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Messages - Khris

#12361
Don't wanna get too OT here, but this starts driving me mad ;D The walkcycle isn't just similar but exactly the same (smooth animation, head tilted back slightly). The resemblance is so high that I suspect Mordalles has done the other walkcycle, too.
#12362
maybe not :) I'm talking about the movement of the limbs and the head, not the character's appearance.
#12363
This is really great and especially very funny! The dialogues are so hilarious :D

Mordy's sideview walkcycle totally reminds me of another game using a very similar one but I can't remember its name for the sake of my own life!! Tell me which one, please, somebody :P
#12364
It's working perfectly for me, so I suppose you're either doing something wrong or expecting too much.

Have you tried moving the cursor to the left and typing another period after the first keyword?
#12365
You might want to mirror the doorway:

x0.5

(Keep in mind that hires BGs usually are 640x400; I know it's supposed to be a scrolling room, but I thought I'd mention it because the BG is 1200 px wide.)
#12366
Skellington's alive!!11 ;)

It looks great, and the bg already gave me an idea for my own game (adding a walkable map), only thing right now: I'd make the Jolly Rogers look a bit more like made of cloth.
#12367
Quote from: ManicMatt on Sat 28/01/2006 23:06:45I could of sworn I used to save images on my Amiga via Personal Paint in jpg, hmm must have been something else.
I'm pretty sure you saved them as IFFs. At least that's what I did back then.

Grape, don't make up bad excuses for your first attempt at drawing a room being bad. And don't make it more significant than it is by bringing up some stupid comedy vs. art discussion.
And don't (really, don't) insult MI's graphics. That's just ridiculous & pathetic.

You could have simply admitted that the room didn't turn out what you wanted it to look like. If you don't wanna listen to all the people telling you that (even DOTT-like) perspective has gone haywire here, then why bother posting your work in the critics lounge?
If you don't wanna improve, don't post, and people won't tell you what's wrong with it.
Or grow up, post, get critics and live with it.
#12368
Critics' Lounge / Re: c&c on bedroom
Sun 29/01/2006 14:43:10
Very nice and moody background, I like it :)

I'd darken the power cord of the sewing machine, it stands out a bit. And add some shadows, especially the pillow looks like its floating.
The vp is quite high, so if you're going to keep the door as it is, its very top would be obscured by the frame.
Another minor issue is the reflection in the mirror, here's a paintover:
#12369
The vines laying on top should point to the left, as the ship came down from the right. And I wonder if the ship was a space-only one, cause nothing in this shape could fly with gravity around.

Besides that, great work as always!
#12370
Try saving it in GIF format.
#12371
There's an executable called winsetup in the Compiled subdir of your game dir.
Run that and check "Run in a window instead of fullscreen".

As a side note: it's more reliable to not use the Test Game option but to run the game.exe in mentioned subdir instead.
#12372
Your last pic (reply #9) looks pretty good already.
Now add the barn and change the top of the lantern (if you wanna keep it in spite of the ~300 year discrepancy ;))



PS: And make the moon a circle :)
#12373
AFAIK, the game title you entered won't appear anywhere in-game.
I think it was meant to be used in a Sierra-style statusline.

So enter whatever you want, your game's title will be defined by

a) The title of your Completed Game Announcements thread
b) The intro screen of your game
#12374
In AGS, click on Inventory items in the left menu, then select the item from the list, then click on the Interaction... button.
A window opens, there you double-click on Use inventory on this item.

Now you can add interactions, or you choose Run Script, click on Edit script... and enter the appropriate code in the text window.
If you decide to script rather than use interactions, your code should look something like this:
if (player.ActiveInventory==iMatches) {
Ã,  player.LoseInventory(iCandle);
Ã,  player.AddInventory(iBurningcandle);
Ã,  player.Say("The candle is burning now.");
}
else if (player.ActiveInventory==iKnife) {
Ã,  player.LoseInventory(iCandle);
Ã,  player.AddInventory(iFigurine);
Ã,  player.Say("I've carved a small figurine out of the candle.");
}
else {
Ã,  player.Say("What's the point?");
}


In this case, the script would be the candle's, with the if-clauses checking which object was used on it.
#12375
I second that.

And get rid of the stone texture, even plain grey would look MUCH better than those obviously tiled, non-proportional, non-tilted stones.

You should also think about whether a ghost mansion would really be situated directly next to an ordinary big city street.
#12376
Are there still blank lines inbetween?
You could insert a blank line at the beginning of each section and delete the one at the end.

So:
what you wantÃ,  Ã,  Ã,  what you haveÃ,  Ã,  what you get

// blahÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  // blahÃ,  Ã,  Ã,  Ã,  Ã,  // blah
originalÃ,  Ã,  Ã,  Ã,  Ã,  Ã, translationÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, << insert this blank line
translationÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, translation
oÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  
tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, t
oÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  
tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, t
oÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  t
tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, tÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, << remove the one below this line
...Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  ...Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  ...


Of course this will only work if AGS ignores the original lines when importing the translation file.
#12377
AGS Games in Production / Re: LOOM II
Wed 25/01/2006 15:24:50
Quote from: Theodosis on Wed 25/01/2006 14:01:09I tried to keep the same Look&Feel and the gameplay is exactly the same as in the original game.
You've mixed (ripped) lo- and (comical) hires art...
And IIRC, interacting with objects was achieved by clicking on the closeup in the lower right, not by double-clicking things.

If Bobbin faces right, his staff flashes green when it shouldn't.

I don't wanna sound too harsh, but this isn't what I expected from LOOM 2, sorry.
#12378
I wanted to enter and started by programming the snow part.
As it doesn't work with actual bgs yet and I didn't include anything else yet, I've decided not to enter.

If you're curious though, here's a demo of the snow, complete with an unfinished private stranded in antarctica =)
Demo
#12379
Oh, it's meant to be wrong. Didn't know that.

Please look at the size of the stones on the ground. Near the bridge, their are a tenth as big, compared to the foreground. But the wall doesn't shrink at all. But yeah, you want it to look wrong, sorry, never mind.
#12380
According to the wall of the barn, the vanishing point (which defines the horizon as well) is where I've drawn the green cross.
Unless the ground is rising towards the horizon, it has to be completely below it.
The wall and barn clash extremely, perspective wise. The red lines should give you an idea how the wall should look like, if you're going to stick to the perspective of the barn.

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