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Messages - DutchMarco

#221
hi,

just some wel-intended c&c from me:
improve on your English, or have it proofread by someone on this forum. some of the sentences you used are rather awkward.

i'd go with story 2 / b, it draws the player into the nightmare more. Since the player could also have been killed. They're his friends that died. This makes the story more personal  and thus scarier.

In so frar as I've seen some of your bgs, I think they're cool. having a 3Dwffect instead of 2d handdrawn, is a nice change. Both styles are nice of course, but seeing the 3d style makes for a nice change.

keep it up!
#222
Hi all,

                  backgrounds free for anyone to use.

OK I first posted this in a thread of my own, I will post it here since this is the more appropriate place to post it, and also because I've made an addition.
;
I refer to this thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30009.msg383594;topicseen#msg383594

And the addition is another beach background, I hope this turns out to be useful to someone.
(p.s. yes, this post was just an excuse to draw attention to my bgs again, and to announce that I found another old bg on my hd)
#223
Critics' Lounge / Re: New background
Fri 02/02/2007 20:26:22
Quote from: joelphilippage on Thu 01/02/2007 22:59:20
Ok I tried fixing those problems and have a new version uploaded. Tell me if there are any more problems.
First tell us where the new version is!
#224
Quote from: Twin Moon on Wed 31/01/2007 23:23:43
hi!

here's a background, I'm going for an early SCI style (LSL2 / PQ2). It's supposed to be a corridor on the second floor of a not too classy hotel.



I'm posting this mainly for two three reasons:
1. I'm having a little trouble with the stairs going down. do they look right?
* they do to me
2. It looks a little flat. Anyone else think so?
*a bit but I've no idea how to change that without making the BG too cluttered. cracks in the walls? (blood-)stains on them.
3. are the four doors on the south wall recognisable as doors? a.k.a is this a good way to show six doors?
*I think it's fairly original, and works quite OK so long as they don't get in the way of anything the player is supposed to interact with.

and other criticism will also be appreciated!

* You need more faith in your own capabilities :D

- thanks in advance, Christiaan

A fine BG to my standards!
Cheers, Marco
#225
Critics' Lounge / Re: Background Share Opinion
Fri 02/02/2007 20:16:40
If anything I miss the houses.

No seriously these are good BGs. For a fantasy/alien or so desert scene they're just right.
#226
Critics' Lounge / Got free images up for grabs
Fri 02/02/2007 20:12:39
OK all, I've some images up for grabs for anyone interested in using them. For all I care you make desktop BGs of them, but here's the site where I posted them:

http://home.planet.nl/~ooije375/ags/ags.html

I was going to make a game but never got beyond this stage for a variety of reasons.

I made them in a style similar to DOTT 'cause that was easiest for me. I hope you guys like them and can make something good (ie a good game!) with them. I was going to make a game about a dead pirate needing/wanting a new body. working title: LeChuck (Captain Deadbeard) Island: Body Quest | The spirit's flesh

A Spirit's Quest: Finding the Flesh
I could waste a lot of time to tell you what story I had in mind (it was quite fleshed out,( to use an inappropriate pun given this game's storyline), but look at the pics instead (their the reason behind this post) I'm quite proud of them.

Feel free to use them yourself for a game or whatever..
sadly (hence the thread icon)  I won't be using them anymore, but I reserve the right to have a sudden flash of inspiration / time on my hands/ AGS-capabilities, but for now they're free to use for anyone with more of the mentioned items than I have.

OK I modded the links (removed space in the names), now the downloads should work. and the imgs should load on the page.
Sorry for any inconvenience!

OK I added one more (beach background with trees), that's the one I had in mind while writing these chunks of unashamed praise for my own work. I also have one bmp with a rocky hill on the background, a stretch of mountain almost running until into the sea, with just a small stretch of beach to keep it's foundations dry.
I don't think that that part is stilli included in th XCF-file, so I'll leave that upto your own imaginations.

Best of luck with these files!
#227
Hints & Tips / Re: Welcome to Dark Lake
Thu 01/02/2007 15:46:04
Playing the nice demo, but how do I control the inventory/menu (for save etc)?
#228
Here's a cool topic I read about in a sciemtific mag: Antikythera.. A group of divers discovered, in 1901 just by the coast of the island of Antikythera, an ancient Greek contraption which is probably the world's first computer. made of brass cogs etc. (picture Indy FoA-images with this story) It appears to be an astronomical device, housing all the astronomical knowledge of the era, it helps the user calculate the trajectory of the sun (after all, earth was the centre of the galaxy).

This immediately sprung to my mind as a cool game concept. Like Indy: Fate of Antikythera or something of the like.

For more information/inspiration, see:
http://en.wikipedia.org/wiki/Antikythera_mechanism

If only I had the capacity to make a game as good as I can picture this idea deserving...

Is anyone else inspired by this?

