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Messages - Grok

#261
Critics' Lounge / Re: Character concepts
Sat 25/07/2015 09:27:02
Quote from: Blondbraid on Fri 24/07/2015 10:57:43

I just finished a bit of concept art for the antagonist of this game, which to the suprise of none,
is Wehrmacht soldiers. While Nazis is one of the least unique video game enemies in the world (next to zombies, and Nazi zombies)
my game will hopefully have a somewhat original art style.

What do you think?

They are easily identifiable as German WW2 soldier and officer. That will work just fine.

On the Nazi part you might like to make a difference between Wehrmacht and Waffen SS.
Soldiers and officers in Waffen SS were nazis. That was a nazi party organisation. Soldiers and officers in the Wehrmacht (regular army) where not necessarily nazis. There where of course nazis in the Wehrmacht too, but not all where.

The battle between Russia and German in WW2 was between two totalitarian regimes. I can't see that there is a good and an evil side in that conflict. It was all evil. On an individual level there was room for good, but overall it was pretty bad. Handling that well in a game is not a small task.

For a Russian soldier at the time the Russian leadership and the political officers could easily be as much a threat as the German army.
#262
Quote from: GameMaker_95 on Fri 24/07/2015 11:43:16
---

I want to disable the dropdown inventory GUI for just this room. I've tried a couple of things, mostly examples given already such as enters rooms, leaves room.
I believe I am using the [MODULE] SingleCursor 1.1 by hedgefield if that makes a difference.

---

You can turn the Gui.visible to false in the repeat function in the room script. If you do it in i.e. the load function the Gui will turn invisible at load, but will then be turned visible again by the global script. So if you do it in the room script you need to keep turning the visibility off. You could off course make the change in the global script instead.

#263
Quote from: Shadow1000 on Wed 22/07/2015 23:10:11
Wow...it's Jimi! I gotta play this one!

Edited: That was fun! I completed it with little difficulty. Lovely graphics and cute puzzles. I couldn't figure out how to play it in fullscreen mode. Fullscreen gave me these weird squares in the corners. What did I do wrong?

SHADOW


Glad to hear you had fun. :D

On the full-screen thing, you could try to change the graphic filter in the setup. I think that will fix it.



#264
Those magnificent men ... and women ... in their fantastic flying machines

Sprite jam. Ends 14/8 2015.

For inspiration




Inspirational background music: link

Make any flying device (in the broadest possible sense) and/or pilot for a flying device.
You can make
  • one sprite of the pilot or
  • one sprite of the flying device, or
  • one sprite of the flying device and a second sprite of the pilot, or
  • one sprite with both pilot and flying device.
Did I mention they should be sprites?


Scores for best flying device and for best pilot separately. Highest combined score wins (counting at most scores for one pilot and one flying device per entry).

Entries 14 august 2015 at the latest.

You are cleared for takeoff...
#265
Quote from: Mandle on Fri 17/07/2015 14:41:40
Well, Anke has not logged in for about two weeks now...

How long to wait until the torch is passed to Grok, the runner-up?

I'm thinking about another week...


So, should I pick up the torch now???
#266
Quote from: Cassiebsg on Wed 22/07/2015 20:50:58
I'm still stuck, though now at a different point...

Yes that is the most tricky part. Possibly even a bit unfair. :)

Spoiler
You can reach the book from a point where you would not think it to be possible from one type of perspective, but quit possible if you look at it from another perspective. Also remember the oracle's words about persistence. It is necessary to try and fail a number of times before it can be done. That would be the possibly unfair part.
[close]


Quote from: Cassiebsg on Wed 22/07/2015 20:50:58
Anyway to save?? Would hate to have to start all over again, again...

So sorry. I thought this was such a short little thing, that is fast to play through when the puzzles are solved, so that there would not be a need for a save function. That might have been a mistake.:-[
#267
Hendrix Island


Now with a save and load function

F5 to open save menu
F7 to open load saved game menu



My entry to MAGS july 2015

 

Hendrix needs to solve a couple of puzzles to be able to get his boat back. This will take him to different parts of the Island.


Download as zip-file zip link

Download as setup file with installer installer link
#268
Quote from: Mandle on Wed 22/07/2015 14:11:33
...

You might want to release it in Completed Games as well if you want people to play it and be able to vote on it.

I'm playing it right now...And it is really good!!!

Thank you for the tip and the nice words. Being fairly new around here I don't know all the dos and don'ts around the forums. :)

I'll get on to do a post in the Completed Games forum then.


@Cassiebsg  I wouldn't expect there to be any special problems playing on a tablet, but I wouldn't really know, being somewhat old fashion (preferring stationery computers and crt-screens). :)

#269
Critics' Lounge / Re: Character concepts
Wed 22/07/2015 19:39:09
Quote from: Blondbraid on Wed 22/07/2015 13:35:53
...
I guess I also wanted to make her something of an anti-heroine, who isn't nice or pretty in any way yet still a
sympathetic character by the end of the story.
...

