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Messages - Kweepa

#2501
Critics' Lounge / Re: Check out my webshite
Sun 24/04/2005 17:59:03
"Da Fuced"?
Sounds like the answer to a trivia game to me... :=
#2502
Quote from: Andail on Sun 24/04/2005 16:34:36
the fact that many people have used far more than a week to create material for their games
They have?
#2503
Awesome!
#2504
It's an interesting point.
My take on it is that most amateur games are not at the quality level where I'd be prepared to spend ten hours playing - they're interesting enough to grab me for an hour though.
There's a point when playing a game when the novelty wears off and it better be damn good or I'll just stop.
#2505
I like what Hobbes has done. Very Frank Miller.
Also, using that font and style takes up less room, which helps.

I wouldn't use exact ovals - they're not a good fit. Check out some comics - the speech balloons are shaped more like a 60s TV screen.

Comic artists often lay out pages roughly with thumbnail sketches, and make sure at an early stage that there is room for the dialog. If you have trouble fitting the dialog, you might want to plan ahead a bit.

There are too many ...s in this script. It makes everything seem hesitant. Fine for the nervous guy, but for the narration and the main character, drop them. I see from your email that's your writing style. Heh.

Some of the dialog is a little weak, particularly "Hey, I'm here." and "OMFG! It stinks!" Suggestions? "Talk." and "Jesus/Frak/Smeg/Shadowrunner exclamation. It stinks."
"Yeah, but please, don't call me that..." -> "Don't call me that."
Your character sounds all hard boiled in his narration - I think this fits better.

Typos again:
Pretty cheesy
nothing I'm not used to
This guy's new to this gig
His heart's beating

Layout: You need an establishing shot, showing the alley and the two characters together.

I wouldn't use one of those manga sweat indicators. A couple of "realistic" beads of sweat would work better for me.

The shot of him looking into the sewer: I would draw the opening with perspective, and with the edge of the manhole cover protruding into the opening.

Steve
#2506
AGS Games in Production / Re: Occultas Veritas
Fri 22/04/2005 16:11:56
Quote from: Abisso on Fri 22/04/2005 10:25:20
My latin studies are almost forgotten, but maybe, and I say, MAYBE, it should be "Occulta Veritas".

I would imagine it should be "Veritas Occulta". Or perhaps "In Umbrae Veritas".
#2507
How dare you label us European?  >:(
#2508
I'm still waiting for it to arrive at EB - they keep saying "tomorrow".
The xbox version was in yesterday...
#2509
AGS Games in Production / Re: Occultas Veritas
Thu 21/04/2005 20:23:58
The Use Item interface looks rather complicated - having to scroll through inventory items one at a time could get boring fast. Do the item graphics *need* to be so big? That vase looks pixel doubled anyway.
#2510
AGS Games in Production / Re: Hero Theorem
Thu 21/04/2005 18:56:16
Just kidding... ;D
My point is that it looks like it takes a lot of innate artistic ability to produce your backgrounds.
Which you don't get from a tutorial.
#2511
Is this the first page of the comic, or just the first page you've finished?
Looks interesting!
What is the script for this page? ie What is going in the boxes and bubbles?
It it supposed to be disjointed?

Is that Deathlok type guy a bouncer leaning against the wall? He seems a bit too big in that case.
That's one huge cigarette in panel 2.

The orange details in the first panel are a little too "highlighted" - perhaps greyer colours would make them stand out less.

Elf-boy's head in panel 3 shouldn't overlap his own foot in panel 1. It should overlap something inconsequential.
I'd move the sign down and to the right so that it doesn't overlap panels 1 and 2, or onto the left wall and partially obscured with blood.
Disclaimer. I'm not generally a fan of frame elements overlapping. It draws my eye out of sequence.
#2512
AGS Games in Production / Re: Hero Theorem
Thu 21/04/2005 17:51:10
I don't know.
A tutorial would most likely just depress you.
"Start blocking out colour. Add details until it looks like this."
#2513
Quote from: Darth Mandarb on Thu 21/04/2005 16:31:09
"The 10, 1 room 8, 1 week competition"

Aargh! My brain!
+++CANNOT+PARSE+++
+++ERROR+++
*explodes*
#2514
When I voted, I just left my own game as "unplayed".
That way you can't push your score up by being too optimistic and you can't drag your score down by being too critical.

So, AGA, what is the magic number of votes you're looking for, and how close are we?
#2515
Yeah, with Photoshop you can choose bicubic, bilinear, or nearest neighbour interpolation when rotating and scaling (through a Preference).
Unfortunately, Photoshop Elements (2.0) doesn't give you the option, except during Image Resize, and just goes with bicubic interpolation. That's the only feature I've missed so far with Elements.

On a similar note to the request, I'd like to be able to flip an entire loop.
I can see it happening in several ways...
(a) in the view editor, create a loop that references another loop, but flips it.
(b) when playing an animation, opt to flip the loop.


For a slight overhaul of the animation system, it might be better to break down a character's animation into ACTIONS rather than VIEWS. So, you have an idle action, a fidget action, a walk action, a run action, a talk action, a pick up low action, a use high action, etc. Some actions are looped and some return to idle when finished (this is defined for each action). Each action has the four (or eight) directions and no other "loops" can be added to the action.

I suppose this can all be scripted given the current system, although it could get rather complicated for non-blocking actions returning to idle.
#2516
AGS Games in Production / Re: Occultas Veritas
Wed 20/04/2005 23:31:53
Ooh, awesome!
Is this what you were working on for the ATC?
#2517
General Discussion / Re: New competition idea!
Wed 20/04/2005 18:12:37
I might give it a try occasionally, sure.
I'd like to see some of the results too.
#2518
It didn't actually say "US" president.

As usual you can do what you like - these competitions are for fun and practice, so if you're having fun and practicing, that's all that matters. The worst that can happen is that you don't win!
#2519
Doh.
I don't understand the Mac comment though - that still seems like a random nitpick.
#2520
Slow? It's *emulating* a PC.
Emulators generally need a host machine 10x-30x the speed of the emulated machine.

Oh, and don't be throwing stones. Your last post wasn't exactly the model of clarity.
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