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Messages - InCreator

#2521
Looks good!

Yet, Valve Hammer isn't what I'd use for 2d adventure game.

You can pretty easily develop Valve level editor's simpleness in 3ds Max or Gmax using Game Level Builder plugin. Yet, the detailed part, such as reflections, bumpmaps, advanced lightning and dozens of stuff what makes max so great - stays...
Oh well...

Since various of your bg's have been appearing at CL for a long time, I hope you'll finish your game soon!


#2522
Agh! I hate him!  >:(

Well, the guy, that is. You could use this character as really horrible and annoying sidekick for main character or something... Reminds me a stupid movie about a guy with nose like that... eck!

Okay, anyway...

* He could definetly use some stonger shading. Don't shade only near outlines, think of a real light & shadows
* Also, nose from front view doesn't quite match with side view
* So, he needs a
- diet
- comb
- plastic surgery
- and some wrinkles onto his clothes fo a bit of detail.
#2523
Critics' Lounge / Re: Look my starwars art
Tue 23/11/2004 17:40:13
QuoteI DREW those characters in MS PAINT!!

Since when was there antialiasing in M$Paint?
#2524
I like it!Ã,  :D

But as soon as it's ready, don't forget to ask someone to proofread and betatest it.

Also, don't post JPG screenshots - use GIF or (even better) PNG format instead. So they're not blurry and people can see whole prettiness of your game.
#2525
Completed Game Announcements / Re: The Hamlet
Sat 20/11/2004 15:34:44
Ah, we should make a sequel to Hamlet.
A longer, deeper and bloodier one.

With loads of animations which I would gladly make.
And superdetailed BGs.
And Petteri's catchy tunes...
And...
#2526
Critics' Lounge / Re: Street scene(MS PAINT)
Thu 18/11/2004 08:26:55
Hm.
Reminds me my own tutorial very much.

Not bad. But this green grassy area between sidewalk and road seems absolutely wrong. Especially at the gate of the park.

Try to use thinner outlines, or even better - no outlines at all.

#2527
whoah! Pretty nice.
30 minutes of work? Terragen took me at least five minutes to render each frame! How long did your half-hour work take to render? ;)

Anyway, I didn't believe Terragen could do such nice scene.
But then again, I didn't try it too much - 3ds max 6 + Dreamscape 2 is all I need to finish this life peacefully and powerfully :D

#2528
*loads of gratitude*
It works!
#2529
Thanks for help so far.
I'm starting to think that I discovered some really difficult problem... but It's not true. It's just very difficult to explain something you don't know...

I'm sorry for failing on explaining my objective, and not thinking of the following example earlier - it's actually really simple:
----------------------------------------------------------------------
Best example I could bring out is the arrow near player character in Grand Theft Auto 1 game.

In game, it was pointing towards mission objective.

Now let's assume that arrow always points at the same direction character is facing at. (It actually did, under bridges and other places where player could not be seen).

* arrow has it's own direction, x and y
* player character has it's own direction, x and y
* arrow must always be at some specified distance from player, not ON him, but few pixels away

Now, how did game programmers make game to calculate always right x and y for arrow to meet the requirements, while player character moved around (his x and y changed all the time)?

This is most perfect example of what I would want to know.
#2530
Well, it's hard to understand your reply.

Let me put whole thing into a puzzle:

-----------
Coordinates of point A are (0,0)
Coordinates of point B are (4,5)
Point B lies at the direction of 35 degrees from point A
Distance between point A and B is 30 units (pixels maybe)
-----------
What would be coordinates of point B if direction changes into 170 degrees, for example (distance remains same) ?

Well that's it. I need a formula to calculate coordinates
for B(x,y).

Depending on given direction and distance.

-----------------
It's quite easy, and it's not too much AGS-related, the simpler formula, the better. I even managed to find this out once! But forgot the formula and I'm not good enough at math to know how or where to search the answer...

How to convert it into use for AGS will be my own quest later, it's not important.

EDIT:
Ah, I even got that far...


y-axis goes up by 1, not down - I know this should be other way, but this doesn't matter right now

Let's say that all dots and circles are relative to red dot at the center, which I also assign coordinates, and 4 units away.

