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Messages - Kweepa

#3301
For the scrolling, use SetViewport(int x, int y) to move the corner of the screen along a line parallel to the isometric line.

For the fence, you could check which side of the fence each object is on ([edit] say by using walkable areas) and set the baseline appropriately. I did that for the jail cell bars in IIISpy (*plug*). But this is a big problem with writing isometric games - generally they get away with it by one of the following methods:
(a) all objects are approximately the same size, so an appropriate baseline is easy-ish to calculate.
(b) put objects into an axis-aligned BSP, and split objects into pieces when they are "hard" to order.
(c) use a z-buffer.
(d) something else I'd like to know :)
[edit] I guess what I'm saying is that a general solution is not likely to be achievable in AGS, without a pretty tricky plugin.

Steve
#3302
I don't know if it's just the avi compression, but the limbs look a little blurred.
Maybe that's because you rotated them in photoshop?
If so, I'd have turned off the smoothing first, then retouched them to smooth out the lines if necessary.
(You can turn off filtering on free transform in General Preferences.)

Still looking forward to this game,
Steve
#3303
Beautiful game!
Shame it ended so suddenly!

[edit]Oh, and I love the manual. Very professional. Reminded me of the Lost Dialogues of Plato in you-know-what.[/edit]

More please.

Steve

P.S. My only (very minor) quibble is the walk icon resembles a look icon. Obviously not as much as the look icon does, but I kept getting confused right clicking through the actions.
#3304
It may be more work to arrange them like that, but then you can reuse the arranged sheet...
#3305
Pretty funny, but just in case someone does think about trying it, very wrong.

1. Oil has a higher boiling point than water, so boiling oil will, if anything, just boil off the water in it. But it's probably trapped in there pretty good.

2. Carbon dioxide does NOT react with hard minerals to give water. Perhaps the sulphuric acid will (acid + base = salt + water), but if you don't get the quantities just right you'll be drinking sulphuric acid.

3. Fluor[ine] is group VII, and methane [CH4] is not even an element. Nor is carbon monoxide.

4. Carrots don't contain much loose natrium [sodium], but salt does.

5. No doubt cucumbers do contain O2, but again, not loosely bound.

6. Natrium [Sodium] peroxide is a white powder. It's a bleach. It burns organic stuff. But that doesn't matter because you can't make it this way.

This has been a public service announcement.
#3306
Right off topic, but are you still working on that eric?
Me want.
#3307
Much better - I like the interior :)
#3308
Critics' Lounge / Re:Look at the princess
Mon 24/11/2003 19:43:28
The problem is that it just takes an artist's eye to know what to draw and what to leave out.
This is particularly true when you're trying to trace a face, and moreso for a female face.
I think the more detail you put in the more likely it is to look ugly.

It's going to be a lot of trial and error for you, basically.
#3309
General Discussion / Re:It's hip to be square
Mon 24/11/2003 19:38:25
Games I liked
Super Monkey Ball (for multiplayer)
Eternal Darkness
Resident Evil Remake
Metroid Prime :)

Games I didn't like so much
Rogue Leader (first level was superb, after that it went downhill rapidly)
Spiderman (kinda fun, but nothing special)
Starfox Adventures (ditto)

Steve
#3310
See for example After's code in the parabolic movement thread - you need a "setup" function, and a repeatedly_execute block.
But then, if something else blocks the game, your graphical effect won't update. To do something like that you'd need a plugin I think.

Steve
#3311
Critics' Lounge / Re:New Background
Sun 23/11/2003 15:51:32
Ghost, I'm sure Rincewind was joking when he said that. I doubt anyone would seriously criticize the style of this piece. Even if they do, please don't take it to heart - I want to see more!

I agree about the sky - the dithering looks good.
The only thing that bothered me about the pic was the coincidence of the corner of the near roof with the point of the roof behind it, like eric said.

Now go do that voodoo that you do so well!
#3312
I'm guessing the lower moon is supposed to be a reflection in a water surface. That would explain the seam running across the sky.

So, in other words, Inkoddi, it's not at all clear that that's water. :) I'd ripple it a lot more.
#3313
Something interesting that's been shown in the casual games and shareware market is that raising the price often results in more sales, because the product instantly seems better.
I don't have any references for this though - sorry.

Steve
#3314
The lines have a very nice Dr Seuss feel.

I'd put the wall-floor dividing line over the shadow though.

Those blue shadows in the corner could be extended a bit too - I think you could use them to better indicate the exits to the room, or to show that the light is on. Perhaps colouring the bulb yellow might help there too - I know it throws off the blueness, but a single colour picked out like that can work with the style.

The main character looks a bit wonky too. I'd like to see him animated. I guess I'd better wait for you to finish the game, eh?

Steve
#3315
Excellent game.
I enjoyed it immensely.
The backgrounds work surprisingly well!

I'll be recommending this to my old Doom clan :)

Thanks!
Steve
#3316
Critics' Lounge / Re:Space Background
Thu 20/11/2003 23:32:34
Those are cool tutorials...
But the capturing heaven tutorial skips a few crucial steps at the end :)
It goes from pretty nice to incredible with a "and then I messed around with it a bit" stage.

Steve
#3317
Sorry, I thought I answered this one already.

I'm worried that going to hundredths or milliseconds will overflow the fixed point calculations, but this should be ok...

So, for time in milliseconds,

int fg = 2*1000*fh1/time*1000/time;
int ft1 = s*time/1000;

Note that I haven't tried this, but I'm assuming the evaluation order is left to right like most languages.

Any more questions are going on the meter, buddy :)
#3318
Quote from: miez on Tue 18/11/2003 10:30:50
Quote from: SteveMcCrea on Mon 17/11/2003 18:45:44
Each background is probably two days of work for a pro, so 34 days there.

And I think that's a VERY optimistic guess!

Obviously I wasn't talking about the kind of detail you put into a background :)
But I know artists who can paint great backgrounds with enough detail in a couple of days - full working days, mind you.
#3319
Advanced Technical Forum / Re:zoooOOOOOOOOM!
Tue 18/11/2003 20:04:16
For that you could set up a walkable area with character scaling and have the background be a character that you move on the walkable area.
To make it a bit easier you could have an animating road, and trees and rocks and things moving as characters on the sides, which scale according to the walkable areas.
#3320
Mr Colossal: Great job on the legs.
One Thinking Gal: Nice recolour. I preferred the smaller breast - it seemed a bit more natural. Yours looks like she's wearing too tight a tshirt. Nothing wrong with that I guess.

Steve
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