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Messages - InCreator

#3061
The Rumpus Room / Re:The MSPaint game
Wed 19/11/2003 15:53:34
Uh.. fact is, I'm lazy...


NEXT: erm... How about Boyd and Vel having a date with Lara Croft?
#3062
Readme IN NOTEPAD and small enough for notepad to open it!!!

Why people do use acrobat, at all?
* It's terribly slow
* Documents look awful
* HUGE file size! Sometimes, when downloading oldies, i find out that game is about 50KB and .pdf doc 23MB! What's the point?

Viva la notepad!

Anyway, HTML gives opportunity to make a nice manual. Like pleurghbug had.
#3063
The Rumpus Room / Re:The MSPaint game
Fri 14/11/2003 16:08:15
Heheh... easy one -


Next: ...uh... Indiana Jones in a rap band
#3064
Oi! I clicked onto link to my tut and IE said page not found. Why? Tried again and everything worked. I don't think this happens to all of you and don't let this distract you and make you posting me "link is bad" messages. Just try again (or Refresh page) and I'm sure it will open.
#3065
um............ ::)....... :P..........no.
#3066
Though I've spent few days experimenting, I still can't figure out how to use thought bubbles.

I managed to create a bubble using text window gui option, but it's kinda lame. And I'd like to see one or two smaller (with decreasing size) cartoony bubbles under the big, text-filled one. Desirably, pointing at the character who's thinking. How is it done?
And how thinking GUI stretches according to amount of text to display?

AGS has a nice premade and editable inventory GUI in latest versions.
Why not "thought" GUI?
#3067
Critics' Lounge / Re:Pulp sci-fi [updated]
Thu 13/11/2003 19:29:14
Let's just say that the way guy has his feet, is against  anatomical and physical laws...
Anyway, I love the way you colored the picture. Cool!
#3068
The Rumpus Room / Re:The MSPaint game
Wed 12/11/2003 12:42:51


Next: CJ vs. JC
(Chris Jones fighting Jesus Christ)

OR: (If it's used already -) How would one of CJ's special attack look like in a fighting game (like fatalities in mortal kombat or fireballs in other games?)
#3069
Lots of opinions, criticism and suggestive attitude.
So we all get better at drawing stuff and rooms. Good!
That's what this tutorial was made for!

Now, thing about tree leaves was to use a liltle cross to as a brush. I'd suggest to get yourself a freeware painting program "Project DogWaffle", which is made with  Visual Basic, and is able to do absolutely WHATEVER comes into your mind, including using photoshop filters and stuff. When using image brushes, it can automatically make them with various colors, angle and size. Like when you're spraying those leaves, they automatically differ in color, size and and angle, plus it's up to you to decide how much and how. There's millons of extra features, too, because program is fully plugin-based. This program is definetly worth a try.

Unfortunaltely, I have no idea where do get it.
#3070
Um, yeah, after scummbuddy told me that I'm not the only awaken one, I combed through existing ones and saw Eric's one, too. But I think It's more about taste. I, personally wouldn't say that eric's version of PS lightning is much better, It's kinda too aggressive for me (too contrasty colors together) though I don't like PS-version a bit more.

If you read my tutorial carefully, You'll see that I used NO gradients or any filters except noise. Everything is drawn basically manually, and if something's looking flat, It's my fault - or just disadvantage of my technique.

Well, as I tone hundred times in my tutorial, It's just a plain exapmle and no one restricts users to do same thing much better - I'm just explaining how to do that.

#3071
Oh yeah, there was some error during upload, which cut off half of the tutorial! Fixed this now (plus some grammar mistakes). Thanks Scummbuddy for noticing that! btw, I had no idea about tutorials in the critics lounge.  :o
#3072
Critics' Lounge / Re:Tutorials
Mon 10/11/2003 18:45:35
Here's my background drawing tutorial:
http://www.hot.ee/increator/draw.htm
#3073
General Discussion / Re:Does The Matrix Suck?
Mon 10/11/2003 16:13:15
Yeow. Matrix. A movie that tries to sell cyberpunk, but isn't really one by itsself, only it's main idea is.