Putting this into C-like code,
logical base I managed to find is:

purple dot (pD):
(direction = 0)
{
pD.x = center.x + distance;
pD.y = center.y;
}

orange circle (oC):
(direction = 45)
{
oC.x = center.x + distance;
oC.y = center.y +distance;
}

green dot (gD):
(direction = 90)
{
gD.x = center.x;
gD.y = center.y + distance;
}

blue circle (bC):
(direction = 135)
{
bC.x = center.x - distance;
bC.y = center.y + distance;
}

...and so on.

But if direction was - for example - 32.1 degrees?

This is where my intelligence runs out.
I feel being so close to the answer... but no. Someone has to show me the way and unlock the stupidity blocking my mind.
#2531
I'm not sure if it's approriate place to ask this, but...



I have two points. A and B.
Point A has defined direction. If we'd treat points as objects or characters in a game, point A had variables

A.x
A.y
A.direction

Point B needs only x and y.

And there's global-like variable, which shows distance between points A and B. Let's call it 'distance'.

What I need is a formula to calculate
x and y coordinates for point B, so it's always at the point where arrow at point A is pointing at - so formula must take point A's direction account. It also should maintain correct distance from point A.

The green circle on the picture marks the trajectory where point B could be, depending on direction of point A.

Now, It's actually really simple problem, It's just that I'm really weak at sinus and cosinus stuff - which most likely - IMO - should do the trick... if used properly.

So, whatever A.x, A.y and A.direction are,
what's

B.x =
B.y =

As a final result, when I need to change distance and direction of point A, point B should always get to the right position.
#2532
Critics' Lounge / Re: Missions
Wed 10/11/2004 22:44:59
QuoteThat wouldn't even fit the gen-gen, for heaven's sake

Heh.

Actually, idea is quite good, but I think there's only one way to make it all work:
Jokes.

Missions should be funny too. And not too much 'inside jokes', because main plot is *it* already.
Even people not knowing AGS-nation and CJ should get something from playing the game. And jokes are most foolproof thing to give them.


#2533
10 euro sounds too much for a game which you have to emulate through DosBox.

This, and emulating isn't completely perfect all the time too, it depends more on a game itsself.
#2534
presenting....

...Ant torture tool 2000!

NOTE: Can also be used for brushing teeth, toilets (army edition), shoes, etc.
#2535
I like the whole thing.
I hate the way tears fall from eyes, it's gross!
Usually, tears came from UNDER the glasses, not through them.
Right now, tear is spoiling whole cutesy look.

also, add Ed's thumb to rightmost side of pet. About where his forearm is visible.
#2536
I'd say that menu buttons text is rarely readable. maybe highlight it some way?
#2537
Critics' Lounge / Re: Character Design
Sat 16/10/2004 07:30:23
It's quite good now...
Just fix the thing with broken/twisted neck and it'll be perfect.
People usually face the direction the are walking to.
#2538
During my alchoholism period 3 years ago I used to say:
"I don't like or need beer. Coca-cola tastes much better. When I need refreshing drink, I'll drink coke. When I want to get drunk, pure vodka. When I want to f**k myself up, I'll mix these two."

Well, that works just fine for me.
#2539
Completed it!
Aussie, I think that the game has lots of potential.
Just maybe you could really finish it, go through beta testing and support whole game with text, making whole stuff more informative and interesting.

Also an extra music track or two wouldnt bad.

Add messages to hotspots & inventory items and try to think about The Player, thus supporting even actions that aren't needed to perform

Right now you can examine & use & talk ONLY to the things needed to finish the game and ONLY the right way. I think that this sad fact totally ruins exploration part and makes game somewhat cramped and dull.

#2540
Critics' Lounge / Re: Helicopter shading
Mon 11/10/2004 00:02:43
you might try this:


old


new


Or you could also try to remove black outlines and trace the borders where different parts meet, with about 2-3 pixel wide antialiased line tool brush using brighten/darken processor.

This is much bigger work, outcome should look like that or something similar:


I started to fill an area and noticed that shittery JPG compression has divided your simple filled color to multiple colors. This was good idea and I clicked everywhere to make this metal surface grainy, so it looks like rusted or dusty. I think you can do this also by hand.

Also, notice the simple brightening-darkening trick I used on side window.

And more about the window:

Solid, thick glass (that seems to be logically the one they use for army helicopter windows) very rarely breaks the way like you drew, I mean like this:

curved lines? It seems wrong.

I think that more believeable and natural would be using straight lines and many pieces, like this:


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