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Messages - JackAnimated

#41
Thanks for the suggestions, Hotline Miami looks very appropriate actually. Its true that light basics are very important from any angle, which I have studied to great length in the past, but there is certainly a specific look to representing object and people from a straight topdown perspective. So yes, I was enquiring for dreamweb style graphics.

Anyway, the style has now been defined, so watch out for a pics soon :)
#42
My latest attempt. I've found that it is saving out of photoshop without semi-transparent becuse I have the said layer set to darken blending layer. So if I manually paint the semi-transparent pixels (this is a pain) it will import like that as an object. Not for the Gui though.
#43
Its the same when an object. Only the fully transparent pixels are transparent in AGS. The semi-transparent ones are opaque.
#44
Although, I do have a question. Should the alpha detecting in AGS display half transparent pixels as half transparent, because at the momment it displays them as opaque, only displaying the fully transparent ones as transparent?
#45
Just found the answer. Setting background and Border colour number to 0 makes them transparent. Thanks for everyones help.
#46
The sprite seems fine. It's when I load it in to the GUi there is a problem. I set the backkground and border colours to transparent, but they come out in opaque white.
#47
Thanks. So this is all making a bit more sense now. So I can save as png. When importing sprites, ags says it detects alpha transpareny (which is good), I say, yes to that. Then I select "leave as is". Somehow the image doesn't have transparency in AGS though. Any thoughts?
#48
I don't mind which forum it is in. As it happens, I have browsed the web on this issue, and the 2 links you posted say the same as I have previously found out, that you cannot save as .png in 32bit.

This is why I see it AGS related: AGS supports 32bit game mode, so I think it is reasonable to enquire if I can use photoshop to make 32bit graphics for it? Some comments here have implied that I can. I'd like to find out how.

That is all :smiley:
#49
Hi all,

I've just started a project which is from the top-down viewpoint (inspired by DreamWeb), the res is 320x200 so its nice and pixelated. I'm finding it quite a challenge with light and shadows, defining object...

Does anyone have any tips, links to other games done in this style, tutorials etc... which could help?

Many thanks.
#50
Still doesn't let me save as png or bitmap. I am using photoshop CS6. Anyone found this issue?
#51
Hi,
If I wanted to make an area off to the side of the room image which was always there, with a picture of the character and the inventory, would I make this as a GUI, or in the backgroup with objects?

Similar below:

#52
I was quite happy to use 32bit originally, but couldn't see a way to save from photoshop CS6 to png or bmp.
#53
I'll give it a try thanks. Transparent pixels are an issue with sprites because when adding them to age, they leave a nasty pink outline to the character, a remnant from the background colour.

I also get an issue that saving to png leaves transparent pixels. I thinks its saving in layers, which I don't want.
#54
I wasn't sure I could post this in here, since its specifically about PS. Anyway, as said I am trying to create diagonal directions for my sprite, but rotating leave nasty transparency around the edges. I'm in 16bit mode. Any tips for avoiding this would be great.

Thanks.
#55
Critics' Lounge / Re: Knight
Wed 18/04/2007 01:02:10
Ok, added highlights and curved the back in. And Tuomas, my Character is fantastical not historical, but thanks for the story, really interesting.



x2



Thanks alot everyone.

Jack
#56
Critics' Lounge / Re: Knight
Tue 17/04/2007 21:28:28
...and here it is;



x2



I think it is greatly improved thanks to your suggestions.
Anything else I could do to it?

Thanks,

Jack
#57
Critics' Lounge / Re: Knight
Tue 17/04/2007 15:46:16
Thank you all very much. Lots of great points, and thanks for the paint-over and the Anatomy pictures - invaluable.

I will post a revised Knight soon.

Jack
#58
Critics' Lounge / Knight
Mon 16/04/2007 20:14:15
Any help with this knight.

He seems to be leaning back a bit, and he looks a bit like a ninja. I wanted more like a knight of old and to look bigger, less skinny. I'm not that great with little touches like that.

Thank you

#59
Something wrong with the file Dufferama. Cant unzip the files. I use winrar and it works for everything else.

Jack
#60
Hi, Im currently working on my first game in AGS and was having problems with making puzzles. I am working on the puzzles in the first room and I feel like they are too easy and too few. Also, it feels like I am just creating a sequence of inventory items to collect, not really puzzles. Something like;

get item to unlock cuboard.
get new item from cuboard to reach behind clock.
get newer item from behind clock and use to get even newer item... etc

Know what I mean? It seems very linear.

Could you give your opinions and tips on creating puzzles and creating branches of puzzles as well as different kinds of puzzles.

Thanks very much, hope this was clear.

Jack
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