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Messages - Dux

#1
Critics' Lounge / Re: Logo Design
Tue 26/10/2010 21:43:14
I am of course no designer, but I would say they should abandon the original concept completely (Btw, I think it reads "S kills UK!";)

Here´s an amateurish thought=P


It is boring of course, but definitely recognizable..
#2
Woohoo!

Exciting times ahead for sure=) Coders start up your engines and show Chris what a dedicated community can do!
#3
Quote from: Harg on Thu 21/10/2010 14:53:52
CJ: "So, over the last year or so it has been becoming increasingly clear that I no longer have the time to maintain and improve AGS"

The time is the problem... and when the time is a problem.. it's a real problem. In some cases the time problem can be solved with "giong commercial"...
Unless you already have a fulltime job your satisfied with, and which pays more, which seems to be the case here.

Edit: I´d like to suggest a middle-road alternative. Appoint a panel and get them accustomed to the engine. Once Chris feels the engine is in good hands, then release the source code and invite others to contribute.
#4
Quote from: MrColossal on Mon 18/10/2010 20:26:17
One teeny tiny point. I can tear open AAA multi-million dollar games and access their player models, sound effects, textures and everything. Trying to continue to protect the art and scripting that people made for their AGS games might not be something that needs to be a priority anymore? [or in the past?]
Tell me, has this happened with any of the other open source game engines? Wintermute? Sludge? Just curious, seems so simple to do, they way you put it..
#5
Open source certainly doesn´t have to mean bloatware. I prefer to think possibilities. I think alot of indie game companies would appreciate being able to hire a coder to do the changes they need and possibly give back to the community, for example.

I think the way to go would be like the Blender Foundation, where the original programmer (Ton Roosendal) has stepped back from coding duties but still controls in great part the path that the program takes. Obviously Chris would have that role. It has worked well for them, and it could work just as well for AGS. There are a lot of gifted programmers in this community who has real love for this engine, and I have faith that they could contribute a lot of good stuff with their hands more free..

my 2c.

#6
Hi again!

I´m thinking about getting my own domain and put the blog on a webhotel for more flexibility. Anyone have any experience with a good reasonably priced webhotel? Doesn´t have to be dedicated server.
#7
Hey, thanx a lot for the insight into your workflow! It was very enlightening, especially how you like to do a greyscale pass first=)
#8
..that´s the name of a blog I´m writing about the toils of working on an adventure game. I created it originally as a work diary, but since I´m the slowest game maker in existence it has really grown to something more, reports and reviews on tools to use, and tutorials to watch/read. I don´t update just for the sake of updating. Only things I genuinely find cool to report end up on the blog.

Unfortunately, not much has been done on my actual game to show, but it´s still a great resource (I think). After a slow start I´ve gotten into rhythm and now I decided to go the next step and get some honest critique on what I can do better. I wanted the blog to mature before I did that, so..

The blog is pretty much standard Blogger. What I plan to do next is personalize it more with a selfmade banner, and then maybe get myself my own domain (and actually work on my game;).

I digress=P Here´s the link http://adventuregamedeveloper.blogspot.com/
#9
blender3d.org <-Nice opensource 3d-suite(with toonrendering capablities)

Hmm. Seems I only actually make a post here every 2 years :-\ Well, see ya in 2 8)
#10
Critics' Lounge / Re: "Primate Designs" Logo
Fri 07/05/2004 15:29:54
Quote from: Scummbuddy on Fri 07/05/2004 15:17:02
when i thought of primate designs, i thought of a shilloute of a monkey sitting on a stool painting on an easel as a whole profile shot, which would be next to your text.

i completly got a monkey vibe from the first pic. but any logo artist knows, it must still work as one color. like all black.
Nice idea. Maybe I'll work on that, as an alternative. Or maybe combine the "monkey painting" part with my original concept:/ Hmm..
#11
Absolutely briliant! Also nice to see such an actively helping community, cause *cough* I'm sure going to need it later on;)
#12
Critics' Lounge / Re: "Primate Designs" Logo
Fri 07/05/2004 13:24:18
QuoteI'm not sure why, but the ape does look a bit too human, the expression I mean. If you want it to look wilder then maybe this shiuld be changed. Then again, it's got a cartoony feel you may be going for .
This is one of the problems I have, and it's probably because I started out without any reference(the first rendition looked like Mickey Mouse, actually;)

