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Messages - HyperAnimated

#201
*LOVED* this game.  Absolutely loved it.  The voice acting was superb, the backgrounds were amazing, and I literally got chills at the start when I didn't know what was going on yet.

I also clapped at the end, just at the sheer quality of the work.  Bravo, guys.
#202
Hahahaaa!  Can't wait to play this too!

It made me think of Family Guy..."Don Knotts stars in Disney's 'Too Many Emus'!"
#203
AGS Games in Production / Re: Skull Craig
Sun 17/01/2010 11:04:11
Wow...top-notch graphics!  Awesome stuff!

I just wanted to ask, does Skull Craig have a special meaning?  My brain's stuck on it, wondering if you meant "Crag" instead. :)
#204
It was mostly because I didn't think you'd be able to see him bob during a down walkcycle.  I'm kinda new to this. :)

Still working on the improvements slowly, had to stall while I prepare for a move!  Thanks again for all the compliments and advice, everybody!
#205
Snarky:  Thanks for the tips!  I'll update them this weekend...now if someone could just sketch out the up-walk-cycle for me, I'd be all set. :)  It's freakin' killing me!

Just another screenshot, of Hardboiled's office (last screen until the In Production thread, I promise :) )

#206
Sorry for the bump, but I updated the walkcycles above and would like any critique you all'd like to offer.  Thanks!
#207
*lol*  Kid friendly?  Hoooo boy no. :)  The street shown there is going to have a couple hookers on it, Little Miss Negotiable and Little Miss Communicable.  And up in the open window will be Little Mistress Dominant.  When you get inside her place, Mr. Submissive will be tied to an X-cross and wearing a leather slave mask. :)

And yep, the backgrounds from the newest incarnation of the animated Mr. Men show are all just textured colors, with occasional lines to indicate walls, or furniture and doors just floating to show where the walls would be.  It's really appealing to me because I suck at perspective and making detailed bgs. :)

www.mrmen.com

#208
Actually, I was planning on voice acting! :)  It's months down the road, but I'll be sure to drop you a note when audition time comes.

I promise the story will be way better than the old books.  I still remember reading one in the bathtub and watching pages float away when they got wet. :)
#209
I'm making a game that's a spoof on the Mr. Men cartoon, a funny murder mystery where the characters' personalities are more true to life.  (Instead of Mr. Happy, etc., there's Mr. Passive, Mr. Aggressive, Little Miss Anorexic, etc.)

The main character is a noir-ish detective, Mr. Hardboiled.  This is the first background I made and his front view.  I imitated their art style closely, but really did draw it by hand in Illustrator CS4.  :)

Update 10/03/09:

I changed the side walk cycle a little and did a down one too.  I'd like to know what you think of them...the up cycle is driving me nuts, I can't seem to place the feet right.  So I'd like to know if these look good before I go ahead. :)

I didn't put any bounce in the down cycle, either...do you think I should?

Sorry for the black bg, Animation Shop couldn't handle the transparency:







I'm curious what you all think of it!  Thanks!
#210
Well, I'm exporting both my background and my character sprite from CS4 as PNGs with anti-aliasing and transparent backgrounds.  And my game is set to 32 bit.  But for some reason the LightLevel control still won't brighten my character, only darken him.  If I set the LightLevel value from 100 - 200 in the editor menu, he stays exactly the same.  But if I go below 100, he'll darken appropriately.

Also, side question - do you have any idea why Illustrator cuts off the very bottom edge of my sprite when I export it?  If I don't export the entire artboard and let AGS crop the sprites, Illustrator clips the last few pixels of his feet.

Thanks again!
#211
Hmm...I'm still kind of new to Illustrator CS4, does anyone here know how to export PNGs as 24 bit without losing antialiased edges?

I tried reducing it to 24 bit in PSP7, and it really screwed up the background textures and made any gradients go all blocky.
#212
Don't want to hijack the thread, but I'm having a similar problem...

My game is set to 32 bit, my char. sprite is 24 bit with an alpha channel, UseRoomAreaLighting is set to true...but I still can't get the lighting region to work.

It can make the character darker, for any value below 100 in the editor.  But it won't make him brighter over 100.  I'm trying for a walking-under-a-streetlamp effect, and the best I can do so far is make the whole room a darker region at 80, and no LightLevel region under the lamp, so he looks brighter.

Any ideas?  Thanks!
#213
General Discussion / AGS Site Broken All Week?
Tue 22/09/2009 01:30:30
No one else seems to have mentioned it, so I thought I'd ask...was the site broken all week?  I couldn't access the forums or games until today, kept getting errors.
#214
Ah!  That was it, alright. :)  Stupid me, I even knew that and still forgot to check.  Thanks! :)
#215
I've tried exporting a flash animation as a series of PNG images, 24 bit with alpha channels.  When I import them as sprites to AGS 3.1, they show up fine in the Import Sprite window.  But then in the actual sprite, any black-colored parts disappear no matter which Transparent Colour option I pick.  Is there a way to fix this?  Thanks!
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