(Sorry if this kind of thread is unwanted, I've been away from the AGS-community for a while, and not exactly for making my own earthshatteringly good game)
#229
I didn't want to open a new topic in Hints and Tips for a demo so I'll ask here: what day is Valentine's day?

(OK I'll admit that I don't have a girlfriend!)

The game looks nice though, nice atmosphere. I've been meaning to read The Call Of Ctulhu. Keep up the good work!

My only complaint is that the walkcycles seem not to fit the movement of the character. He seems to slide too much. Other than that it's very nice!
---
Edit: never mind about Valentine's day, I found out about the date. But:

Spoiler
If you're goig to include a year into the code for the safe, it might be wise to tell the player which year it is when the story takes place. If they play it next year or 5 years from now, they'd be guessing wrong.
[close]
---
Edit 2:
Doh! Never mind about that first edit, I've read the paper properly now.
#230
Hmmm I can't find the "remove" button you mention, but I'll update my post's title when I've found the game to work. Until then I've changed the cup to a thumbs up.
#231
Groovy, thanks a lot. But Saberteeth is working on sending me the file right now, so it should be OK then.

But thanks for your offer! I'll keep it in mind in case Saberteeth has some problems with his disks.
#232
Hi all,

I've recently acquired Indy4 (Fate of Atlantis) over the internet, got the official boxed 3.5" diskette version and guess what? 14 years of existence has proven too much for the last disk (5 out of 5). Is there anyone here who could help me get a copy of this disk's contents?

It's only disk 5 that I'm interested in. There are 2 bad sectors on it that I can't seem to remove. I can install the game from a salvaged copy but the bad sectors have corrupted the copy. So when I run the game in SCUMMVM, I get an error message "Room 98 not in room 98 at 962094940 in atlantis.001". SCUMMVM then quits.

Please note that this is NOT illegal since I'm in the posession of the genuine article, it's just that one of the disks is damaged. So if anyone could please, please help me? Pretty please?
---
Edit: I've acquired the atlantis.001 file and the game starts up beautifully! Thanks everyone for offering your help!
#233
Adventure Related Talk & Chat / Re: Tintin
Fri 21/04/2006 14:28:46
Quote
Dear Sir,

Pursuant to the exchange of correspondences between you and C####, should you to submit a project please feel free to do so.

Upon receipt we will analyze it and we will let you know whether we might be interested in it.

Many thanks,

Y###
They appear to think that you want to make a commercial game, and would they be interested in marketing it, or something of the like. The last phrase bit "we might be interested in it" seems to indicate that they want to make some money out of it.

Seems as if you two have been miscommunicating...
#234
Quote from: cjhrules on Sat 15/04/2006 21:02:29
3. Should I even continue making a full game if I get 30/100? That must be one of the lowest scores for a game here at AGS...:(
Yes you should. Take the comments to heart, enlist some help with the English language (I mean, we can understand you perfectly but for the game, you really should aspire to a higher level of English) and when the game is nearly finished, start a limited beta program. This will guarantee a more polished final product.

The reason we give you all this criticism is because we feel this game is worth it. It's amazing to see how far you've gotten, and without anyone's help too. Keep it up!

I hereby offer my help with spell checking, beta testing and anything more that you would want to have help with. Just send me a PM or something when the time comes.
#235
Critics' Lounge / Re: I want it eerie
Sat 15/04/2006 20:00:07
I agree. The coluors are cooler now, except for the rock which stands out too much.

Also, when drawing the shadows, think of the vanishing lines theory. Take the center of your moon and draw lines from there to the edges of the objects which you want to shade. Also use less contrast, the moon doesn't radiate light as strongly as the sun, it only reflects it.

BTW I think each background looks cool, keep it up! It's good to see how darkness is so much easier to draw, you can leave out a whole host of details (esp. in the use of colours).
#236
Yowza! Big improvement!

The best criticism I can think of, is that the tree in the background seems a bit large (maybe it's closer than I think it is though) and the top level of mist should be removed, or made smaller. Other than that it's very good!
#237
Thanks for the walkthrough. Now I know what to say to the guard to make him walk away, instead of having to fight him. Makes sense, but I chose the wrong answers and ended up having to fight him.

Found one small bug:
Spoiler
if you don't pick up the scissors, then you're stuck outside castle Brunwald. You can't open the trunk without them. Also if you don't pick up the uniform you can't go out because Indy is affraid he'll get caught by the guards.
[close]
This can be easily solved by letting the player go back up the wall, inside the castle to pick up any item he may have forgotten.
#238
Quote from: cjhrules on Fri 14/04/2006 16:14:17
Quote
for a more authentic look, maybe you could replace the stock AGS Sierra-style save/load/quit interface with a more LEC-like interface. There are some examples floating around the net with complete GUIs, maybe you could borrow the graphics and logic from them and update them to suit your game.

are you kidding me?! Do you press "F5" to save? that brings up the save interface from the fate of atlantis....
I use F5 to save. Here are some screenshots: http://home.planet.nl/~ooije375/ags/indylc2-sierragui.png

BTW I have the version from earlier today, which still reads "It's a scissors". You changed that shortly after I downloaded the demo. I don't know what else you've changed in that version, maybe I should get the latest one.

