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Messages - Ghost

#81
Quote from: LindaBelle on Wed 06/01/2016 13:43:04
recommend you to add there more media files, I`m sure you have a ton of images on your computer, so why not to upload it on your blog?)
Thanks for that post, Linda. It really got me thinking! I have watched/am watching a good dozen of people doing the challenge, and their diaries run the whole spectrum. Some just post a recording of their day's work, sans comment. Others keep their actual progress completely hidden to have the joy of a final big surprise. Personally, I prefer a mixed approach- I want to give a look behind the scenes but I also don't want to show everything.

I am sure the daily reports will become more "visual"in the future. I am looking forward to that- showing a page from sketch to inks et all.  But I see little sense in posting every little doodle just for the sake of having pictures. Some posts will be nothing more than a quick update, others will be longer and have media, once it's there. And that's just it, right now there isn't a ton of images related to the 100DoMC, and just throwing in some random artwork to add a pic feels odd to me because it isn't a general "art blog".


Once there's stuff to show off though, I will :)
#82
Quote from: Jack Lucy on Wed 06/01/2016 10:41:30
Would it be feasible not to distinguish between commercial and non-commercial, but instead having a single category for "Best Game by a Full-Time Developer", and leaving the rest to part-time devs? I would say that's where the real difference lies, as Kodiak's post demonstrates.

Even non-full-time developers can, and have, released games that were commercial. Not to the success and/or popularity of, say, your average WadjetEye game, but still they were sold. See Ben There Done That et all.
And Chance of the Dead was not only a MAGS game but also Cardware, only I forgot to write that down in the readme.

__
Not to break the thread or anything, but I feel the true issue is that the AGS community has simply more people who work on their games in their free time, and charge nothing. And to those (me included) a commercial game already has a huge "award"- it earns their developers money. And they get publicity. And thus overshade those who live the freeware dream. I'll be frank, I used to feel that way. It's a bit of a tough nut and I don't think there will ever be a solution to it though.
#83
Quote from: Charles on Tue 05/01/2016 08:21:30
Funny you should mention Kyrandia II, 8-0 that's exactly the kinda game I wanna work on!

Well, who *wouldn't* want to?
#84
mandle: Gee thanks! I've seen hobos doing remarkable feats with ham sandwiches. Bacon tends to get even better results, even backflips! (laugh)

selmiak: 9th of April, marked. Is that when Half-Life 3 is hitting the shelves?

There will eventually be pictures, once I've started working on the actual sketches and inks. I could post a picture of my cat but the internet already has so many :)

And yes, getting motivation and steam is what this is all about. God knows I drop too many projects. I'll make sure to push at least the milestones here, as long as there's interest.
(If this belongs more to RumpusRoom, please move it, mods!)
#85
I can't say how helpful it is to you, but I use Adobe Colour a good bit. You can find it here: https://color.adobe.com/de/create/color-wheel/

Basically a tool to create a five-colour set based on one colour and one criterium (matching, complimentary, etc). The colours usually DO go together well, so you can create a good, small palette with ease by just picking a few base colours and get their variants. There are also themed, pre-made palettes on that site, and it's all free.

Another thing I can recommend it finding any game and use it as a base. Get some screenshots, pick colours you can reuse, and pick a few shades of them later. I've based a lot of my palettes on Kyrandia2, which does a great job of reusing colours, and even some 90s Jump'n'Runs.
#86
I got a gift of Nuclear Throne and it is very good. It wasn't on sale though, so I still recommend it. Fast, tough-as-nails roguelite shooter, sweet crisp pixel graphics and an extremely good soundtrack. Perfect lunchbreak game.

And since you play a mutant in the wastelands, you upgrade by mutating some more.
You can mutate your shoulders to be shotguns.
You can mutate your stomach to spill acid.
You can mutate your butt so that it becomes more awesome, and I am trying to make that a meme.
#87
I did a lot more drawing all over 2015 and at some point came across this odd little thing where you do a 100 day "marathon": At least 30 minutes per day, you work on one single comic. No matter what. That doesn't mean the thing has to be completed within 100 days, it's just one of these "form a positive habit" challenges. I did small-scale "daily challenges"in 2015- "monthly themes" and stuff, but this is going to be a long haul.