If I'd really want some cp, I'd watch ending sequence of game Flashback, play Out Of This World or see that part of animatrix with a girl and cat. Though they're simple, they're also DEEP and - just IT.
#3074
Not a tech forum question, but which one it is then?
Yeah, I made a background drawing tutorial. And I want to make it available to everyone, on AGS Resources page (If CJ thinks it's good enough).
Problem is I don't know how!

Tutorial is here:

http://www.hot.ee/increator/draw.htm
#3075
due low notice I'll post these pics again:
http://www.hot.ee/increator/bad1.gif

And with scaling fonts at 600x400 disabled
http://www.hot.ee/increator/bad2.gif
#3076
General Discussion / Re:Why I'm not using AGS
Sun 09/11/2003 10:51:33
Whee! A challenger!
Dear cos777, you could send your photos and I'm sure AGS amateur community will accept to make some nice games about you. With 800x600 resolution, too. They could be named "Cos vs AGS" or "3D-adventures of Guy who didn't use AGS". With photos as character animations, just like in Access Software games  ;)...
Maybe CJ will give a hand, too...

btw, CJ, you forgot something --

QuoteHowever, most people here do it as a hobby in their spare time, and don't have the skills to draw; and equally, there have been examples of games with superb graphics but a very lacking story. Ideally you need both, but most people here would agree that if it's only one or the other, then story is more important.
-- most important thing is usually fact that game is finished and not dumped at some point. Then we measure gfx and story.

But seriously, thing about graphics is quite right. MS-Paint drawn backgrounds disappoint me pretty often, especially when story is far too good to see it spoiled with crappy interface. It's just -- well, sometimes I've played some AGS game and thought - whoa! what a story! But graphics -- I would draw this like that and so on... blah-blah. Just feeling sorry that this or another story wasn't my idea (I'm especially weak at stories).

But instead of attacking someone, I'd suggest to organize our possibilities to get better at that, and I'm planning to make some drawing tutorials by my own, too. Organizing means improved resources page, and occasional check for broken links removing them immediately.

#3077
NetMonkey: Not scale up fonts? Compare:
With Scaled fonts:
http://www.hot.ee/increator/bad1.gif

And without:
http://www.hot.ee/increator/bad2.gif

Hm. Hope CJ notices the difference too and keeps that in mind when fixing the problem.
#3078
QuoteI'm not sure, but did you tried importing a TTF font and really tried typing these letters in?

Strange... it worked.
But Outline problem still exists (see my other thread).

#3079
Advanced Technical Forum / Request/suggestion
Thu 06/11/2003 07:27:03
Another problem.
Thing is, I'm Estonian and I cannot make games in my mother language, because we have very common vocals "ä", "ö", "ü" and "õ". So I can't use the,, simply because AGS takes only these latin letters which are in english language, when importing a font.

I'm not the only one. Finnish use alot of "ä", Germans and Swedish too, plus that "ü" and most of Norwegian places include letter of "ö"... I'm not a language specialist, but there's lots of europeans with those chars in their languages.

At the time when AGS was DOS only, I used numbers as those letters, like instead of word "ämblik" (spider) I used "2mblik" and instead of "ü" I used "y" (beacuse "y" is spelled in Finnish same way as our "ü").

Well, this doesn't look good, and I hope there's something that could be done. Another, and same painful way was to use SCI-Studio and replace some numbers with those special letters, but this cut off my ability to have any numbers in game, because 4 letters, upper and lowercase, take away 8 other characters, at my case - numbers.

I *understand* that there's lots of languages with different letters and AGS just can't support them all. So here's my idea - what about increasing maximum number of characters in a font and maybe having a possibility to Import custom characters into a font,
let's say, 10 characters per font that could be customized?

Uh - I think it's a bit too difficult to implement... :(
But at least - It's said now.
#3080
Font auto-outline feature seems to work badly.

I imported a TTF font (Verdana) for 640x480 res at size of 9 and it become weird and crappy. Auto-outline erased some lines (pixelwide) from several letters, and missed outline from several places. When I tried my game in 320x200, font outline was fine!

I tried same thing with different fonts & sizes and most of them experienced problems. Then again, some didn't.
And some fonts looked alot better in 640x480.
Font sizes more than 10 were almost always buggy.

What's wrong?
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