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Messages - DontTreadOnMe

#21
Mines in (since yesterday because i was expecting anew computor today... cant wait for a gig an a bit ram... i need that to live!)

No sound though (was trying to add footsteps when the player moved but gave up, maybe a later release) And certainly no music.

Well hope u can all get your games in on time, good luck, its a great competition.

#23
That is a bit of a problem... if you wanna post the script ill take a look at it (im in a good mood) also maybe it needs some credit to CJ in there too.

I also got a problem with quitting the game once, maybe look into that.

Keep at it - Rich
#24
Its not an animation, i just hate it, its the one like wacky racers, and black corsa is like dick dastardly, an as they approace the finish "black corsa is flat out for the finish posts, and the post really finishes him!"

I was just thinking maybe Dan could do an animation with it, just under no circumstances like that add!
#25
I HATE modding kits, they look awful (but are hillariouse to laught at some ones tricked out ford ka with a exhaust 4 inches in diameter)

U know what else i hate? that corsa add... so if you do use it for something just DONT use it for an animation like the corsa add.

But maybe some comic animation would be kinda fun
#26
My personal opinion about car art should be that they have massively oversized wheels, but then again it still looks great

Gone for more of a comic look, wich the wheels work well for (how you would have made that car cool i couldnt guess (no offence, your car copuld b a lot worse, eg massively oversized spoiler, go fast stripes, an oversized exhaust and neons))

I really like it, as always with your stuff

*some unnecesary comment of encouragement* - Rich
#27
Looks like it, but the center of gravity is fractionaly further right than the bottom of the legs on the floor, thus it is perfectly balanced leaning against the  wall...
#28
Critics' Lounge / Re: What do you think? bg
Mon 11/04/2005 19:24:43
Well, you cant, a mod would, but to insert an image check this page, you need somewhere to host the image, in the art forum there is a thread of places taht will host your work for free.

http://www.adventuregamestudio.co.uk/yabb/Themes/default/help/posting.english.html#bbcref
#29
The translation is pretty dodgey in this, but I'm sure there are plenty of ways around that (maybe get someone to check it?).

That font your using is cool, but its caused a few problems with menues ect, another minor problem.

And the problem with the walkcycle, mine always looked like they were doing a little jig too, what i do is video myself walking (strutting, running, picking stuff up,Ã,  whatever) and then watch the video in slow-mo and draw stick figures of me doing things, then i scan them and trace the character on top, et voila (as the french say, random impulse)

well with a little more time and effort you will be amazed what you can achieve.

Keep at it - Rich

[edit] snigger snigger, now i dont look like a fool...
#30
Advanced Technical Forum / Re: Looping Rooms
Sun 10/04/2005 20:39:38
Not exactly, ive already got a looping room working like the one in the demo quest, ive followed all the documentation by System Error (the guy that scripted the origional room in demo quest) what the script does is when the player clicks in the end 160 pixels of the room it shifts them to the other end (there is a copy of the first 480 pixels of the room at the oposite end) the player doesnt notice the shift and the script tells the character to move where the player clicked on the old screen pluss the viewport offset so as far as the player can tell they havent gone anywhere and cant tell where the seam is.

My explanation is pretty bad, but basicly i did exactly what the demo quest document said (in the docs folder of the demo quest file) and it appears to work, theres just a slight glitch when occasionally instead of moving to the position on the shifted screen he will move to the position on the old screen right at the otehr end of the room, effectively running a lap of the room

My explanation sucks (and i cant blame not being so great at the language) but thats the best i can do at explainin the problem. But the only stuff i can find on looping rooms is whats in the demo files and ive followed that to the word and it doesnt seem to eb working so great

Thanks-rich
#31
I'm finished! I don't believe it... i not only made a game... i made a deadline too, now ill just polish it all up.

(The reason its finished so soon is the fact that i had set the last two days aside for coursework but lost the work... admittedly im screwed... but i made a game!)

Bad luck to those who have had to pull out of the competition and SSH i hope you can find a new job soon.

To the rest of you good luck!