I started my run with the 1st of January and, as per the norm, keep an online diary. Not that much to see there (yet) but I hope it'll become an entertaining little blog, so have a look if you like comics, stories, drawings, or whimsical fonts.

http://ghost100daycomic.blogspot.de/

[/shameless_plug]
#88
The Rumpus Room / Re: Icey games' thread
Tue 05/01/2016 03:09:10
Those last few posts really show how much effort you're putting into this, Icey. The combat animations are simple but effective, and there's a hint of complexity that my inner Pokemon-fan really appreciates.
Good luck to you, and congrats on all that work. (nod)
#89
Quote from: cat on Wed 18/11/2015 15:35:17
A fierce brutal monster grabbed my partner in crime,
so can we still make it and finish in time?

Toothache is a bummer,
and root canals suck,
buth this ghost has recovered-
now please wish us luck!
#90
Eggi, are those pug-boobs? That's genius!



The amazing talent in this here thread
once more confirms what's often been said:
Take a limit, and some rules, and enforce them by... force...
and you see what game makers are made of in their very centre of being with defines what they do when they are making games*

As for ourselves, I gotta say,
working with cat's great, so a big hooray!
I hope we can offer, tonight or the next,
a shot of a screen, or two? Imma bit perplexed...
__
*SOURCE! Hah, nailed it!
#91
No, AGS takes some care in that respect. File.Open opens raw text/data, and you CAN run another AGS game from within another AGS game. PDF, though, is not possible.
#92
The Rumpus Room / Re: Icey games' thread
Sat 14/11/2015 17:43:06
Quote from: Ben X on Sat 14/11/2015 12:42:17
"Encouter more enemies" should be "Encounter more enemies"

Isn't Encouturing a special move Dennis learned a while ago? Or was that Haute Couturing?
#93
An awesome read, Monsieur, thank you for sharing! Looks like there are some cool new tricks to learn (nod)
#94
Quote from: Mandle on Tue 10/11/2015 14:31:46
I wrangled in some atmospherics...

But do you have a raven? Feather jets black and ruffled?
Quothing 'Nevarmoar nev4rmoaaaars', leaving us profoundly baffled?

(Jambic broken? Do not fear. I am teh goast. I drink a beer.)
#95
A cat, as you know, is a resourceful beast.
And ghosts are just odd, to say the least.
Together at work, forces firmly combined,
their game shall be fun, and subtly refined.

(Also it stars a cat-ghost)
#96
That looks pretty dreamy,
this lady's quite nice!
my dearest Creamy,
don't put that MAGS on ice!
('cus I wanna play,
... er... er... o-kay?)
#97
Quote from: Chicky on Mon 02/11/2015 21:50:38
My vice is your anchor.
Just be sure to thank her.

Thank ye kindly, we're all alike-y.
#98
Quote from: cat on Sun 01/11/2015 10:15:44
A game with a ghost
I'd like to do most
So please write down my name!

Team up!
#99
This theme sits really well with me,
I note the rules and smile with glee.
A game? A game? Of monsters and rhyme?
I'll provide just that, hope I make it in time!
#100
Quote from: Vincent on Sat 31/10/2015 19:07:36
But how to configure their mapping in the system ?
I should don't need to set them to a particular key codes, but only to be recognizable inside Ags.

I think what Crimson means is to use Windows(tm)'s or your mouses system panel to assign keycodes to the surplus mouse buttons, and provide code inside AGS's keypress function. It's a sensible workaround since you can be sure any player, even those without a 5-button-mouse, can easily use the keycode shortcuts, but it remains a bit counter-intuitive- basically, every player would have to reconfigure their mouse just like you in order to get the extra comfort.

Do you really need these extra buttons? If possible, I'd try to reduce the interface functionality, or create a GUI to access the extra functions.
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