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Messages - Dorcan

#81
Count me in ! :D
Are there any restrictions ? Size, colors ?
#82
I got these in the Aitd2 package I downloaded from a french abandonware site

http://www.digitalmindstudio.ch/images/trucs/aitd2codes1.jpg

http://www.digitalmindstudio.ch/images/trucs/aitd2codes2.jpg

I don't know if this is enough to pass the copy protection
#83
Good idea, but maybe not as easy it could be.

A simpler way would be to create as Darth said, a transparent GUI  with a label text inside.
Change the text to "@OVERHOTSPOT@".

The description GUI will be placed at the bottom right corner of the cursor position (which is smaller than 20x20 pix in this exemple)

So, in the global script, inside the repeatedly_execute() function, past the following code :

int x = mouse.x+20;
int y = mouse.y+20;
if (x - GUIWIDTH > 320) x = 320-GUIWIDTH;
if (y - GUIHEIGHT > 200) y = 200-GUIHEIGHT;

SetGUIPosition (GUIDESCRIPTION, x, y)


With this code, the description GUI will never get out of the screen bounds

I hope this code will work, I haven't tested it yet.
#84
Right, with some features in the new Moho, you can make the image / bitmap layers "automatically warp with the bones to match the shape of the underlying vector shapes". And about the edges, you can use a mask layer to make it cleaner.
I haven't tested these features yet, but there is a tutorial comming with the software which explains how to do it.
#85
TADAaa :



Petteri : Thanks !

Darth Mandarb : Yep, I was lazy to arrange that, but the fact you noticed it made me do it ! hehe  ::)
#86
Just made a quick ugly edit :
Changed arms movement to make it more realistic, tried to make the legs movement smoother, made the vertical movement also smoother, and animated the lock..




#87
Ah It's much better !

I still have the feeling there's a frame missing... And I would definitely not let the arm movement like this, it's a bit disturbing  :-\

I think that making his body moving up & down more smoothly would also improve the animation
#88
Lol thanks Strazer. It's the same problem with the internal microsoft viewer : All intervalles between frames are 10/100 sec long... :-\ I'm obliged to use Gif Movie Gear or Iview to play animation in the correct frame rate
#89
Oh my, the drawings are beautiful !  ;D It seems they are drawn a bit in a manga style.

QuoteEditing all those frames and changing the colors by hand is a bit of a pain (lazy?)
It would be really easier if you had made shadows on a separate layer, so just changing something in the color layer would also affect the shading. Well that's the way I make backgrounds and characters.
There's also the record feature in photoshop that can apply a common modification to all sprites... But I don't know if it would be practical in this case.
#90
Farlander : Ah c'mon, I don't think it's the case, but wow thanks for the praise !

Pau  : I agree with you, it's because it was a texture layer made in photoshop. But I've removed it, and I think it's a lot better now.

Eggie  : I've made the wrist turning a little bit when the arm goes back

Darth Mandarb  : Thanks again Darth ! That's true, the Critics Lounge is the perfect place to improve our creation

Ytterbium  : Hehe if only... Nice pic :)

Evil  : Right, it was a bit odd. Corrected

Kyle  : Details details ! I love details! And I don't mind at all. So let's see :
The odd green line appears because of the bitmap layer I used to simulate the shadow. Moho doesn't handle alpha blending very good, so it screw up the image. So, I remove this layer, and made the shadow in vectors, which is much better.
Same thing for the shirt, replaced by vector lines.
I'm not sure I've understood what you meant by "the other side of the collar makes his shirt look like it's crooked a bit"... I've move a bit the left collar, but I'm not sure it's what you proposed me to do.

Ratracer : Uh, right, legs weren't streched enough.
About how it looks in AGS... When the character movement speed is adjusted with scaling & the anti-glide is turned off, it works almost good :P


Ok I also changed some minor things with hands, and I'm not sure about the shadow on the right leg.

