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Messages - Khris

#12481
Hints & Tips / Re: emily enough
Fri 19/08/2005 15:09:26
Spoiler
How do I kill the lady? I think I have to use the stick...
[close]
#12482
Hints & Tips / Re: emily enough
Fri 19/08/2005 12:39:21
Fisher:
Spoiler
Pour water on the lock of the Patient P. machine -> get the change inside -> buy drugs at the vendor
[close]

figured out how to get the m.
still clueless about the f.
#12483
Hints & Tips / Re: emily enough
Fri 19/08/2005 11:59:21
Spoiler
He's in the ladies' room.
[close]

I'm stuck, too:
Spoiler
I know that I have to get food, drugs and money. I figured out how to get the drugs and already gave them to the guy in shorts, but now?
Seems like no one wants the sandwich coupon.
[close]
#12484
Quote from: Mats Berglinn on Wed 17/08/2005 18:37:04
khrismuc: Thanks! I'll never ever again use the wide and lenght image commando again but stick to the "enlarge your pics and then Print Screen it" technique.

I'm not quite sure what you mean by that. I just right clicked your small pic and chose "Properties". Then I copied the link and multiplied the displayed width and height by 2.

Code: ags
[img width=588 height=154]...[/img]
#12485
I agree with what everyone else said, the characters are caricatures, yours are quite generic.

Here's the non-distorted bigger version:

#12486
I tried to include all your good ideas, so now there's two versions of the apple, inside and outside.

The spiderweb was a brilliant idea, thanks YakSpit!

A background full of leaves sounds good, but I think I'll keep it as it is. I don't want to put too much effort in a single bg, cause I want to finally complete a game I've started ;)

Inside (2x)


Outside (2x)


As Darth suggested, the pics are going to fade between each other as the worm enters resp. leaves the house.
#12487
Yeah, well, I'm not too happy with the bg's bg either, but I wanted to give it a try and see what people's reactions are.

About the door:
Since he's a worm, I imagined him to just crawl along the apple up to its top and then up into the tree.
As worms don't stick to surfaces like insects do, I wondered whether to draw some kind of rope bridge leading away from the door. But in the story I have in mind, the apple gets plucked and is then thrown into a trashcan, where the rest of the game takes place. And who would pluck an apple which has a little rope bridge attached...? :P

Well, I guess I have to live with that "plot hole". :)
#12488
Ok, here's the next version:

2x


added:
-picture of parents in paris :)
-books and statue in bookcase
-background

Please c&c!
#12489
Thanks for all your comments, greatly appreciated!

The worm will be coloured, I used the sprite only to maintain proportions.
I was trying to keep the color count low, aiming for a comical style.
Details are to be added soon, especially the bookcase won't remain empty.

Mats: I'm not sure about the background, ATM I plan on making it black, to not distract the players attention.
#12490
Quote from: SimB on Tue 16/08/2005 17:20:27
Happy Birthday by the way :)
Thanks :)

The black rectangle in the front right is the door hole.
But I agree, the back wall definitely needs some pictures and stuff.
#12491
The first background for a new game.

2x


The worm to the left is the main character.
He's supposed to live in the apple. What do you think?
I'll add books later, the candle also needs some work.

Anything else missing, wrong?
#12492
Quote from: Fightmeyer on Fri 12/08/2005 07:13:56
I tested it. I made a translation source and searched for my DisplaySpeech-Speech :-) but couldn't find it in the File. But i will check it again. Maybe i am wrong.

BTW i worked with 2.62. Perhaps with 2.7 their isn't the problem anymore.
I'm very sure that AGS puts every string into the translation source. Even (Especially) those inside scripts.
Otherwise, it'd be a nightmare to translate games relying heavily on DisplaySpeech.
#12493
From the manual:
Run Dialog (int topic)
[...]
NOTE: The conversation will not start immediately; instead, it will be run when the current script function finishes executing.


To get around this, use two subsequent RunScript interactions and put the code after the RunDialog command in the second one.

I'm not sure why the character jumps to 100% opacity, though. Prolly something wrong with the while loop counter.
#12494
Not really, the tree's reflection in the original is wrong.

How much of the hut and tree is seen depends mostly on how steep the ground is.
Try to mentally(?) mirror the hut, tree and ground 3-dimensionally at the waterline.
#12495
Absolutely great bg, the paintovers are awesome, too.
But still, the reflection isn't correct.

The water shows too much of the reflection.

Here's a sideview of the scene:


You can see that only the top of the hut should be visible, same goes for the tree.
#12496
Critics' Lounge / Re: Monkey walkcycle
Sat 30/07/2005 13:56:40
Quote from: Mats Berglinn on Thu 28/07/2005 14:00:24Then in what frames should the bobs be then if not 2:nd, 4:th and 6:th frames?

Look here:
http://idleworm.com/how/anm/02w/walk1.shtml
#12497
Cool idea, I'd go for something more like this, though (shapewise):
#12498
Critics' Lounge / Re: Monkey walkcycle
Thu 28/07/2005 00:17:33
There's a little problem with the feet (although it doesn't matter that much with the high res you're going to use):

Even the worst walkcycle looks good if the feet don't slide over the ground.
To achieve this, make sure that the feet move back the exact same number of pixels between frames as long as they're on the ground. (This number should equal the "Speed" in the Character Settings, btw.)

Apart from that and the head's wrong timed bobbing, it looks good.
#12499
AGS is able to play AVIs, MPGs and FLCs. I'm not sure whether Moho is able to export to one of these formats, though.

edit: Candle was quicker ;)
#12500
Quote from: TheBrat499 on Wed 20/07/2005 10:33:17EDIT: Why wont it work
The filesize of the pic is 0. Upload it again.
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