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Messages - Kweepa

#2641
Aah yes, making doom levels.
I remember when it was hard core - all there was to work with was DEU and you had to write your own tools to patch together textures. :=

When I was supposed to be writing up my thesis I made some levels and wrote a chapter for one of the "Gurus" books. A few of my textures made it into Final Doom! Now that's crazy.

Some of the Doom source projects are pretty sophisticated these days. I used to use Boom but I that was superceded a long time ago.

HillBilly, I'm not sure what you mean by a graphic editor, but you can make patches (texture elements) with any art package and piece them together with something like DeuTex.

#2642
Quote from: andail_unplugged on Thu 24/02/2005 11:30:02
But you have to stop working on the background at some point, or it would be impractical.

- It's useful to have finished pieces in your portfolio.
- This is the critics lounge.

But, given bb's comments, I think this bg could do with some work to make the layout more interesting before polishing it.
If you want to get professional, it's worth putting the time in.
#2643
Excellent. I'd probably have stopped at stage 3 and been happy (ok, delirious). The final lighting pass really makes it!

For some criticism:
- the plants don't really look finished
    - the pots have no "shape" and don't sit on the shelf well
- the floor is very smooth - could do with some unevenness at cracks
- the scrolls look a bit like bones with ribbons
- the line thickness is very uneven - I'd say too thick around the rocking chair, for example
- a lot of things could do with some ambient shadow (like the chair has)
   - the stool, the bed, the edges of the floors, the roof beams, the bottle shelf
   - see how dark the side of the cupboard and the side of the bed are, compared to the wall and floor
   - where's loominous?
- it doesn't look very "witchy" to me
    - it's very square - particularly the roofbeams
    - the cauldron is subtle
    - the other elements (crystal ball, skull, hat) are all tucked away in the corners and overlookable

Cheers,
Steve
#2644
I was curious about that too - since I'm thinking about buying a laptop...
Resolutions I'm interested in:
SXGA+ (1400x1050 - not widescreen but it is a little unusual)
WXGA (1366x768)
WSXGA (1600x1024)

I mainly use my PC at home for web browsing and working with AGS - I don't want to lose half the functionality.
#2645
Check the manual for SetCharacterViewOffset().
#2646
Quote from: BerserkerTails on Sat 19/02/2005 00:47:24
Just look at Spider-Man 2, and all the Evil Dead-isms in it!

Yes, that was hilarious - I particularly liked the scene when Doc Ock woke up in the operating theatre.
#2647
Well, those are some boring results! :=
#2648
Not exactly SOLVED, but thanks!
#2649
Quote from: Dart on Tue 15/02/2005 22:05:35
Opo, I was wondering where you disappeared off to.

Hopefully into crunch mode on "The Bar"!
Awesome picture, as usual...

Quote from: Scummbuddy
I don't see how it relates to this weeks rules?

It's a tomato with a face. Fits the rules perfectly, I'd say.
#2650
Hey Webspider, you should keep your multiple personalities in check! Some of them are even insulting your game! :=
#2651
For an object that can be picked up you just have to render the image with and without the object...
#2652
Quote from: Haddas on Mon 14/02/2005 12:55:51
Am I alone on this, or does anyone else find that cigarette guy pervy too?

You mean the way he's thrusting his enormous leather clad groin in your direction?
I don't know what you're talking about.
#2653
I had a background width 640 with an object at x=560.
Then I changed the background to width 480.
Now I can't see, move or delete the object.

Does anyone know a quick way to move or delete the object in the editor?
I don't want to:
- move it in scripting
- make the background wider again (losing all hotspots etc)

Thanks,
Steve
#2654
Nooooo! Don't make it 3.0!
I won't be able to resist moving to the new version, and then I'll have to rescript my WIP games...
#2655
Critics' Lounge / Re: first shot of my game...
Sun 13/02/2005 22:41:37
Quote from: Farlander on Sun 13/02/2005 22:33:18
an style that produces quickly nice backgrounds.
I don't know - looks like a lot of work went into these backgrounds...

For the new first room, I agree that it looks a lot better - you've crammed a lot of new detail in there. In some ways I preferred the stark lighting of the original, but in some ways this lighting - it's more appropriate for an apartment I guess.

For the second, not much to criticize! I guess my big problem is the big blank matte tables at the front. They're crying out to reflect something (light spots perhaps).

In general, these backgrounds will need a lot of character scaling to work - that may or may not be a problem for you. At the back near the door, the character will probably look good at about 80%-90% size. But at the front, I'd say about 140%-150%.

Looks great!
#2656
I think the original colours are fine - better than that greenish muck anyway :=
Eyes are supposed to draw your attention so it doesn't matter if they are obvious.

Looking good!
#2657
Quote from: scotch on Sat 12/02/2005 09:55:23
JPG personally ;) The current system already compresses the kinds of image that PNG is good at fairly well.
Agreed. I don't foresee a need for JPG in AGS myself, but then I'm not in the market for better compression anyway.

Quote
Not that PNG isn't a lot better at some things... but JPG would add more versatility and PNG decompression is quite a bit slower, noticeable lag loading a large png even on my 2.6ghz system, I'd guess the jpg version is 1/4 of the time to load.
I'm pretty sure jpg is slower *decompression* - it's probably faster because the bottleneck is getting the compressed data off the hard drive, and the png is much larger than the jpg.
#2658
General Discussion / Re: about:blank
Sun 13/02/2005 03:00:26
Actually there's a browser hijacker type thingy that resets the home page to about:blank every so often and puts up a crappy search page.

I don't have the problem so I can't recommend a solution...
It's probably safe to follow instructions on one of the big antivirus or antispyware forums.
#2659
Hints & Tips / Re: III spy
Sun 13/02/2005 01:25:13
Spoiler

The coffee jump starts your snail (as you noticed).
Notice that you can interact with both lanes.
You want to slow down the competitor and speed up your snail.
I think you're missing a vital object - have you met Dr DVS' house guest?
If so, go to 1. If not, go to 2.
[close]

1.
Spoiler

Search the remains.
[close]

2.
Spoiler

You need to get inside somehow.
[close]

Hope that helps!
Steve
#2660
General Discussion / Re: Photomodeler
Sat 12/02/2005 00:24:15
You can download the demo.
I just ran through the tutorial - seems pretty easy to use.
It was just a demo to produce a rectangular box model (the Photomodeler packaging :P) but the accuracy seemed good!

Neat package - thanks for bringing it to my attention!

Steve
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