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Messages - InCreator

#1841
General Discussion / Re: Am I A lucky Bastard?
Fri 10/03/2006 21:08:53
15? Totally safe age. I say go for it. All kinds of heart wounds DO heal. Yet.

But if you were 5 years or so older... oh well.
#1842
Quotebut when I checked it out fullscreen, the corner's visible enough.

Indeed. In-game fullscreen and for-forum shots differ like day and night.
#1843
Thanks. Any more suggestions?

QuoteI really like your realistic style. BTW, you had made the first parts of a tutorial a while ago. Does it still exist?

It does... on my old HD. Problem is that I got new computer and can't put it in because of guarantee thing - I'm not allowed to open the case.
#1844
Okay...


2X


* Reduced noise everywhere
* Redrew few things
* Added pipe, handrail, electric box, wooden base (how's it called in english?)
* modified shading
* tried to give little boxes more cardboard look
* Removed blue leftovers of rendering (my monitor is way too dark so I didn't even notice them!)
* Started to really worry how to make Henri walk these stairs

Better?
#1845
Oh my god! You're SO TERRIBLY mistaken.
Nekketsu Kouha-Kunio Kun games were developed by Technos - creator of Double Dragon series, and not Tecmo. Tecmo made a bunch of extremely bad (realistic-like) NES sports games (anywhere not near the coolness of Technos' ones) and some racing games (shitty too).

http://en.wikipedia.org/wiki/Technos


It's definetly not this company...
http://en.wikipedia.org/wiki/Tecmo

For palette - NES didn't have more than 4 colors for a tile, and  template character body you used is from NES. So, whole palette idea is quite... limited?
Check out 16-bit sprites instead ---
I suggest to head to the nearest emulation site and get a bunch of SNES roms, there's 4 or 5 Kunio games for Super Nintendo.
More colors and prettier sprites.
For an emulator - use Snes9x or Znes (both are free).

BTW it's legal, if you're concerned - as long as you delete roms after 24 hours. No one restricts you to take screenies and palette samples, of course... not that anyone would care.
#1846
That's great!  :o :o :o

How do I get the ray gun? I talked to the racer and got the key and rubber band, also have the communicator device?
#1847
Right, due my stressful routine I haven't found any time to draw lately (or should I say - 5 months!), so I'm quite rusty if it comes to BG drawing...  :(

Today, I finally completed missing story parts for Henri and started work again. Here's the cellar, and it's supposed to be a dark one.

Problem is in lack of detail, so any kind of C&C would be appreciated.


2X:
#1848
Old games with new graphics is almost always something good.
There's like billon games that cry for a remake. Life & Death, anyone? :D

Also, bringing back the ethalons of real gameplay is refreshing in nowadays no-game-good-looks-only ruined gameworld.

Golden Axe looks actually quite cool. I would play this. And Outrun. Other games don't say much to me.
#1849
The Rumpus Room / Re: AGS Questionaire!
Mon 27/02/2006 14:13:53
Name: InCreator / Indrek Plavutski (real)

Age: 22

Female/male: Male... I guess?

1. How long have you been involved in the AGS community?
Few good years. I was observing the thing already from ezboards age, but officially registered in 2003.

2. Why did you get involved in AGS?
Well, I gave it a try and completed a game. Well, I haven't produced such famous game with any other engine, so the glory and will to create more tied me to AGS.

3. How do you feel that the fact that AGS is a freeware programme affect the community that has built up around it?
I think that this fact keeps people friendly and pretty much together. Also, it's the reason why AGS and it's MEMBERS gets so much help (people) and improvements(AGS). If it was commercial, no one would care so much.

4. How big a part does the AGS community play in your life?
I usually check the forums few times a day... there's always some  interesting reading around (Not much lately, though  :'().
And my artistic abilities have gone up by atleast 500% in last few years!
Also, if I'd ever want to make a game or fix a washing machine, I would know where to ask  ;)

5. Have you been involved in making any games using AGS? You may list them if you want
Yes. I've made or helped to make about 15 different games, of which 5 or 6 are completed.

