a bit more supernatural stuff and a bit of an indy element too I hope.

Thanks - Rich

PS might update it so that little puzzel problem is fixed
#9
The game wasn't brilliantly planned... and i suppose that should have been an alternate way yo solve the puzzel... sorry about that
Spoiler
How about trying something else thats metal?
[close]

Thanks - Rich
#10
Well it should work now, sorry about that. For some reason the zip that was uploaded was 600kb smaller than it should have been (and its only 700 anyway) sorry about that.

As for the countdown code, some of this may be a bit dodgey, but worked for me.

declare variables before main code
Code: ags

int shorttime;  //variables for the timer this counts the 40ths of a second
int seconds = 59; //This is the number of seconds remaining
int minutes = 9;  //This is the number of minutes remaining
string secondsstr; //This is a buffer for the number of seconds to be turned into a string
string minutesstr; //same as above but for minutes
string time;  	   //This is the string that will hold the current time
string buffer1;	   //buffers used to store strings short term
string buffer2;


Put in repeatedly execute
Code: ags

//the following code adds 1 to shortime every 40th of a second(every game cycle)
  shorttime += 1;
  if (shorttime == 40) { //if there have been 40 40ths of a second then it resets short time
    seconds -=1;	 //and takes 1 second to the seconds
    shorttime = 0;
  }
  if (seconds < 0) { //if seconds has reached less than zero seconds are put up to 59
    seconds = 59;  //and one minute is taken
    minutes -=1;
  }
  
  StrFormat (secondsstr, "%d", seconds);
  if (seconds < 10) {
    StrCopy(buffer1, "0");
    StrCat(buffer1, secondsstr);
    StrCopy(secondsstr, buffer1);  //Converts seconds to a string and adds a 0 infront if its less than 10
  }
  StrFormat (minutesstr, "%d", minutes);
  if (minutes < 10) {
    StrCopy(buffer2, "0");
    StrCat(buffer2, minutesstr);
    StrCopy(minutesstr, buffer2);  //same as above for mins
  }
  StrCopy(time, minutesstr); 
  StrCat(time, ":");
  StrCat(time, secondsstr); //adds all teh strings together with a : to get the time
  SetLabelText(1,0, time); //sets time as the label 0 on gui1



Hope that helps, and Zip should work now! - Rich
#11
Yup finally got round to releasing my entry for the ONE ROOM ONE WEEK competition and my first game ever!

Ã,  Help Special Agent Duke Stanley in an explosive situation in Siberia as
he battles against the clock to prevent the launch of a nuclear missile aimed
at London!

Its a very short game so it gets a very short intro, If I'm meant to put more info someone tell me quick before i get splatted by a mod!

Screenshots:




And finaly the link: HERE

Many thanks - Rich

Update-Fixed minor problem with one of the puzzels, forgot to update readme... oh well
#12
Same thanks... and erm... Thanks for a great comp (i could say this all day...)
#13
MrColossal, your game ruled. All the other entries were great too, a wonderful competition. Big thanks AGA! Are you going to release the actual results just so we can see where we could pick things up? I plan on realeasing a real version within the next mont (im expecting a new computor any day now, then this one will be moved along with all the files into another room, and then we have to get wireless LAN before its reconected to the internet)

We could all guess who made Automation, i also found a bug however
Spoiler
after you get the robot back in the canister i think i must have tried picking up the vacume tube again or something, but the view reverted back to the normal view and it refused to let me use the door back into the lab and didnt run the end sequence. I ended up restarting and doing it all again
[close]
Still a great game though

Great comp, many thanks - Rich
#14
we're allowed to? I take it we just put "havent played" next to our own game?

Edit: assuming we must b able to, as there is only four of us that havent I've voted. I left quite a few of the musics didnt play as my speakers have been buggering up lately. And i still wasnt able to run in the lions den as apparently loop 0 of daniels sumat or otehr was missing. Hope thats all ok. (i take by AGAs attempts to get more votes in that the comp is drawing to a close...)

edit2: Ah phooey! It wont let me leave out the music catagory! What should i do?
#15
How about prime ministers (im british) can we do them? Otherwise ill just have to learn something about an american president or something
#16
Critics' Lounge / Re: Stairs... AAAAARGH!
Wed 20/04/2005 17:31:32
Thats what i was talking about! (although that probably wasn't very obviouse....)
#17
Critics' Lounge / Re: Stairs... AAAAARGH!
Wed 20/04/2005 17:02:28
Argh! the textures hurt my eyes! I don't think the textures help show what you mean, to me they make it unclear...

No wback ON topic, i think the bottom rail is fine, all our staircases in the new building at school (amazingly contempory as it is (and actually quite cool, though i hate to admit it as it IS a school building)) is just like that, I think however it does need to be attched to teh stairs them selves in one or two places but overall it cna stay. Also at school (no im not obsessed with my school i hate school...) they have bits of wood in the metal rhombuses (hope you get what i mean, inbetween the top bar an the bottom one) which looks very contemporary and stylish (for a school...)

So i would keep the bars, but attatch them to the stairs here and there, and maybe think about something to make the the stairs more inetresting (hence the bits of wood ect). Oh and like Squinky said, tone down the colors.

- Rich

#18
I say finish it (I dont think anyone has actually noticed the alteration to the first post but hey) you cant just give up after you've got so far, perseverance perseverance perceverance...

You haven't been at it that long, and admittedly there would be no real reason not to drop it, and if you've lost the motivation then maybe you should just take a break for a while, work on another project. And then after a break if you still don't feel anything for the project THEN drop it. And you really can't ask people to decide these things, if you've lost motivation and aren't enjoying making the game then drop it (realising that the only reason to make a game is not to make other people enjoy themselves but to enjoy yourself making it)

But if you haven't lost the spark then keep at it, its good to try and get a first game out there and once you release something everything comes clear. Once you've realeased one then you know what goes into it and can realease more, better games with the knoledge you gained.

So all in all, it doesn't matter what people think at the end of the day you're making the game for YOU because YOU want to, and if you don't want to and have lost motivation stop, otherwise stick at it. Other people can't decide wether you are enjoying making the game.

Apologies for the rant - Rich

edit: and its fate by the way not faith  :)
#19
That shading added an awful lot of atmosphere, a real improvement. I would try to emulate that if you can. If you want a bit more maybe get rid of the happy happy blue sky? a purply dusk would give more atmosphere.

But its coming along great, i really like the varying thicknesses of the lines, its a cool style

Brilliant for a first and your improving loads already, loads of potential (nothing really wrong with it as it is imo, but it could be even better)

Keep it up - Rich
#20
I can play the all except TLD, which says there is a problem loading the plugin

They all seem really good, im loving them.
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