That's a perfectly valid way to go. :)
#270

Two things that you could do.

1. Lower the desks and stuff a bit. The bottom line of the desks should be under the line where wall and floor meets. Otherwise they look like they are painted on the wall rather then being in the room. This also will help a bit with the size problem. The desks seems to be closer to the character.

2. You could change the bottom line for the side walls so they are less steep. This way the character don't look like he is so far from the back wall. The eye therefore is not expecting the character to be much bigger because it is far from the back wall.
Or you could go the other way and get more of a birds view, in which case you need to see the top of the desks.

#271
New update in the original post :)

@Blondbraid  Thank you
#272
Critics' Lounge / Re: Character concepts
Wed 22/07/2015 11:36:48
Quote from: Blondbraid on Sun 19/07/2015 22:36:37
Here is a hopefully improved redraw of the sniper!

No beard and no mustache in sight. I think that is an improvement. :)
Personally I would go for a more girly look, though.



That might not be what you want. She doesn't have quite the same quality of being menacing, this way.

#273
The Rumpus Room / Re: Artwork tips
Sun 19/07/2015 21:06:36
I think that what you're looking for is a toon shader or a cel-shader. You use them in a 3D modelling program to render a 3D modell to look like a 2D drawing. I don't really know that much about that, but maybe having a name for this function can help you to continue your search. :)
#274
Critics' Lounge / Re: Character concepts
Sun 19/07/2015 07:43:42
Looks overall very good.

I would suggest that you change the face of the sniper though. It is, as I understand it a female sniper, and to me it looks like the character has both mustach and a pointy beard. That might be a bit too menacing?

Maybe the comissonar should have a pair of spectacles?

I would recommend the (fictional)book "City of Thieves" by David Benioff as background reading. There is some general information in there and one of the characters, Vika, is a female sniper. It's also a very good read. :)
#275
Quote from: Yitcomics on Sat 18/07/2015 13:55:00
Appreciate all the advice guys ;-D ,@grok I think one of the few problem is(for me anyway)when I start to learn anything new I always follow strictly by the rules,I'm just not sure how to cheat properly yet(I think I need a "How to cheat perspective in adventure game" guide :P heheh.).

I know I need too loosen up with the perspective,but this my first time handling background with perspective and a character is going to move around and scaling is going to happen at each step(I guess it kinda make me went nuts on how to handle everything).

I hope more people will give me good advice and I will try my best to improve myself 8-)

Don't worry. You're doing fine.
Learning where you can take shortcuts (sounds nicer than cheating) comes with time and experience. :)

My opinion and how I do things is just my way. It is not necessarily right for you.
#276
FireAlpaca would work nicely for doing that.

Set correction to about 10 and you will get nice smoth lines.


It comes with some templets form comics page, but not for strips. But you can set one up for that yourself.

you got layers and you could quite easily  store a library of standard images in one or more layers from which you could cut and paste into your strip.

ctrl+t (transform) is a handy tool for resizing and turning selected layers or chosen areas.

For text I use Laffayette Comic Pro which I think is a nice comic book font, but there are many out there.

You would probably want a word balloon templet too.

With those things in place in a file you basically have a strip maker factory, that you could use to easily make your comic strips.

The "factory"-file you would want to have in FireAlpacas nativ format, i.e. "stripFactory.mdp" and the strips you would save as png, i.e.  strip1.png


One of my own comics made partly this way (it's not a strip and I don't re-use art the way suggested above)
link to comic
#277
I would do that background this way. It's about 1 hour of work. In my mind a perfectly serviceable background.



I use Firealphaca for line work and basic coloring, and Gimp for additional touchups.

I use lots of layers (different layors for linework and colors, different sets of layers for different objects. Sometimes I do the final shadow work for the whole scene on a separete layer on top of the rest with a semi transparent setting). I save different stages of the work in files with different names.

I use perspectiv very losely. Being very strikt with perspectiv drawing you can get a very stiff looking picture.
The important thing is that the picture effectivly tells the story. If "cheating" gets the job done, cheat.

I don't use a birds eye perspective much. I want to do the characters basically as side view and I want backgrounds that works well with that.

Draw a lot. That's the best way to get a feeling for what works for you.

Well that is my 5 cents worth of opinion.

#278
Recruitment / Re: Re: simple pixel art
Sun 12/07/2015 21:32:48
Quote from: MoonDog on Sun 12/07/2015 13:34:38
---

but I think I can work with this as a blueprint. ---

Yes, that was what my intention was.
Your screenshot looks quit nice. Good luck with your game. :)
#279
Hendrix Island

My entry to the contest

 


Download as zip-file zip link

Download as setup file with installer installer link
#280
Recruitment / Re: simple pixel art
Sun 12/07/2015 08:01:07
Made a quick basic Mushroom House that you can use if you want to.




You can scale it to whatever size you want to have and modify it to get the look you want.:)
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