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Messages - EdLoen

#61
not at all. 

I have double shifts today so the winners will be announced late tonight. Until then, the contest will remain open.  ^__^


OK the time  is right and my decisions are made (and i'll explain my decisions as well ;) )

And the Evil-Rockie's go to.....


[1st place] Misj'!   
At first I didn't want to choose this one because  it's the most hi-res piece and takes full advantage of the no color limit (Not that that's a bad thing lol) and looks more  like character art, versus character sprite.... HOWEVER, after looking over  all the entries, this entry does have the most character, and is thoroughly well designed for what it's concept is.

[2nd place] Ben304!
Ben get's second place  for the sole reason that with only four colors he made a very exquisite pan whose expression is also quite dead (a cookie to you if you put that bad gag together lol).  I do know that I would not have been able to do that quite as well as Ben did so kudos.  You deserve every bit in this comp.


[3rd place]petazzo
This choice had to have been even harder for me then first place.  I was torn between petazzo's clock, and monk's trash can.  But in the end I give it to petazzo.  The clock shows some nice pixels and you utalized the face hands not only as eyebrows, but also as an effective 3/4 view.  Just watch out though, monk's Can may now chase you down for sweeping 3rd with an entry right before the wire lol.

Now then, i must say this.

Honorable mention goes to IndieBoy... Just because the pencil's expression makes me laugh XD. 
#62
great entries so far guys!

let's home more comes in.
#63
Oh Noes!  An evil scientist has created a ray gun that makes inanimate objects come to life.....eeeviiil life!

The job I pass onto you is to create any inanimate object (potted plant, flashlight, stick of gum, whatever) and give it whatever evil life form that you can concoct. 

-No color limit
-no size limit, though please keep it reasonable for a sprite.
-No robots (to obvious lol)
#64
Thanks.  I kinda wish there were more entries though.  I'll have a new one started tomorrow night.  I have an early morning and don't quite have time to type something up tonight.
#65
the sprite(119x84):

11colors+transparency

and the full image(165x200).  I present: Acorn Drop!  the favored sport of squirrels everywhere. 

[Commentator: "He lines up the shot... Look at that form."]

~~
I burn/dodged shaded the environment so there's probably a ton of in between colors but since there's no limit it doesn't matter.
The caption goes with the image I just didn't feel like slapping it on it.
#66
Quote from: Ghost on Tue 02/09/2008 18:57:22
... which wouldn't surprise me, since this is where I got my outline ;) Great entries so far, and Domino, no worries, I saw yours and will take it into account!

I was actually gonna do Gally (original name for Alita) when i first saw this thread XD. But I guess I'll pass now lol
#67
I'm looking for a moderately decent coder to help me with the final few things for my initial game.

I've had this project sitting around since 2005 and i think it's finally time to stop not working on it and getting it out.

But there's two main things that I'm having problems with and would like a tester/consultant to work with me.

Mainly getting a puzzle's variables sorted out, and help with creating a side-gag that I had planned (though honestly could be either scrapped or held-off on).

If you're a forum regular and have proven in the past to be trustworthy enough (like anyone would wanna steal my crappy little thing anyway)  I may even send your way a copy the actual game folder to look at scripts and stuff hands on versus just a compiled of what's there so far.

If you have a few moments of time that you want to use helping out a code-inept person complete his first project, drop me a PM on here.
#68
AGS Games in Production / Re: Operation "G"
Tue 26/08/2008 19:30:52
I'm still pecking away at this!!

And save for two small details (well, one's important) that game will be ready for a first release.

that's the only real update.

pretty much everything's done except for one puzzle, and a side element that's only role is to provide a cheap chuckle.  Both of which I'm having some trouble with.  I'll post it in the recruitment thread, but I'm looking for one (1) alpha tester who also knows their way around coding to feed me script for these last two parts.    If you're a forum regular and is known to be trustworthy, I may even send over a copy of the actual game folder instead of a compiled game folder.


and just for chronology sake:

Story: 100%
Sprites:4 / 6
Rooms: 7 / 7
Puzzles planned:100%
Puzzles scripted: 95%
Total Scripting: 90%
Sound & Music: 100%

The two sprites remaining to be done are apart of the cheap gag.

I'm also thinking about changing the name.  I had the working title Operation: G cause the game is about getting your video game back (the "G" stood for "Game")  But I am unsure of what I could rename it to.
#69


x3http://img.photobucket.com/albums/v612/EdLoen/encountersj_SPRITE.png

I had planned on animating her emerging from the tree then walking to the center "spotlight," but soon realized that was a little beyond me.  Besides, this is a sprie comp, not an ani comp  anyway LOL.
#70
From what I see (without mentioning the dress, or body shape) there's two small animations you're missing from the head. 

First off, with the amount of motion from the pigtail, and the "quail strand," the two hair "chunks" that hang in front of her ear should have just a tiny bit of movement in them.  Also, the  bangs that hang over the left side of her face should have just a little bounce as well.  Both of those pieces don't need as much movement as the other two that you have.  Just enough to display some form of kinetic energy like pieces that do move. 

