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Messages - FrankT

#41
Critics' Lounge / Re: It's back...
Wed 19/12/2012 18:48:01
Thanks! But do you think I should make the whole thing a sort of hybrid between the original and the New Generation? Or just the one of those two?
#42
Critics' Lounge / Re: It's back...
Wed 19/12/2012 12:28:49
...any input? Please?  ???
#43
Critics' Lounge / Re: It's back...
Mon 17/12/2012 18:51:25
I'm really starting to consider the mixed reviews The New Generation is getting; I figured I'd better ask the AGS community: which one would you prefer, the original musical or the new one? And considering the extended content being present either way.

Or... perhaps a hybrid of the two? After all, the prologue comes directly from the original PC game...
#44
Critics' Lounge / Re: It's back...
Sat 15/12/2012 18:50:17
And it doesn't stop there! Here's the Live On Stage set designed for the introduction.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/theater.png[/imgzoom]

I'm not entirely happy about it - I may have to settle for something simpler - but what do you think?
#45
Critics' Lounge / Re: It's back...
Fri 14/12/2012 23:12:56
Oh yeah, I kind of deliberately left those in. I imagine that should present the illusion that it's assembled on an electrical board and circuit.
#46
Critics' Lounge / Re: It's back...
Fri 14/12/2012 17:19:32
Well... I said I'd shoot for it, and I did:

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/intro1.gif[/imgzoom]
#47
Critics' Lounge / Re: It's back...
Wed 12/12/2012 21:33:10
Thanks for the input!

Well.... is anyone willing to help me do the backgrounds...?
#48
Critics' Lounge / Re: It's back...
Sun 09/12/2012 08:05:52
Thanks!

Of the walkcycle: I can see what you mean, especially looking at the later SCI games like Laura Bow 2, where the characters all had the same amount of frames for each direction. I'll see if I can fashion a few additional frames from the ones I have.
#49
Critics' Lounge / Re: It's back...
Sat 08/12/2012 13:57:03
And when it comes to drawing new animations... well I'm not much good at consistency either, am I? I have here one drawn from a shot made for the stage show. It's unpolished, but does it look correct?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/j_punch_wip.gif[/imgzoom]

#50
Critics' Lounge / Re: It's back...
Sun 02/12/2012 17:30:25
Hm. A little tricky, but I think I managed to make him a little less sad. We'll see how it rolls.

Here's one of his walk-cycles.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/journal_walk.gif[/imgzoom]

I did have a bit of trouble trying to get his hair to look right and... tell me his trousers don't look all screwy!
#51
Critics' Lounge / Re: It's back...
Fri 30/11/2012 21:17:57
I'm not much good at portraits... does this look much like Liam Neeson?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/copy_of_portrait_0.png[/imgzoom]
#52
Critics' Lounge / Re: It's back...
Tue 27/11/2012 23:36:19
Quote from: selmiak on Tue 27/11/2012 21:27:06
The skyline in the tripod is also a cool idea, but why is the image antialiased and the tripod outlines not?

Ah, that was a rough draft anyway; I reckoned I might be able to do something else with it.
#53
Critics' Lounge / Re: It's back...
Tue 27/11/2012 20:46:08
But if that doesn't convince you... this should!

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/title_cards.png[/imgzoom]

Of course, if I could, I'd animate the gears in the lettering like the real deal, but that's kind of tricky when you're working in such a small workspace. Never mind, I'll live! Maybe...
#54
Critics' Lounge / It's back...
Thu 22/11/2012 20:04:02
[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/titel.png[/imgzoom]

Yeah! My first real project wasn't really dead after all, just in a state of developmental limbo. But with The New Generation album and tour on the horizon, I figure there's no time like the present to resurrect this game adaptation!
Right, to start off, what do you think of these title cards, and a brand new icon bar? I'm shooting for something loosely based on Glimmar's Steampunk texture pack for Minecraft.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/card1.png[/imgzoom]
My thoughts were to make a sort of intro like Dr. No... hmm. Does that sound good at all when there's a Steampunk atmosphere...?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/TWotW/iconbar.png[/imgzoom]

#55
Critics' Lounge / Re: Lunar Landing
Sun 11/11/2012 11:12:40
Quote from: GlaDOSik on Sun 04/11/2012 09:32:46
If the panel won't fit the screen, don't split it. You can set the arrow keys to move the screen. Something like: if (IsKeyPress == eKeyUpArrow) SetViewport(GetViewportX, GetViewportY - 5);
I like the keyboard control, but prefer mouse control a little bit more.

I mean the panel fits into the screen, it's just that it has more than the maximum number of buttons and screens on it. This requires a total and thorough reworking; I may have to get rid of it entirely!
#56
Advanced Technical Forum / Generating a maze?
Fri 26/10/2012 14:02:55
Now I think we're talking major programming here! You know that maze in LSL3? Quoting Al Lowe:

QuoteThere was a 72-screen maze in that game where you got lost in a bamboo grove. The entire maze was made up of one background picture of intersecting paths in a bamboo grove that exited out all four sides of the picture. We also made 4 cells that were mostly transparent, but that contained enough bamboo to completely cover each of those exits. We overlaid them onto that picture. For example, if there was an exit to the top, we didn't add that overlay, thus you could exit out the top. So usually we added two, or sometimes only one, overlay.

But why didn't the scenes all look identical then since every picture was the same? Simple. Every time you exited one screen, we flopped everything horizontally and thus projected the picture backwards, like a slide reversed in a tray. By eliminating disk access, this technique made everything work really fast, took up little memory, and only a tiny bit of disk space.

Presumably, something like that is possible in AGS; has anyone done it before? How does the script work?
#57
Critics' Lounge / Re: Lunar Landing
Wed 24/10/2012 14:36:20
Alright, I'm taking this one step further... transferring the controls onto the keyboard! What would you say to these keyboard layouts?


CSM Controls


LM Controls.

Kind of had "Space Shuttle" for the Atari consoles in mind here.
#58
Critics' Lounge / Re: Lunar Landing
Tue 23/10/2012 20:54:14
Bit of a problem... the CSM panel (above) has too many buttons to fit on one screen, and I'm not quite sure how to adequately split the panels up... bear with me!
#59
It works! Thanks! You've saved my bacon this time!  :-D
#60
Quote from: Ryan Timothy on Wed 17/10/2012 17:32:11
In what way are you lost? Have you even tried the code I provided at the bottom?

Yes I did, but it wasn't the one my panel demands. Since the cursor always centres itself on the screen, I can't get it to reach any of the buttons. Can we have a look at the Starcraft style?
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