And don't expect a quality game... its only been three days, im going to keep polishing untill the deadline (how about up/down walkcycles) but it IS a game all the same

Thanks - Rich
#32
Advanced Technical Forum / Looping Rooms
Sun 10/04/2005 11:28:00
Hey, first post in the tech forum, im pretty sure it should be here, and i have searched for it but cant find anything covering the topic. The only documentation i can find on looping rooms is the explanation of how its done that was used in the demo quest.

Has anyone actually used this in a game, because im trying to, but im having a few problems. For the most part the script used in the demo quest works fine, but at one end of the room if you're standing a certain distance from the end and click on the other side of the boundry between one end and the other the room shifts fine but then the player runs all the way to the other end of the room again. And i cant figure out why, heres the snippet of script tat controlls the walking in that room. Its the same as the one used in demo quest but with the distances changed.

Code: ags
function walk(int mx, int my, int ox) {
  if (mx+ox <= 160) character[DUKE].x = character[DUKE].x + 960;
  if (mx+ox >= 1280) character[DUKE].x = character[DUKE].x - 960;
  MoveCharacter(DUKE,mx+GetViewportX(),my);
}


The room is 1440 long and the origional was 960 before adding the first 480 pixels on again.

If you have any idea why its doing this then help wuld really be appreciated

Thanks - Rich
#33
At a guess i would say the first model was made (and "rendered" even though its not actually rendered) in Milkshape 3d (The most almighty modeling prog on the face of the earth) But your right, its animation wasnt the greatest in the world, and it wasnt the easiest prog to acheive good results. The new model looks a lot better, cleaner and more detailed.

Only crits on it would be he has a paper thick wrist, so fix that.

What program u use for the latest one?

Great work - Rich
#34
Critics' Lounge / Re: Old Inn background
Thu 07/04/2005 20:11:39
I think the main problem with the gradient is not that the blue is too light, but the black is too black. Make it a darkish blue instead and it would look a lot better.

-Rich
#35
Well, if i find the time im in. Ive started already, he said it was started for 7th april... Infact i started 5 hours ago (cuz some idiot wokr me up early... grrr... guess i got a head start on the aussies though...)
#36
Isnt it meant to be a fire exit? i cant think of a good reason for wanting to go into a burning building. Unless its a joke.
#37
Critics' Lounge / Re: Flash website
Mon 04/04/2005 15:46:56
I can see nothing wrong with it, however the same effects can be acheived using HTML, stylesheets and a basic knowledge of javascript. I point this out because i was never a fan of flash websites, thats just the kinda guy i am... the kinda guy thats spent the last 3 hours coding something in javascript and DHTML that would have taken an hour in flash. Its more time consuming, but i feel its more rewarding and available to a wider audiance.

But there really is no problem with it as it is, look funkyÃ,  ;always fancied a trip to ibiza...

edit: However i bet i couldnt get it to all resize like that!  :-\ Maybe flash has a few advantages
#38
Critics' Lounge / Re: Small beach and palmtree
Sat 02/04/2005 20:56:02
Quote from: Pablo on Sat 02/04/2005 20:01:58
Try to add some more contrast.

He said more contrast not less.

So many beaches...

I like the palm leaves, gives it a lot of character and style. One thing i would most certainly add would be a little mound of sand or something et the base of the palmtree, at the moment that edge is very sharp and doesnt look right.

Not sure if im right here but i think by strait he meant calm, the sea is very flat, maybe just a few gentle waves here and there.

Looking cool though - Rich
#39
Critics' Lounge / Re: Playing with 16 colors
Sat 02/04/2005 18:07:54
You can see that? I can't! My computor wont show the image.

Anyway, your right, by the time i got to the right hand side of the picture i got lazy... it gets pretty monotonouse when your dithering EVERYTHING by hand, i tried makin a brush to do it... but it doesnt work too well, i think theres a way to do it automaticaly in photoshop, but alas i havent got that. Even PAINT had one but my paint has broken (wich sucks).

I really like EGA actually, it ahs a certain charm about it... alas i wasnt born in the golden age of real EGA graphics and never got to play any of the games.

Thanks - Rich
#40
Critics' Lounge / Re: Playing with 16 colors
Sat 02/04/2005 17:20:20
Ok well... erm i fixed the dark blue in the sky and the turwoise in the sea and re uploaded the picture... but it wud appear that it now doesnt work.. ill look into that, thanks for all your help an suggestions all - Rich
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