Though I could just be a stickler.  feel free to ignore this >_>...
#71
What a Tweeest!



It's not a horrible creature spiriting away some fair maiden.  It's just a boy, pretending to play King Kong.

---

I'm not gonna bother to shade this one.  Even though I know not doing so will take away from it.

There's also a few aspects I failed at which are pretty apparent.
#72
my computer locked up during play testing, not while saving.  It's just that my computer has been randomly freezing.  I've done everything from clearing temp documents to running defrags and disk doctor.  But let's not get into that issue here.

I'll delete that then edit this post with if it persists or desists.

Alright, deleting the sprindex file help.  It doesn't error out anymore.

Thanks guys.
#73
I used the recent copy I made last night to do this. I deleted the first file, and renamed the second by removing the "backup_", as I think that's what you meant, and  I'm still getting the same error.
#74
I'm using the 2.72v editor to finish up my first dive into AGS(since I started the project a couple years ago), but on the recent play test, my computer locked up and I had to hard-reset.  So when I loaded it up, I received a sprite file error.

This:


I cursed but decided to just try opening it in 3.0 since I had downloaded it not too long after it was released.  I copied the folder and proceeded to open it and it still errored, but the new editor gave more info:

Not that I understand any of that. It's all Greek to me.

Now, I have a backup from awhile ago.  I wouldn't be too much trouble to go back and just start up again. but the backup was from before I asked for help on adding variables.  The biggest set back would be remembering what I did after that (I don't have the best of memory), but digging around to see what's there and what's not should set be back on track.

Though honestly, I'd rather see if I can resolve this first.  If I can save the file, I'd rather do that. Especially since--as this file is--I'm one more thing away from first beta.
#75
Critics' Lounge / Re: a cartoonish background
Thu 10/07/2008 02:02:53
well first decide where you'd want the sun, and then provide shadows accordingly behind the trees and the barns using a shade darker color. and with the same color just provide some jagged-ish lines though the grass.

i just thew this together, it's a small section.



not the greatest, nor probably most accurate, but it'll give you an idea of kinda what to do

#76
The Rumpus Room / Re: The Game Idea Thread
Wed 09/07/2008 06:42:00
Quote from: darrkchylde on Wed 09/07/2008 05:49:28
How about a game were you play as a butt?

An Assy McGee game perchance?
#77
The most time on an aspect of me working on a game in AGS is staring blanking at an opened room file trying to figure out what I want to do and how to script something.  Usually spend 3 months doing that (though if you add the actual time spent it would probably be less then 24hrs) I come here for advice lo.

But not counting that, the most would be setting the interaction commands (I use those like my life depended on it.  I know zilch for coding). Nine times out of ten if it can't be down though the interaction commands window, I usually scrap it for something that can be done.  Unless it just can't, in which case I come here and ask how.

Next would be graphics and sprites. since there's only 8 rooms, and 4 main sprites in the shorty I'm off-and-on, pick-and-pecking on making,  it's just getting into Photoshop and working my magic.  once I'm in they'd only take a couple days each.

As for puzzles--i know it's limiting--but read the other paragraph >_>...

I cant do music so that means none.

The honest truth is, I have more fun coming up with scenarios then anything.  I have 7 AGS game scenarios floating around in my head, three of which have project bibles set aside, and one of said three, I've started concept art on (which one character i put in the C&C board).

So I guess to negate everything I said above, I spend most my time working on scenarios lol.
#78
great looking game.  I've played the other Blackwell game's demos, but I haven't gotten around to purchasing them yet.  But I'm always impressed by the quality of work that goes into this series, and this one is no exception.  I know when I first saw the $20 tag I thought it had to have something to warrant it, seeing how Legacy was only $15.  Now after seeing the screens the deuce 10's are well worth the quality.

But now I have to ask, now that there's a third installment coming out, are you planing on (in the future some time after this installment) releasing a trilogy collection?

#79
Completed Game Announcements / Re: Nanobots
Mon 30/06/2008 02:11:35
Thoroughly enjoyable game ^__^.

there is one thing that I wanted to note:

Spoiler

After knocking the books over and strongbot gets depressed with audbot's comment, if strongbot happens to have the flowers at the time (like he did in my game at first), there's nothing I could do to cheer him up.  I had a save just a little prior to pushing the books so it wasn't really a big issue, but it's something i wanted to bring up.
[close]
#80
Hello fellow Farscape fan.  One thing i would first suggest it to watch how Anthony Simcoe portrays the character and how he walks.  If you have some of it on DVD, try watching him walk on screen, and see how the costume moves.

Though if I could say one thing in particular first before you move on to animating, you have a lot of costume detail in the fabric there.  Trying to animate that will leave you with a headache later.  less is more when it comes to sprites.  I've learned that the hard way.  You can still have a lot of details with showing a minimal amount of fabric folds.
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