QuoteI think the teeth are flat on purpose, so that there can be text there. I like it . Perhaps you could define the lips a bit more?
I actually did think about doing that:) We'll see..
#13
Critics' Lounge / Re: "Primate Designs" Logo
Fri 07/05/2004 13:13:08
Quote from: Haddas on Fri 07/05/2004 13:03:32
Make the teeth more detailed. I don't really get the monkey feeling
That was on my todo-list, yes. I just needed a good "smile"-picture.. which you incidentally just provided;) Thanx!
#14
Critics' Lounge / "Primate Designs" Logo
Fri 07/05/2004 12:55:59
Well, since I'm going with "Primate Designs", I thought having an ape in the logo would be logical:) This is not finished, that's what I need you guys for, right?;) I'm actually pretty pleased with the ape, but I still haven't found a font that works with it:/
#15
Critics' Lounge / Re: Lineart for game
Fri 07/05/2004 12:49:03
QuoteBeautiful. But how big will be the characters for this game?
Like, on BG-s 2 and 4, perpective forces you to scale your character ALOT and lottsa scaling isn't the best option to make a nice game, IMO...Ã, 
Try to make walkable areas for named BG-s and try it yourself - you'll understand what I mean.Ã, 
It'll have to work, though, cause this is the style I'm going for:/ As for BG2 - "The locker room", that one might end up trashed in favor of a new one. It was the first background I made, and I guess it shows:/ It's not exactly consistent with the other ones. The character I'm working on will be 192 pixels high. So, yeah, pretty big..

Quotein bg 2, shouldent the vertical lines be straight?
Not necessarily. It might actually make it look too clean.
#16
Critics' Lounge / Re: Lineart for game
Thu 06/05/2004 10:38:04
Bumping this thread up, beacuse it kinda got lost in the jungle of old-posts, and I was hoping for some response from Pessi:)

As for progress, I've been taking a few days off, to go seek inspiration. I expect to have something new next week, and maybe I'll even attempt some character animation.

I've also been thinking further on Story, which you really wouldn't know anything about yet, anyway;) It is going to revolve around these cybernetic replicants, but I'm actually considering doing it as a series now, because I really feel the need to do a proper introduction of the main character - Philemon Troy. So.. the original story is going to be the sequel. Well actually, it's more like the first one will be a prologue of sorts;) A short game, serving both as an introduction, and as a way for me to learn AGS properly.
Hmm, I think I'll do some work over the weekend and the post some stuff in the "AGS Games in Production" - forum.
#17
Critics' Lounge / Re: Lineart for game
Tue 04/05/2004 10:11:06
QuoteSo, when will we see some changes? Like colour n stuff?
To tell you the truth, coloring really isn't my forte. I'll probably do as much of the lineart as possible(18 "rooms" planned right now), and then make an attempt at coloring(which will undoubtedly suck).Ã, 

QuoteDude, I love the thick lines! I just think you could use them more consistently. For example, in the Hallway image the doorway is thickly outlined, whereas the doorway in the Locker Room image isn't.

That's all, really.
Heh, I was almost prepared to redo the lines. Ok. I'll fix the lockerrom. I'm just curious what you think about the lines in the coffeeshop? I didn't want to go either way, and I think it locks pretty ok the way it is. Obviously, using thicker lines on the seats in the far corner is going to make it look more cluttered IMO.
#18
Critics' Lounge / Re: Lineart for game
Mon 03/05/2004 15:01:57
Thanks for the great ideas:) As goes for the thick lines, I do think they have their place, but I've used them a little less in the latest BG(which is the coffeeshop), more to emphasize objects that are closer than the rest. I will probably adjust the other BG's too. The BG I'm the least pleased with Right now is the lockerroom. I don't know if it's the perspective or something else. Ah, well.

Hoping for more c'n'c:)
#19
Critics' Lounge / Lineart for game
Mon 03/05/2004 13:02:00
Very much WIP, mind you:) A lot of details not in yet, so if you have any ideas regarding such, let me know.







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