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Messages - Kweepa

#2881
So she's dead?
What's with the package?

And why no message when you try to put a paint brush in a closed can?

I hope this is a beta!
#2882
Thanks HappyHelmet.
You would think it could look just a little bit different!

The game looks nice but it's all a bit random for my liking.

Spoiler

Razor gave green tentacle the mating tape, but it just sounded like a piano playing when he played it. Then the game cut to a tombstone outside with a package on it and returned control to me. I'm guessing that's her dead, but... whaa?
[close]
#2883
Quote from: Lucasfan-Fan on Sun 23/05/2004 18:32:29
Quote from: SteveMcCrea on Sun 23/05/2004 16:52:27
I played for about 20 minutes until all my characters were locked in the dungeon.
I think that counts as a walking dead

As far as I remeber that was NONE of the dead ends :)

So I guess I am just an idiot then. :(
#2884
The magic words there are "once you get used to it" :)
There are many different skills to learn - modelling, rigging, mapping, texturing and animating.
Big game companies have a different person doing each of these.
And then there's the software.
I don't think we're in Kansas anymore.

Although, we could have the equivalent of Eric's walkcycle - just slap a new texture on the supplied animated character and bingo, new main character.

I think it might be quite interesting to have a Moho like character system - supply a body, heads, and broken up limbs, and the game animates them in 2d. That could be useful and speed up development. Of course, it's not for everyone.
#2885
Quote from: Eggie on Sun 23/05/2004 12:58:27
Are the walking deads still there?

I played for about 20 minutes until all my characters were locked in the dungeon.
I think that counts as a walking dead - but maybe I'm just stupid. I never seriously played the original.

There are very few default actions, which is a shame.
And Razor was joking about Bernhard's aftershave - to Bernhard.
Seems a bit unfinished.
#2886
Hints & Tips / Re: Re no-action Jackson
Sun 23/05/2004 16:38:58
That's odd.
I just opened the newspaper and got the coupon.
Are you sure it's not in your inventory somewhere?
Maybe you're right about having to do things in order, but I doubt it.
It could be a bug - this is still a beta version of the game.
#2888
General Discussion / Re: What a buzz kill...
Sun 23/05/2004 12:20:59
I think I speak for everyone when I say we want invites to the wedding.
#2889
Advanced Technical Forum / Re: request
Sun 23/05/2004 10:19:57
Hold on now - the basic facts are true enough, despite the rudeness of the messenger.
I admire CJ's ability to answer the questions in a level headed manner!
I think that's the main reason AGS is so good.

1. 800x600 is the maximum resolution. Personally I'd be happy if 320x240 was the maximum, but we've seen a few artists recently on the boards who are doing 800x600 some justice (eg stuh505, Charlos). They'd probably be just as good at 640x480, but if they're not comfortable at that resolution, let's not chase them off.

2. It's definitely not possible to script sound card usage or full screen toggle. The first seems like a weird request. I can understand wanting the full screen - windowed mode toggle, either through a GUI button or pressing Alt-Enter. Now I realise that's a complete pig to do - I've had to do it myself for a game written with SDL - but it would be a nice feature. Not as nice as AGS 3.0!

3. Perhaps sound and music could be two separate toggles in the setup utility. That's (historically) quite traditional for PC games.

#2890
Dev-C++ is the closest thing I know to what you are probably looking for - but it's still not a patch on Visual Studio, which is a shame because Visual Studio is pretty shoddy.
#2891
General Discussion / Re: Troy
Sat 22/05/2004 14:01:54
I enjoyed it too, although there are only so many lighting-funeral-pyre scenes I can endure before yawning.
I thought Orlando Bloom was ok, but Eric Bana(l) as Hector was weak.
#2892
I don't get it.
Where are the instruments? :)
#2893
General Discussion / Re: What a buzz kill...
Fri 21/05/2004 20:53:59
Sounds to me like you're both a bit shy about asking the other out.
Maybe the leaflet was just a way of reaching out.
I don't see why you should go to church though. If she's sensible, she'll understand that you don't need to be a Christian to be a good person and have morals. If not, then it probably won't work.
#2894
Quote from: Fuzzpilz on Fri 21/05/2004 18:33:50
Wrong. You can easily try it out yourself - typically the zip is at least 5% larger, not at most. (disclaimer: I only tried a few games, and didn't perform any significance tests etc.)
That's true - I got about 10% on my game in progress - rar must be getting better.
Looks like I was talking oot me arse again!

Quote
The question is, is that a good thing? Is it good that most people are using something inferior? I'm not saying that everybody should use specifically (format X) or (format Y) instead of zip, but it's a very bad idea to cling to zip and dismiss all attempts at progress.
I would love for M$ to adopt rar. But they're not going to, I suspect. I don't see any recent specs for the format.
So I agree it's not a good thing but whaddareyagonnado?

Quote
As I said, I'm not sure what, if any, compression AGS uses, but think: if RLE of all things works well for something, then more effective algorithms (e.g. DEFLATE, which is used for PKZIP and Gzip archives) will work even better. You may well be throwing away the opportunity to make the final product much more compact.
Not really. If you pack the game afterwards it doesn't make a hell of a lot of difference to the distribution.

#2895
Quote from: Fuzzpilz on Fri 21/05/2004 15:30:48
Quote from: SteveMcCrea on Fri 21/05/2004 15:03:23
The size difference is maybe 5% at most anyway.
Uh, no. It can be quite substantial (more than 50% occasionally!), depending on the data.
I have never ever seen a big difference.
What sort of data gets that good compression?
Not AGS games...

Quote
If 100 people download the game, which is not terribly unlikely, that's a 500 MB difference already.
If you use rar you've probably saved 1GB because 10% of your audience has ignored it! Huzzah!

Quote
RLE on its own is a pretty crappy method of compression.
It works well for most of the artwork AGS sees.
And I think it's what AGS uses for backgrounds, which is why I mentioned it in the first place.

Quote from: Scorps
What I always liked in Rar (since dos times) is its ability to make a solid archive
You can do that with zip by first zipping with no compression, then rezipping the resulting zip file with maximum compression. Kind of like .tar.gz. Admittedly that's pretty lame...
#2896
Some characters in the style of your avatar would fit in perfectly.
Can't help you there though :)
#2897
WinXP has zip support built in - a zip file opens like any other folder - so I think rar and ace are (walking) dead formats.
The size difference is maybe 5% at most anyway.

As for having an 100Mb game, that does seem a little excessive, but then stuh's backgrounds are 800x600 with little hope for run-length encoding savings.
#2898
I think that's a great idea!
Some more advanced tips would be good too.

Maybe some context sensitive tips (depending on the selection from the tree on the left) could appear in the bar that just says "Ready" at the bottom of the window.
#2899
Critics' Lounge / Re: Alfred Brugenmier Char
Wed 19/05/2004 08:11:29
loominous's edits are almost perfect - I'd leave the original hands though for that lego look (like the main character has).

Monky, what about Alfred? Hmm, I guess that is German. It doesn't sound clichéd enough for me though.
#2900
It's cute!
I thought the nostril change was a breathing thing, which would work better if it was more than one frame.
I'm a bit disturbed by the stance too. Couldn't you give him a pair of boxer shorts? :P Or turn his hips away from the camera...
Very interesting as usual!
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