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Messages - Khris

#12681
Finished it.

Spoiler
I had totally missed the skateboard up in the tree.
[close]

This was by far one of the best games I've come to play here.
Keep it up and please do a full game!
#12682
Absolutely great game, I love it!

I'm stuck at the end:
Spoiler
I have freed all animals but the fishy, I believe the wires and wheel are needed, but I don't know how. Did I miss something?
[close]
#12683
Recently, I wanted to play a good oldschool adventure I hadn't played before and Kyrandia came to my mind. I didn't even get to play part 2 or 3, though.

The limited inventory was so annoying me, I mean they only did this to make the game more difficult. The puzzles didn't convince me, either.

When I learned that Kyrandia 'features' dead ends, too, I immediately quit.
(And played through MI 1&2 once again :))
#12684
When creating bgs from scanned drawings, I put the scan in its own layer and set that to about 30% opacity [and to Multiply].

Then I color it on a different layer using the drawing only as reference.

See this tutorial for a full explanation.
#12685
I think if Jesus stepped back down on earth to see what became of his ideas, he'd slit his wrists right on the spot. Especially if he went to the USA first.

The real dangerous people aren't Christians, though, or gays or terrorists or vegetarians, but simply DUMB people.

Somebody once said: The seed of evil grows best on dumb soil.
How damn right he is.

Anyways, good luck to you, Peter. I don't think different of you now, but of some other people who posted here.
#12686
Quote from: Krazy on Sun 23/01/2005 22:15:59
[...] only the people who spend months learning the code will make games?
Come to think about it, would that be so bad...?Ã,  ::)

It's good that AGS is relatively easy to learn, of course. Everyone can create adventure games now.
The question is, is it good, too, that everyone can create adventure games now?

I hope you got my point.
#12687
I think the main problem with AGS is its ease of use.

The main page says:
NOTE: AGS is not for everyone.

Unfortunately, this seems to be wrong.
#12688
Nice game.

I found a dead end, though.
Spoiler
After changing to civilian clothes in the apartment with the wrecking ball in your inventory, it is gone. If Supergirl didn't exercise, the game can't be solved anymore.
[close]
#12689
Great background, I really love the style.

Only one thing to add:
The perspective of the door's top seems to be a little off. Try to align it with the slightly angled roof.
Great job, otherwise!
#12690
*BUMP*

Sorry about that double post, but editing doesn't bump the thread (a flaw IMO :) )

As nobody ain't critisizing my bg, I assume it's perfectÃ,  ;)

EDIT: Thanks Oneway, I'll answer after I have a new version ready for upload, that way my thread gets bumped :)
#12691
I wanted to have a seperate layer for each major object and it was much easier to achieve that with anti-aliasing turned off.

But, you're right, stu.
As I hadn't experience with creating bgs from rendered scenes, I didn't realize that it's enough to create those layers when coloring the bg in the paint prog.

I'll give it a shot and post another version as soon as I have the time.

EDIT:

2x


Unfortunately, as my lightness layer (containing the rendered version) has its opacity set to only 25%, the anti-aliasing sort of got lost, so I had do redo it manually.

-changed viewpoint
-added trunk & laptop details
-added left doorframe
-shaded locker doors
-made the chair's cushion a bit more comfortable
-placed my main char
#12692
Thanks for the feedback!

I finished anti-aliasing and plan to do some more minor mods, but as I'm at work right now, the update won't be posted until 5 hours from now.
The rendered b&w version is the top layer, at about 30% opacity, so changing colors is only a few clicks with the paint tool. I was quite happy with the colors, but I merely rushed through the color scheme phase, so wait for the update and I'll have experimented with different hues and sats.

Yes, there's quite much ceiling and floor, but I wasn't sure if the rendered bg would turn out as I wanted, so I chose 320x240 to get fast results. I might zoom in and make a wider, scrolling bg, then this won't be an issue anymore.

EDIT:
2x

I concentrated on anti-aliasing & colors, details are to come.
#12693
I added index.html to the URL and got an Angelfire page that said:

The page you are attempting to access has been removed because it violated Angelfire's Terms of Service.

hmmm....
#12694
EDIT: check out 6th reply for new version

This background was made with Cinema4D, then coloured by hand

2x

to do list:
-locker doors
-trunk details
-stuff on table
-laptop details
-ceiling lights
-anti-aliasing

C&C appreciated!
#12695
Quote from: Rui "Puss in Boots" Pires on Sat 08/01/2005 11:07:23
Yeah, although you can use any download manager with the MicroTech links, you can't with the AGS GAMES system. Bit of a drawback, but hey...

I use Getright. Right-clicking the links and selecting 'Download with GetRight' works fine.
The links don't lead directly to the .rar-files, but GetRight is able to process the games.php-file.
#12696
Critics' Lounge / Re: RPGish character
Thu 06/01/2005 20:29:08
Off topic:
If you think that Terranigma is great, give ChronoTrigger a try. It's the best.
And while you're at it, check out ChronoCross for the PSX. Again, it's the best.
#12697
Quote from: Mats Berglinn on Mon 03/01/2005 21:10:45
krismuc: I do have some shading. How could you miss that? They are right there!
I never said anything about (missing) shading.

On to the pic: Why don't you use guidelines? At least for ONCE?
Every parallel line goes through the vanishing point (red) - is that so hard to manage?
I start to feel like talking to a wall.


The cannons legs were almost ok before you changed them, they are almost parallel, as their vp is way off to the right.
#12698
Quote from: Rui "Puss in Boots" Pires on Mon 03/01/2005 06:26:18
khrismuc: wouldn't just 2 characters lose... well, color? I know this method makes everyhting look screwed up color wise anyway, but I've seen many anaglyphs with full color. And in all of them there's the main image and the 2 other images.

Could you post one of these anaglyphs with 3 images? I still think there are actually only 2 of them, one for each eye.
Take a look at this one:


It becomes clear when you look at the top left banana; there appears to be a yellow banana with two 'shadows', but if you look closely, the banana is only yellow where the red&green images overlap. Same for the rest of the image, full color only at red&green overlapping.

I don't think this can be achieved with AGS, even with a decent plugin. I've just noticed that the greens&reds in the above picture are different ones, depending on the color of the object, the green of the big Rs is more turquoise then that of the bananas.
And a plugin would need a map of every bg telling the distance of each pixel to the viewer...
#12699
Just to clarify: you don't need 1 char + 2 coloured shadows but 1 red & 1 green char.
The brain merges the two 2D pictures of your two eyes into one 3D pic.

It's a cool idea to add depth to mouse movement, but this would only make sense if some objects were completely hidden behind others and thus aren't clickable in a 2d sense. If this is the case, how does the player get to know about these objects?
So if every object is visible, why the trouble of moving the cursor to the object's depth to be able to click it? This would only annoy players.

Back to the chars & objects:
I don't think it's too much trouble to add the right eye-shadow, its distance to the left-eye one is proportional to the scaling factor. You'd have to tint a character red and have a green tinted one following him at the same y-coord and evaluated greater x-coord. Shouldn't be a big deal.
Objects are even simpler, their two views can be combined in the paint prog, so AGS handles only one object as before.

I've just re-read my post and so far everything makes sense, at least to me :)
#12700
Before I discovered AGS, I was quite into text-adventures.
There are still lots of people designing them and some of the current ones are very original and funny (like those of Adam Cadre, as already mentioned in this thread).
Of course there are text-advs where players might feel like reading a novel, but most of these are older ones.

There are several languages available, with Inform being the most popular and my favourite.
It resembles C and is relatively easy to learn.

It would take some effort, but a rich, populated world with many different NPCs is in fact possible.
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