6. Answer these questions if you have been involved in making AGS games:

a. Were you interested in game design/programming before you started using AGS?
Of course! around 6 years of QBasic, then Game Maker, Fighter Tsukuru '95, Turbo Pascal, 3D Rad, 3D GameStudio A5 and A6....

b. If no, do you feel that you would have got into game design without AGS?
Obiviously yes.

c. Do you make games using other programmes, either freeware or not? How does the eperience differ?
Game Maker. Well, GM has more lag and more options. Way more options.... almost a programmed freedom to do anything.... but more lag also. The Lag.

d. Has AGS inspired you to try and take up game design professionally?
Sure. But it also teached me that anything professional requires more manpower. Which means less possibilities to achieve my vision. Which is very uninspirating.

7. Do you feel that there is a gender divide in the AGS community?
Definetly. But it's not disturbing in any way. We just need more women in community!

8. Are you likely to feel differently about a game if you discover it's made by a female? In what way?
Can't think of anything... though I must admit that if the game's good, my impression is a bit bigger.

9. Do you feel that AGS makes it easier for females to get involved in computer game design? In what way?
Girls dream more. Adventure game could tell a tale. Tales are related to dreams. AGS gives the chance to create your very own dream world or tell your tale. Sounds logical to me...

10. Do you feel that there is a difference between the types of games created by males and females?
Less blood and more handsome male sprites...

11. Any other comments?
Do I recieve some ads now like "register for $15 and meet hot game making chicks near your location today"?
#1850
So, the thread isn't STILL locked/erased/burned at stake?
Makes me think that forum could have autolock option for some members. And instantly hand out that *khm* specific FOREGO award for next year.

QuoteJones adventure game and need some animators, bg artist, whatever

Whatever what? What DO you need then? Ah, whatever.

QuoteThe animators aren't too important unless they want to help get my game done faster.

Yes, I think every animator likes to hear something like that. And afterwards they all come begging you to accept their help on completing your game faster. What are YOUR skills?
Well, you suck at drawing backgrounds. People who don't, make their own Indy fangames. Who needs you or your idea?

1. Think
2. Figure out what you wanted to say
3. Post

!!!

Yodaman, wake up. You sound like 6-years old. Are you?
#1851
General Discussion / Re: fanboyism
Wed 22/02/2006 18:05:52
Music: All these anonymous house tracks I hear at local radio "Energy FM" while I drive to work. There's no DJ to announce the names so I never know what is playing, but their simplicity that somehow sounds too cool for so easy thing--- always creates urge to open up Fruityloops and get tracking. What sucks though, is that I have no chance to do this at work, so I have to wait 10 hours until I get home, and the inspiration is gone by then.  :(

Books: WWII books. I love to read war stories by Russian writers. Though they are - as laws, KGB and censor demanded at writing time - stuffed with praising to socialism and communism, it's still much more edible than same fake-brainwash-patriotism in US literacy, for example. And these stories feel so damn real. Actually, any warfare themed historical literature will make my brain cells creative. And lifelike spy stories. Total opposite - murder stories.

Movies: Like? Yes. Inspiring? No. Most of watchable movies are Hollywood movies. But they kill even a singlest idea spark at the very start and offer explosions instead. Also, producers themselves are awfully out of ideas. Remember Matrix? One really good sci-fi idea over a long time. And it was ruined faster than light of speed...

There's some creative pieces of entertainment left yet. Stories of Sherlock holmes or episodes of MacGyver feel like they're created for becoming an adventure game one day. And though both are ancient, there's still very little of games available yet about them.
#1852
General Discussion / Re: ....I'm also a DJ!
Wed 22/02/2006 17:53:22
Wha- what do you mean by crappy dance music??
Even worst newbie at any kind on synthetic music would recognize this cool ambient trance chillout as quality sound!