Some more small issues (mostly icing on the cake):
1) I've found this, the walkbehinds seem rather crude on this screen. When Indy's behind a bush, he is covered by a black rim surrounding the bush:
http://home.planet.nl/~ooije375/ags/indylc2-walkbehinds01.png

2) Picking up the airman's uniform.
Spoiler
You apparently presumed that the player would try to pickup first, then look. But if you look without picking up first, Indy says: "Wait a minute!". That phrase only makes sense if you've tried to pick it up first, and Indy said he didn't need it. By looking at it, he changes his mind
[close]

3) It's "zeppelin", not "zepeline". Think of the bandname ;)

4) Some animation when Indy changes clothes would be cool. Now he just flashes from one attire to the next.

5) Maybe allow the player to walk through the gate without opening it to drive the car through? Give him fewer points if he does.

6) The maps have lines running from unnamed spot to unnamed spot. It would make more sense if you added names like "Airport", "Castle Brunwald" etc. to the beginning and end points for Indy's voyages.

Most of my "issues" are really harmless and just icing on the cake. The atmosphere is really captivating! I really am looking forward to playing the full game.

Oh thanks for the tip, I don't know why this didn't occur to me! I've finished the game with 91 points.
#239
Quote from: GarageGothic on Fri 14/04/2006 13:49:38
For the full game, please keep in mind that not everyone has a numeric keyboard (such as laptop users)
True but you could use the numeric keys above the alphabetic keys, that's how I accidentally won my first fight! :o ;D Now that I know how the fighting works, the fights are almost too easy.

Some more tidbits:
1) Outside the castle,
Spoiler
I use the whip with the wires before reaching the edge: then Indy walks to the edge, walks back then uses whip.
[close]
You don't notice this if you walk all the way to the edge first, in fact that's why I didn't see it first.

Mind you, that's a cracking animation! Good work!

2) "It's a Oriental carpet" is not quite right, he should say "It's an oriental carpet". ("an" instead of "a", and small-caps "o" instead of capitalized "O")

3)
Spoiler
look at carpet fringes, find small brass key
[close]
This was a pixel hunt, with no clues whatsoever.

4) for a more authentic look, maybe you could replace the stock AGS Sierra-style save/load/quit interface with a more LEC-like interface. There are some examples floating around the net with complete GUIs, maybe you could borrow the graphics and logic from them and update them to suit your game.

5) the perspective of the guard house to the right looks wrong. Also, the red zones run at 2 different angles.

5a) (nitpicking a bit here) Inside the guard house, there is lots of room between the door and window, and the door is at the far left side of the room. Outside, the door is more to the middle and there's not enough room to allow for a big table with radio in between.


As for now, I'm stuck outside the airport, I can't open the bar. What should I do? I do have the statue. ;D nice touch!

(BTW I hope you understand that this is all constructive criticism! You've done a cracking job so far, keep it up!)
#240
1) How do I fight? It's been a while since I've played Indy3 so I can't remember the keys. There's no manual, at least a simple "operator's instruction" (what keys do what?) would be in order.

2) When fighting, I pauze the game using the space bar, the "pauze bar" appears and the guard keeps knocking me down. Also I don't really enjoy the chance of dying, if possible the only outcome of a lost fight would be to have to try it again. But that's my opinion, your may vary  ;D BTW with random button-pushing I did manage to beat him so it's not that bad.

3) I found a stray pixel in this room: http://home.planet.nl/~ooije375/ags/indylc2-scrnshot01.png and since you used the same columns in multiple rooms, you'll find it in the room with the knocked-out guard, too. (BTW clever reuse, that)

4) At the car:
Spoiler
I opened the trunk with the scissors, got the uniform, then retried opening the trunk and Indy repeats "It's locked". But I already unlocked it once. This doesn't make sense.
[close]

5) Every item I look at, Indy says "It's a ......". For the finished game there should be more varied decriptions. Just think back to those DOTT, Indy and MI games!

6) When Indy speaks, most sentences don't have a period (.) at the end. This seems a bit odd to me.

7)
Spoiler
Use small flag with uniform? This was a last ditch attempt for me. When it was on the wall, the flag was much to big to be a small arm band for the uniform.
[close]

I'll update this post later as I test more. But first I'll need to know for sure which keys do what when fighting because I just died again!

BTW even though the "old Indy3 style" graphics could do with updating, it does already look very nice. Hope you get all the screens as good as the Indy4 style screens though! Indy3 looks nice, Indy4 looks great! Keep up the good work.
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