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Messages - Hollister Man

#621
This is kinda complicated, but it shouls give you nice results.  I use Paint Shop Pro and Animation shop, but I suppose you can get a similar effect using Photoshop.

The way I use poser is to tweak the sketch renderer until you like the color in poser, which is possible, since I do good illustrations straight out of Poser.  Then you set your animation settings to render in sketch mode, in AVI.  Import it into Animation shop and resize as you like, and export as a picture tube.  Open it in Paint Shop and save it as a PCX, and import as a tiled sprite.
#622
Critics' Lounge / Re:Fireplace
Sun 20/04/2003 18:00:15
Wow I wish I had that kind of patience and talent.  I sorely need that kind of art for my mask remake.  I am a poor artist, but a good writer and sometimes a good scripter.  I would like to see the room when it has some things in it.  What you have in the room looks more like glowing coal light than firelight.  a bright fire usually does reflect a lot, but it also casts sharp shadows.  
#623
AGS Games in Production / Re:MOE:VGAdventure
Sat 19/04/2003 23:32:30
I guess you are prolly right.  I saw an old clock with the IIX, and I liked it better.  Besides that, I think I had a math teacher tell me that no numeral group under ten was 4 letters long.  I checked and you appear to be right.  I may change it, since I saved my source PSP file.

Thanks for letting me know, I just never liked VIII, it looks dumb. :P  Maybe I should just spell eight?
#624
We have a function almost exactly like this in Quark X-press.  It is really helpful, since it is hard to even see the images in Quark.

Slightly off topic, is there any possibility that the room files could be decoded externally, so we could use like Photoshop layers to edit.  That way it would be possible to do walkbehinds and walkable areas VERY neatly, where I have trouble even when I import the files.
#625
AGS Games in Production / Re:MOE:VGAdventure
Sat 19/04/2003 21:58:56
I have some and can post updated ones. Ã, The only problem is that I am not satisfied with most of the BG's. Ã, I would really appreciate the image-redirect address, since I have only a GeoCities account.
EDIT-Site dead
http://www.geocities.com/allmen.rm/images.html

EDIT-see first post for demo link
Here is the link. Ã, Three shots of *mostly* finished areas.
#626
General Discussion / Re:Palm Adventures?
Sat 19/04/2003 17:35:44
Yeah, my new one is like 133 mhz or something.  I know the older ones worked on Dragonball 66mhz processors though.  I don't trust Microsoft enough to buy a pocketpc.  I'll just have to settle for RayMan Palm and Sonic.
#627
I just downloaded the new version of AGS, where are the regions?  Is it only in the beta?
#628
Well, I was just going to tell it to check if he changes areas, and stop if he did, still using the normal pathfinding.  Unfortunately I suck at coding enough that it froze solid.  I must have got a loop in there somewhere.
#629
Would it be possible for someone to rewrite the walking function for themselves, possibly using an unused cursor mode?  I would try something like this, although it might not work.

Animate the character, maybe using While, to animate until he arrives in his final location, lets say BX, BY.  Detect when he changes walking areas, stop him for an istant, just long enough to change speed, and start him toward BX, BY again.  I have not tried it, so I cannot be sure it would look good.  I'm going to try it now.

#630
AGS Games in Production / MOE:VGAdventure
Sat 19/04/2003 01:57:40
I have been endeavoring to make a good quality adventure game to fill the void that is Mask of Eternity. As far as I know all the original puzzles are still in so far, and more will be added. Ã, I got an offer to help with the art recently, since I have been using mostly hand sketches and screenshots to build. Ã, In addition we will be adding many new puzzles, and at least a few eggs, even in the demo. Ã, I've got to update it to the new version of WinEdit, and I will include a more Mask like font, and add lip synch frames. Ã, 

The first demo might be ready by june, but I wouldn't consider it more than an alpha. Ã, I feel it should be done in chapters to reduce the apparent workload and to get interest started for the later levels. Ã, Even my poor demo surpasses some attempts that I have seen, but I want this to be as good as a commercial game.

UPDATE 7/21/2004

Still not much happening, although I am still very much interested in the project.  If anyone wants the demo I got bodged together, its at www.demoquest.us/compiled.zip

Beware, there are many bugs, but you can see that I have tried to make it nice.  This hasn't had many changes since I killed my laptop last year, but redruM has recently rekindled my interest.  Hopefully this will also drum up some encouragement.

As always, if anyone is interested in lending a hand, much appreciation will be had as well as a spot in the credits, I'm sure.  Of anything, I am most interested in people to discuss ideas about the game, but art is also an issue.
#631
If you have tile and grass, make one set of loops for each, with the same images.  Or even different ones if you want little grass animations on his feet, and tell that walkable area to use a different loop.  Then assign footsteps sound to the tile area animation and you have it.  I couls explain this a little better, but I won't right now.  Imagine using this for swimming, and having a splashing sound while in the water.
#632
It is a bit larger, and more difficult for the coder, but Permanent Daylight used an interesting approach.  They used different walkable areas to simulate scaling.  When the character walked away from the screen, he became smaller.  This way they could make sure he looked nice at any level, nnot just multiples of 25%

You could use this approach, setting a function so that if the character is on the more distant walkable area, his walking speed slows.

Just my five cents, (Inflation is a pain)

Al
#633
Hey, I feel sorry for you, in a way.  I actually never lost someone that soon.  I agree with some others here, it is a proven fact that sex is the worst KILLER of relationships.  

On another note, there is a fairly old song.  It goes something like, "When I fall in love, it will be forever, or I'll never fall in love.  When I feel that you feel that way too, that's when I'll fall in love."  The best answer is to be a good friend, and to make it known that you are romantically interested.

I feel there are two types of "daters."  Some date to get sex, and nothing else.  Others are looking for a long term relationship.  Heck, some people have "dated" for a decade or longer.  Be the latter, not the former.
#634
General Discussion / Palm Adventures?
Fri 18/04/2003 04:55:27
I know people are commonly asking about AGS ports, which might work on PocketDos for CE, but is there any known Sierra style adventure for Palm?  I just purchased a Tungsten, which sports a killer 320x320 color screen.  It occurred to me that even fairly current games would look good at this res.  KQ:RTS was made for 320x200.  I couldn't find a decent dos emulator for Palm.
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