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Messages - Khris

#12501
Critics' Lounge / Re: Need help with my 1st bg
Thu 21/07/2005 03:31:09
Cool bg, only two suggestions:

-add subtle moonlight shadows
-make the river wider in the front and narrower in the back to add depth, like this:
#12502
Critics' Lounge / Re: Bathroom C&C
Fri 15/07/2005 20:58:06
Please use the preview button to check your post.

#12503
AGS Games in Production / Re: Revenge
Fri 15/07/2005 14:06:10
Fixed the link:

http://12.22.230.41/MicroTech/Host/Games/revenge2.zip

it contained </a> at the end...
#12504
Critics' Lounge / Re: Alley background
Thu 14/07/2005 22:47:20
It's going to look strange when the player just walks over the bottles and cans.

You've spread out the trash, but it doesn't look natural now.
1. Some of the pieces should be partly(?) behind the trashcans or the stump.
2. It's scattered too evenly.
Add shadows. The newspaper looks like it's actually lying there, the rest seems to be floating in mid-air.

The flowers and the pieces of wood are all alike, I'd change that, too.
#12505
Critics' Lounge / Re: Alley background
Wed 13/07/2005 18:33:41
I don't want to be overly critical, cause you did a very good job on the details, but there are some serious perspective issues.



As you can see, the vanishing point is determined by the two lines to the left (blue).
I've drawn how the right flowerpot should look like (bigger to make it easier to see).

The bricks in the lower left corner are wrong, too. The vertical line should be vertical :)
And, bricks aren't put aligned above each other but with an offset, usually the offset equals half the width of one brick.

The top of the stump doesn't match the trashcans. You can see that the stump is actually two times as deep(?) as the cans. But that's only a minor flaw.

About the res: Of course I didn't ask you to change it, I only mentioned it would've been a better choice. IMO, the choice of resolution doesn't have anything to do with whether you draw-scan-paint or do it all on the comp. It's just that a lower resolution would fit the style better. Trust me on this.
#12506
Critics' Lounge / Re: Alley background
Tue 12/07/2005 21:13:45
Here's my shot:



-lowered ground's saturation
-changed window, poster
-adjusted left trashcan

With your comical style, 320x200 would have been a much better choice, IMO.
#12507
Critics' Lounge / Re: C+C for Medieval Sprite
Tue 12/07/2005 13:01:36
I think his name should be Link ;)

You should align your side and front view. Especially the ears are much higher in the front view.

And you should definitely get rid of the speckled look. Look at how you shaded his belly in the front view, that's a good start.
#12508
whoops.
please ignore.
#12509
The Rumpus Room / Re: The MSPaint game
Sat 09/07/2005 17:23:05
The Infamous BillGates Monkey:



(first entry)

Next: A normal day at the home of the Smiley-family
#12510
Critics' Lounge / Re: Arun Khara
Tue 05/07/2005 11:10:28
It's the most common mistake when drawing faces: if you look in the mirror, you'll notice that your eyes are pretty much in the middle of the head (vertically speaking).

Check here:
http://d538518.u320.bigcrawler.com/headhands/22.htm

and here:
#12511
Critics' Lounge / Re: New IJHAA bg
Wed 29/06/2005 19:19:14
Here:


You should consider moving the vanishing point more towards the middle, too.
#12512
The animation of the feet isn't bad, but the legs change size way too much.
The arms should hang more, and their movement doesn't look smooth enough.
Making a front walk cycle is very hard, though, and that's a good start.
#12513
Competitions & Activities / Re: June MAGS
Wed 29/06/2005 11:00:17
Quote from: Xarkh on Mon 27/06/2005 23:04:49
It seems that Khrismuc have abaddoned his game. Pity. In that case my vote comes to Erenan. ;)
As my game was to take place in a WW2 bunker, I couldn't think of a single puzzle without using inventory items :P ...now that JuneMAGS is over, I might include an inventory and release it someday.

My vote goes to Erenan, too. Absolutely great work! Funny dialogues, cool main char, great map system! I didn't encounter freezes, but sometimes going e.g. north makes the char jump to a far away location.

@Colxfile: I still can't get the character to move a single pixel.

@Drawken: Search for the hermits at the northern edge of the desert.
#12514
Great Background!

I really hate to tell you this, but the perspective is still wrong.

Neither the table nor the ceiling are parallel to the ground.
Check my first reply here again to see which lines are to meet at the vanishing point.
You'll find that both the table's and the ceiling's vp is below the one suggested by the wall-meets-ground lines.
#12515
Critics' Lounge / Re: New IJHAA bg
Tue 28/06/2005 22:00:28
Before you do anything else, you should correct the perspective.

Every area that's parallel to the screen can be drawn "normally". In this case that would be the back wall and the front of the radio.

All lines that "go into" the screen (top of the door, where left wall meets ceiling/ground) meet at a so called vanishing point, if they are parallel in a 3D way. (like the top of the door and the lines of the left wall.)

Now if you look at the table, you can see four additional lines that are "3D-parallel" to the mentioned ones.
The left and right side of the table are obvious.
The other two lines aren't. But if you connected the lower ends of the left two and then the right two legs, you'd have another pair of lines. These four as well as the three former ones have to meet at one single point, the vanishing point.
Right now, the legs back at the wall are longer than the closer ones, suggesting that the table is angled.

The wooden thing on the ground is wrong, too, cause the far end is wider although it's farther away.
Hope it helps.
#12516
Critics' Lounge / Re: House shading help
Mon 27/06/2005 15:55:25
Try this:
Code: ags
[img]http://www.2dadventure.com/ags/48_Market_Street_Dial_House_copy.jpg[/img]




The pic is way too dark to see anything. You definitely need to reduce your screen's brightness. I had to turn my brightness to 100% to see different colors.

When shading something, remember that a light source like a lamp is almost always a single dot from which light emerges in every direction.
BTW: Is that the sun in the top right corner?

Here's an example of how to construct the illuminated areas on the ground:

It is a bit messy, but I hope it helps.
#12517
The Option screen is just another room. You've got to let the player character start in that room but check "hide player character" in the Room Editor.
Then you create hotspots for the buttons (New Game, Load Game, etc.) and put the respective actions in the "Any click on hotspot"-interactions.
Another possibility is to use a GUI that's displayed right at the start.

Considering the inventory:
I've once seen an AGS Discworld Inventory example. It's main point was to show how a transparent GUI can be created, so I'm quite sure it was opensource, too. Just search here in the forums or google for it.

EDIT: found it: http://12.22.230.41/MicroTech/Hosted/Game/ODIS1.2.rar
#12518
Critics' Lounge / Re: Mountain and and a river
Sun 26/06/2005 10:51:57


It doesn't look bad, but it's a bit hard to see a mountain and a river in that pic.
Is it bird view?
#12519
Quote from: GT on Wed 22/06/2005 19:52:12
Oh & one more question, when I try to export a character to another file and name it .bmp the graphics programme I am using doesn't recognize the format, any suggestions?

Hehe, Teh Converting...
You can't just change the file's ending; the characters exported by AGS and the bmp-Pictures of Paint are two totally different types of files.
Go to the sprite-Manager and right click one of the sprites, in the menu select "export sprite to file", then save it as Windows Bitmap. This way, it is automatically called ??.bmp and can be opened & edited with Paint. Save the altered sprite and import it back into the sprite manager for further usage then.
You can also im-/export to the clipboard from Paint & AGS, it's quicker this way.

You only need to export a character if you want to use him in another game.
#12520
After restoring the game, my inventory was full. There aren't any scroll buttons, so I got stuck.
Probably a glitch in on_keypress().
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