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Messages - Jodo Kast

#41
Nixxon (Ibex),

It took me awhile to put 2 and 2 together.  You are the perfect example of how it's been going so far.  You artwork is amazing and I can tell you spent a lot of time in Illustrator to get it to look like that.

Our backgrounds are the same way.  They take forever.  However if you make the characters as wonderful as your backgrounds, it's gonna take you awhile!  

Poser allows me to create the characters we need quickly.  Our backgrounds will use photo-realistic paint brushes and 3D rendering so we'll see if it cuts on the time it takes per background.

If anyone wants to join the team, e-mail me and I can tell you what we need currently.  "Currently" changes so right now if you can do Poser characters let me know while the rest of the team is concentrating on the backgrounds!

Thanks Nixxon!

Jodo Kast
#42
Quote from: Nixxon (IbeX) on Tue 30/12/2003 21:17:01
Quote from: The Subliminal Messenger on Tue 30/12/2003 21:12:47
So, we get some backgrounds on Saturday.

What sort of style are they being made in?

I beleive they're pre-renderd 3D, which could make for some nifty eye candy, i'd imagine creating walk behinds would be somewhat of a nightmare however  :-\

Yep, we are using layers of course for the grass, so there are planes of grass that we will add.  We use the image of the grass against a transparent background, then make it one-color to mask it (and create the walk-behind).  5 or six levels of grass or so...
#43
Quote from: The Subliminal Messenger on Tue 30/12/2003 21:12:47
So, we get some backgrounds on Saturday.

What sort of style are they being made in?

Well we are using photo realistic brushes so hopefully it will look semi-realistic.  It takes awhile to get the grass to look right but once it's done it looks better than 3D rendering, IMHO.

Jodo Kast
#44
Deltamatrix,

Thanks for your feedback!  To speed up development we are using Poser characters.  We can render without anti-aliasing to get crisp edges (without alpha channels).  We can render walking views left, right, front and back.  It takes time we don't have to hand draw graphics.  It takes time we don't have to model our own characters in Lightwave.

The characters are pretty bare right now.  We are working on adding doo-dads and accessories like reading glasses, cigarette, wheelchair, etc.  We are also saving poses for the characters so we can render blinks, talking, etc like an assembly line.

Plus I personally wanted realistic looking characters over cartoons like QFG2 and KQ2+.  The death animations and carnage scenes will be alot better.

Jodo Kast
#45
OK Erpy to answer your questions again:

1. I don't need file hosting.  Geocities.com is hosting my stuff for now.

2. What I post here matters.  If I say it's on Kazaa that's where you can get it.  Whining about it isn't going to help you.

3. If you want to catch up to current development, comment on the characters on my website.  Then on Saturday when I post some backgrounds, comment on the background.

4. You can talk about anything you want.  Sometimes you won't like my answers, and that's OK too.

Jodo Kast
#46
Erpy,

Quit causing problems.

I have had offers to host the file, and FilePlanet is willing to host Laura Bow when it's done - and tested.  If you want the latest check the website.  

The Beta and Alpha versions of the game will only be made available from Kazaa if this keeps up.

Jodo Kast
#47
The demos are still on Kazaa.  They are old demos.

For the latest updates, check the website.  Also, Erpy, that is just the characters section with more sections to come.

Thank you!

Jodo Kast
#48
More information is at:  www.geocities.com/lbcbr2004    

This thread is to announce that development is proceeding on our remake, Colonel's Bequest.  The website will be updated with screenshots, the alpha demo this summer, and the full game with source code Christmas 2004.

Partly due to the open nature of this community we don't have any problem releasing the source code with the game, and plan to do so to help future game developers.  

More screenshots will be posted soon; send all feedback to my e-mail or post here.

E-mail is: lbcbr2004@yahoo.com  (Thanks Bryce!)

Thank you!

Jodo Kast
#49
Hey everyone!  Check out the Laura Bow in Colonel's Bequest: Resurrection website at www.geocities.com/lbcbr2004

The alpha version will be ready for Spring or Summer 2004.
#50
Rode's is closest to the original and the other one is totally hacked.

Anyone have the original game?  I want to make it hard like the original but with the ball of the second one.  It's a shockwave game (maybe it was reverse engineered).

TIA,

JK
#51
This is to report back on the manual tutorial.

It was great!  It's the first manual I have printed out to study, since... TELIX for DOS!  Thank you Chris Jones!
#52
Thanks for your prompt reply.

That's the one I found, so I will keep checking back to see if there's an advanced version.

EDIT: I found the Parallax plugin so I'll try that, but if the homepage for a-v-o is correct, his stuff was deleted because of too much bandwidth!  Hope I'm wrong about that.

Thanks again!
#53
Anyone have this?

Google Searched for it, SmartScrolling.txt

Please help!
#54
I just want to say I have been trying to rely on the forums for help, but a lot of the threads can't be found, and links like this FTP site are offline.

Please host files somewhere where they won't get deleted.  Anyone have A-V-O's script or know what time of the day the FTP server is running (if at all)?

Thanks for your help.  I've been saving the good links because adding them to my favorites probably won't work for much longer.
#55
Let's take an example and apply it: Myst.

Myst is beautiful.  800x600 is great for any adventure game.  Even 100 years in the future, we will STILL be using 800x600... but it will probably be a clear 3-D sphere monitor... with holograms.
#56
Advanced Technical Forum / Re:zoooOOOOOOOOM!
Tue 18/11/2003 20:36:54
The manual says Masks are resized to 320x200 even for 640x400 games.  Did I read that incorrectly?

I sure did.  It says: NOTE: For hotspots and walkable areas, the mask must be the same size as the background, but at 320x200 resolution. So, if you had a normal sized 640x400 room, the mask should be 320x200. For walk-behind areas, the mask is the exact same size as the background image.

Correction: Walk-behind areas are the same size, but Walkable Areas are not, so be careful to give the proper border so your characters feet don't seem to walk 'under' the fence (and ground).  Specially by the last chained area...
#57
Completed Game Announcements / Re:ISN: Kill!
Mon 17/11/2003 09:26:37
I like how each drawer has one item.  The drawer animations themselves are worth the download!
#58
Thank you!  I think I can make this a function then and tell a character to wander after each conversation is over.

It should also work with a group of insects I wanted swarming above the swamp!  Thanks again!
#59
Modules, Plugins & Tools / Wandering Character
Sun 16/11/2003 19:06:26
This is probably beginner script but, how do I make a NPC wander around the screen?

I'm not sure how to do it with the walkable areas messing it up.  NPC walks off in one direction, randomly pauses.  

This will be a 'cleaning' character.

Thanks!
#60
Thanks Eric!

Saving this one... Quick question:  Is there a way to put a coating on the mirror?  So it shows a reflection of EGO?

I was thinking of darkening EGO, but not sure about stuff like mirror scratches or distortion.  Thanks for your help!
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