Here's the new animation, on the right :

   
#91
Critics' Lounge / Re:More artwork
Sat 31/01/2004 19:31:00
Ooh it looks excellent, I really like the composition, colors (the light yellow and purple match perfectly), contrast and shadows.

One thing that botters me is how the background darker part is drawn... It looks like if it was a badly compressed jpg image :P

Overall, it looks like a real painting, but maybe you should stay consistent with the brush size, like for the double-bass holes.
Made with a tablet I suppose ?

I wonder why nobody replied to this topic... I almost missed this one !
#92
This GUI seems quite simple to use, but maybe a menu button would be handy.
The green lines and black background reminds me somehow of the Space Quest 6 GUI.
Nice and futuristic :)

If this background's just a quick-made, then I'm expecting to see some beautiful backgrounds comming from you in the future ;)
#93
Nice little game, interesting puzzles, cute graphics. I liked it  :)
#94
Ooh really nice ! I like how the laser saber distort himself while the jedi's manipulating it.  :D

How is the stickman animated ? He doesn't seem to be animated with bones, as his head becomes a bit deformed...

I'm impatient to see the full character
#95
Evil : The right hand now closes slighly when it goes back down. Is it better ? I don't know about the pants, I like the fact they are too short for him :P

Eggie :  :)

Darth Mandarb :  ;D Yes, details are what make an animation realistic I think.
I followed what you said, the pants look less "empty" now. Thanks !

Ytterbium : Yup, the "cartoonish" look is probably better for adventure games.



I think it's almost finished now :


I really appreciate your help, thank you !
#96
OOoh yes, awesome ! It's so... So cute hehe ;D These screenshots are full of details, I'm sure it will be a pleasure walking around in this house.

I'm really looking forward for this game (since I tried your gui eh ;) )
#97
Ah thanks again  :)

Farlander : Well, the pshop walkcycle one isn't very much life-like... Even if I added more frames, the animation wouldn't look as good as the moho one I think.

Minimi : Thank you for your enthusiasm and comments :D. Yup, with darker lines it certainly would look better.
hehe in fact everything is off-perspective in this background... That's why I'm going to remake it. I traced lines over a drawing, and I forgot that it actually was a sketch, and I didn't care much about the perspective.. Now I regret  :'( Oh well. Remaking a background can only improve it.

Darth Mandarb : Thanks. I tried to make the shading less blury as you will see, and I tried to copy the first animation style. I think it's better now.

Igor : Aah, apparently most of you prefere the coloring and outlines of the first one

Earlwood : The second one looks more confident ? Strange...

SteveMcCrea : Thank you for your comment :) I followed your suggestions about his hand and his feet movement.

Evil : Yup it's done, is it better now ?

Scummbuddy : Mmh you're right, but I don't have the motivation to modify this walkcycle. That's why I will stick with the Moho animation

Kyle : Oh thanks for paying attention to details! :D I removed the pocket for the moment.


There is the new animation :
#98
General Discussion / Re:A new AGS website?
Thu 29/01/2004 23:30:56
OOuh I would love to see a new design for the AGS site  ;D

This makes me wonder. Does AGS have an official logo ? Ok, There is a bluecup at the start of AGSEdit, but... if somebody wants to add the logo on the box cover of his game, or if instead of just displaying "Made with Adventure Game Studio" during a game intro, the AGS Logo just fade in & out ? The logo could also be displayed on the website at the top of each page...
#99
I second Strazer, the last one you did looks more like an adult.

Really nice :)
#100
Thanks for the positive comments! :)

Rap4Life42o : You're right, the animation's too fast.

Damien : I first build the character in Moho, then added textures made in photoshop, which are fixed to bones.

Penguinx : Yup, maybe I should rotate less the upperarm, and bend more the forearm.

Darth Mandarb : Aha ! That's interesting. I didn't expected somebody to like the first one better :D.
Well, I prefere a smooth walk animation, but as you say, maybe the style will not fit with backgrounds very well. I could probably make lines darker... And make the shadows less blury...

I made a quick exemple of what it would look like in one of the backgrounds (which is not finished yet) :


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