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Messages - Helm

#1561
All the cats that die go to heaven. And they join the choral section of Professor Jones and the Cloud Cats.
#1562
Quote from: Domino on Wed 19/10/2005 02:00:07
As the thread stated, doesn't have to be history, but recent years.

completely not what my comment was about.
#1563
He killed a cat. I am hardpressed to not utilitarianly compare this act with the killing of millions, but I'll manage.
#1564
indeed too much contrapost, big brother.
#1565
pass that information alone to Lore
#1567
again much love for eric and the template idea, but it's not a good template in all directions. mainly the head-on one, and it's assorted walking cycle. The sideways one is fine. The front view has no gravity and looks wooden. Don't mirror human poses, who stands in a mirrored stance besides eric when he feels like a superhero anyway?

Be my guest with the nudity, we need less pants in adventure games.




basically, avoid pure black. the room is dark enough as it is. Hope the edit helps.
#1568
General Discussion / Re: Tony Scott's "Domino"
Mon 17/10/2005 21:37:29
He's awful in angelheart, and that movie needed a strong lead. Still good movie, just not phenomenal due to mickey's '..uh! UNH! nnggaaah!' style of acting.
#1569
Full Throttle here too. Toss up between mentioned and Gone Jackals opener track.
#1570
This post was automatically edited for txt-style spelling.
#1571
yeah, andail's the uber-noob
#1572
This post was automatically edited for txt-style spelling.
#1573
Critics' Lounge / Re: DPaint Room Background
Fri 14/10/2005 18:27:49
no, andail. Because at his level, going from a semi-functional understanding of dpaint to a severily underequipped usage of photoshop solves nothing. You need to learn your first program inside out. And it just so happens that dpaint is perfect for the resolutions he's working on. If he had started with photoshop, he'd be getting help on how to use the gradient tool in that program.
#1574
Critics' Lounge / Re: DPaint Room Background
Wed 12/10/2005 18:46:40
naw, stick with Dpaint.
#1575
"throw stuff at npcs" well yeah... I guess that includes what I had in mind in a way
#1576
I originally had written 'more direct physical interaction gives me a huge boner' for what it's worth
#1577
more direct physical interaction excites me regardless of the game genre. Adventure games are about a lot of things and that doesn't say much by itself. Narrative? sure. But even a mudane use object on x type of puzzle can be spiced up with physics. Is this bad?
#1578
hm hm first interactive bit of whatever done on my own computer would be various simple games made in the klick and play demo I had, in which I couldn't SAVE so I had to redo them all to play them again. At some point I could whip out a basic mario clone in 10 minutes in the demo. That was fun. strangely I understood and had made pixel art before I dabbled in games so my time with simple platformers that sucked in knp was a fun one, without as much confusion as one would expect. 5 computers or somthing since nothing remains to show for it though besides some lamented art.

<- named 'room.bmp' originally. Ah, when you've made no games and you don't know the unwritten rules of resource naming. Not even room01, not even room1. But 'room'. distinctive. From this to AA_SStation_001.png. This was for some sort of little computer people clone I was trying to make in games factory. Was I insane? Gave up on the sprite, thankfully. Note the wonderful 3 meter tall steps.

I even made a semi-adventure game thing in games factory where you were in a cave, and there were some grayed out action buttons like 'get' 'push' etc and when you moved your character sprite within some invisible boundries of an object some of the buttons would light up and you could click them. Did a simple 'get key, open door' puzzle like that and got bored. It was like a very strange and primitive AGI control sceme but with akward mouse control for verbs over it. Awful, generally. At that point, I googled 'adventure game maker"

  <- games factory test room art wee. Also used for the first ags project below. note the wonderful colour theory and amazing usage of negative space.

Then ags. First project was 'CAVE' which was basically the same as above, one cave room, one simple key door puzzle to see how it works, just so much easier to make that I fell in love.

First 'OMG I'LL MAKE A GAYME' project was an untitled thing I was making very seriously at the time, with ripped gfq2 sprites but a lot of love and work in it otherwise. For a 17 year old or how old I was I can't remember I think of it fondly. As usual, I gave up on it because I didn't like my graphics.

Then Snail Quest 1 - 3 for lols mostly. Back then the ags scene was different.

Then Crown of Gold and etc etc

ah! this image spawned SOL:




named SPACE.bmp haha.

This one was much, much later remade in EGA and the pic was good. Can't find it now, though.
#1579
Critics' Lounge / Re: EGA to VGA C&C
Mon 10/10/2005 04:16:24
desk edge out of perspective

edit: as in badly. nothing in there is 100% but that really sticks out.
#1580
Everybody chill out? Candle was the only one being a confused and insulting lost person in this thread.

The old shareware system doesn't work, apparently. I read a report by Apogee years ago saying much of the same thing, shame I can't find it now. The big difference today would be direct sales online indeed, and maybe that will create a foundation for micropayments that could be applied to other sellable stuff like online comics or music. It's an exciting notion, episodic content for small money, and it might create the same sort of addiction comic book fanatics have with their comics, but I'm not sure if that's entirely a good thing.
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