And I love the mix!
#1853
General Discussion / Re: Smokefree Workplaces
Thu 16/02/2006 20:33:46
Being a hardcore chain smoker, I'm still not against the ban.
But what restrictions? If I can't smoke in room, I'll do it outside. If not at territory, outside the territory (schools, company areas, etc)
But NO ONE tells me not to do it at all. No one.

Also, I think this is not done with bans and restrictions. It's done with mutual understanding and agreement. I won't smoke in same room with children or people who doesn't like this. And they won't try to make my life harder with forcing bans and restrictions. Easy enough? Don't want to inhale, go away. If can't, I won't smoke.


And non-smokers, who's afraid of smoke like HIV or nuclear weaponry (and there are many) - I call them smokephobes which is actually quite right, are complete idiots. Wake up!
Yes, there are idiots like this. I inhale a pack a day, 7 years already - and I'm alive. Some sense a slightest trace of smoking 3 hours ago and starts rolling around and yelling that he's been poisoned. Or something like that. Called phobia and hysteric fear. I suggest free bullet per person like this.

#1854
General Discussion / Re: Midi Sound effects?
Thu 16/02/2006 10:09:18
Quotesome soundcards do already have sound effects banks.

Don't they all have some? Isn't midi simply the command list for soundcard which built-in instrument to use and how?
???

#1855
Critics' Lounge / Re: WW! Story
Thu 16/02/2006 09:04:36
QuoteI think when InCreator refers to "sections", he means paragraphs...

Yes. Though I knew the word, I think I have never used it before so I couldn't remember it now either.

QuoteIf you're writing a WWI story from an American point of view, you definitely want to use Imperial units, not metric.

Oh. Yes, this sounds correct also. I can't imagine US or British solider telling a tale and using SI system. But...
Then I think it's wiser to simply go for comparasions, not numbers.
And first of all, is this data important? WW stories are about feelings, relationship and bullets as much as I've read them.

#1856
ooh, I loved Largopredator's trailer!  :o
One suggestion though - Eric's walkcycle is getting soooo old... not that it was a bad one, but simply heavily overused for now. I suggest making a thread in CL or seduce Progzmax to make you a fresher one  ;)

And scotch' bg... *shudders* well, I really hate this thread, it makes me feel weak. Everybody's so masterful nowadays...
#1857
Critics' Lounge / Re: WW! Story
Wed 15/02/2006 11:46:16
You seem to be forgetting the fist rule of any literature:

Descriptions == Boring
Action == Interesting

Well, with that noted down, I actually like the story, or - since there's very little of story yet - the atmosphere.

One technical suggestion though - format text before letting/asking people to read it. Few empty lines that divide writing into portions would improve alot, I think. Of course, that's not anything I couldn't do myself. But if your primary objective was to get people reading this, you should have preformatted it.

So, insert empty lines after every section or so.

Also... (though this is something to be done when most of the story is ready) give sections more logical content. I mean, let every section deal with one matter at the time - don't make a 5-sentence section where people are described, a dialog is going on and also some action happens. Simply - make literature, not salad.

Make separate sections for separate things, like descriptions, action, flashbacks, action and dialogues. This way the reader could catch up with thinking and doesn't have to change thinkline after every sentence.

Well, that was more like general writing tips, not direct criticism. Good luck to you.


P.S - Using imperial units is stupid. Even Americans are slowly coming to this conclusion. Of course, depends on what audience you aim... But I - for example...

Quoteaverage enemy soldier, about 5' 9", average weight,

...didn't have a clue what you just said there. Long solider? Shorty? Hell knows. Do I care?


QuoteYou describe the weaponry well. That's obvious since war is all about weapons

Huh? I didn't read anything I wouldn't know or haven't been heard of already - from all these numerous FPSes and movies
around today...
#1858
Quotehat you're showing here...well, I wouldn't really call that "text-based", myself, but I guess it's a matter of how you want to define it...

But... the graphics is just clever disquise here. Most of buttons come along with browser :D
And creating an image with hyperlink ain't rocket science neither.

Well, thanks anyway!
#1859
MUD... Wasn't the MUDs those ancient improved console/chatrooms via telnet?

I'll better show what I mean.
Some Russian colleagues at work spend every spare moment playing something named Wizards World. I got interested and few days later, I'm a fan/registered player by myself (yes, me, otherwise hyperaggressive anti-RPG-type).
If nothing else, I atleast got an ideas from there and also polished up my rusty Russian language.

The game looks like a bunch of PHP forms bundled together and enriched with some nice, static graphics. But at best, it's still a text game.

Since I need something to get out of teH Stupid Slave Cycle (lousy underpaid job with no chances to get any better one), making something atleast 10% as cool by myself would boost my quality of life in 3 important points:

* Learning & understanding PHP/any other web thingies that's always needed from anyone applying at some IT-related job (especially since not a single school here actually teaches any of these 3-4 letter wonders (like MySQL, PhBB, etc) more than at a brief overview level, so experts are in great need
* Instantly gaining browser-based-game monopoly  in Estonia, and probably making some nice pocket money via advertising on webpage
* Increasing hope!

Well, I took a few screenies from WiW. This is the kind of game I would love to make. It's basically so simple!



This is the first city in WiW. A nice image with some links? I can do that...
You can visit places here, like tavern, bank, church, battle arena, magic schools, etc. Some places have nice purpose, like postal office where you can actually read and manage private messages from other players, etc.

Isn't it appealing? And it's fully browser-based, no downloading anything. Lower part of screen is separate frame with some character info and most essential buttons for refresh, messaging, forums, help and quitting the game...





This is the battle arena. From here, you can pick an opponent (other online players!) via radio button and if (s)he accepts, it's a duel.

There's also "chaos" fights here where all players can join until timer counts down, then the mass is separated into two teams and everybody hits everybody from other team. All usernames produce a popup window with character info when clicked.




The main moment of game: the fight. The fight system is actually 6 radio buttons! Very similar to the "fight" game on older Siemens cellphones, you pick from 3 places to hit and 3 places to move. Enemy does same, plus a magic blow is generated, which will choose random place to strike every turn.
Left side shows my moves and where enemy hit/magic went, right one is opposite, enemy moves and my attacks. Brown marks the move, red Z the strike and yellow crap the magic richochet. As you can see, Enemy managed to guess my move twice, and so did his magic, and I got one full hit at him with both sword and magic plus one sword hit 2 moves earlier. Though the battle is affected by the character stats ( close attack, far attack, magic attack, HP ), the main point relies 50/50 on luck and psychology: guessing where opponent will attack and where move. I love this!


I just don't believe such simple things could be hard to code!

Actually, this is prefight, where players advance towards each other. After 10 turns, they meet and close battle starts, where's 4 places to protect and 4 to strike. This draws line between archer-types (long distance) and warriors (close battle). On the screenshot, I'm playing "chaos" in 3-vs-3



...And eventually kill them bastards, thus getting some money as reward. :D

Now, sorry for stretching and pumping whole thread with pictures and kind of offtopic, but this is what I would love to learn how to do. Now, I know that there's good webcoders at forums, so I seek for proffessional opinion would something even close to this be possible for an amateur like me and is it worth for me to waste some time on this?

And also, any material/tutorials/links/whatever that could lead me towards getting started. Internet is full of PHP tutorials but I don't even have a clue if PHP would be sufficent or comfortable for such thing and how much skill does it take. I can handle most C-like game scripting language, but is it way over my head this time?


 

#1860
I was wondering... is there any  tutorials out there to create your own online RPG? For PHP or Flash? Or what IS used for most rpgs?

I mean traditional text-based RPG, with only supporting graphics, nothing animated or 3D.

Something that explains simpler things, like making basic user registration system and getting players to fight each other?

I'm extremely weak at PHP but I'd love to learn and this would be something useful too - making webpages has no point for me.
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