Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Layabout

#281
Quote from: kantor_98 on Sat 06/06/2009 18:14:54
I search in the game section but i did not found a scooby doo game. is there anybody from here created something laike this ?

Are you really 11? How the hell did you bypass security? I thought we had a top quality tuxedo'd man with velvet rope guarding the entrance to this place.

#282
Quote from: Trent R on Sun 07/06/2009 05:20:38
Layabout, it looks like your jetpack fire burned of the buttocks of your friend. I think I see some bare cheeks....


~Trent

Yes the problem with exhaust based rocketpacks is your pants would ignite.

So a turbine based solution would be better.
#283
General Discussion / Re: About new computers
Sun 07/06/2009 12:49:57
Quote from: jetxl on Sun 07/06/2009 12:06:28
Hi there.

It's been years since I bought a new computer and this one is waning so I'm thinking about buying a new one.
Usually I buy one in the price class of low to mid range, but since I use the same computer for years and years I was thinking to go all out this time, so I'll be up to date for a decenia.
However, as I page through the hardware reviews I don't really see a big difference. It's all 100 bucks extra for just a few bits more power.
Speaking of power, my room is already +5 °C hotter than any other room in the house because the pc is on (and that when I'm just browsing the internet). Will two gforce 200 series + quad core + huge ass monitor + power adaptors turn my room into a rocked exaust pipe with the sound level to boot? And will the electric bill be so high that the cops think I'm growing pot in the attic? ...Which I'm not.

So to summarize: what's the best hardware that money can buy a.t.m. (or at least can dispay all the enemies there are on screen in, say Fallout 3, with no frame drop) but also keeps heat-noise-power level down to a minimum.

Sure you aren't growing pot in the attic Jet, sure you aren't. Hehe.

Anyway, I don't really know that much to be honest, but I concur on going 4GB and above and using a 64-bit os. I'd recommend just getting Windows 7 Beta (if it's still available) 64-bit. It's gratis til Mar 2010. If you can get 64-bit progs they run fantastic. If you get 32-bit programs, they run fantastic. I've had no incompatiblilties. AGS (both editior and games) run fine in Windows 7.

If you want to avoid all heat issues, you could go down the water cooling route. Although that will probably eat up a bit of power.

And yes, anything sub 22 inch is a waste of money monitor wise. And to make it better, get 2 of them! Dual monitors is awesome. Code AGS and watch porn whilst smoking a joint and eating a bucket of fried chicken. Life does not get much better.
#284
Haha. I know what LARP-ing is. I just find the concept overly odd and somewhat creepy.

But since it's not just dressing up, it's acting out the fantasy whatever, couldn't that make a fantasy hooker somewhat of a bad character to have. I mean what if one of the other characters pays you for a service in fantasy money. Or trades you a donkey for a service. The only problem is you only get the back half of the donkey cause the head and front legs ran away. You get the ass of the ass. And it is Live Action Role Play. He pays you for the service, does that not oblige you to 'act out' the role play of being a Prostitute being paid for sex?
#285


I am still waiting for my Jetpack.
#286
What's a LARP?
#287
Quote from: BOYD1981 on Thu 04/06/2009 03:08:30
Yeh and that's kinda why I said "pretty much everyone" and not "absolutely everyone".
Do you think it's nifty enough to pay £600 for an iPhone though?

Way to go overinflating the price of the iPhone, Boyd. You would think someone trying to make a point would at least do their research.

But whilst developing for the iPhone/touch is relatively easy, the is a market oversaturation due to the open nature of the marketplace. Between 1 and 5% of the apps are useful in any way (it depends on what your tastes are). Out of 35,000 apps, a game would have to have huge publicity to be a best seller, and even then there are only so many people who are able to buy it.

But being able to play these old adventure games legally on the iPhone or iPod Touch is pretty cool. I would have thought a point and click would be a bit too tricky to translate due to fingers. Fingers are fat and not so accurate as a mouse.

BUT... it would be kind of hard to lug around your computer just to play a quick game of FotAQ or Myst whist on the train standing up because there aren't enough seats. You can do that with an iPhone or Touch... But not me, since I refuse to update my iPod Touch to the latest software version to fill the coffers of Steve Jobs, I can't use the appstore. I don't pay to update the software on my normal phones. I can do that free. I don't pay to update Windows every year. Seriously Jobs! Why! They want me to pay for the privalage of using their PRECIOUS store.
#288
Quote from: Krazy on Wed 03/06/2009 06:25:46
That poor pirate in that enhanced screenshot with the disproportionally short legs looks like he's only leaning against the wall because his legs have permanently stiffened. I really feel sorry for the guy  :-[

He's just a bit 'legless' from all the grog. :p
#289
Quote from: Mr Flibble on Wed 03/06/2009 01:21:07
I never really understood the backlash against cartoony graphics in Monkey Island games... nor do I understand it here. I'll admit that the repainted cover art looks naff, and the design for Guybrush as seen there looks dire, but having watched a few gameplay videos I can say that in the game it looks nice. And I love the new backgrounds too. I don't agree with "bad gaming webcomic" graphics at all.

And if you really can't get into the graphics, what about the freshly recorded music and voice overs? I for one am excited.

I also don't see how it looks like 'bad gaming webcomic." graphics.

If you look at this:



and this:



It is quite obvious the background artists have been very faithful to the original VGA version of the game. They are all hand painted and capture the feel of the setting.

Okay, so other than guybrush's hair (which I admittedly am not terribly fond of), he is rather faithful to the character appearance in all places other than in the close-ups.

If you will take off your rose coloured specs for a moment please, I pose a question. If you were told about this great game, inspired by a Disney ride (very important) about a naive kid who travels to a pirate-infested island to become a pirate, in an adventure jam packed full of comedy and ridiculous situations, would you envision a game with realistically proportioned characters, or a game with cartoony and stylised characters? Also note that at that time, Lucasarts and Sierra were in great competition, with Lucasarts pretty much playing catch up. In the move to VGA with KQ5 et al, Sierra introduced realistic looking character portraits to match the greater amount of colours available to them. Lucasarts would have most likely seen this and chose to go in a more realistic art direction to match this.

This may be only me, but the story and situations of the Monkey Island series are better suited to stylised, cartoony graphics over realistic characters. MI1 Guybrush v2.0 is more of an amalgam between CMI Guybrush and SoMI Guybrush with a bad haircut.

So on to the haircut. It's part of the character. Remember, at the start of SoMI, Guybrush is a very naive character who thinks it would be cool to be a tough guy Pirate. In this line of thought, he probably had little to no contact with a real pirate, so he wouldn't really know what a pirate really looks like. They didn't have TV back in those days. It would be quite logical for a kid to get what he thinks is a tough-guy pirate hairdo, where in fact he got a mullet.

Brock Sampson is a tough-guy and he has a mullet.

Alternatively, it could also be misguided art direction.

The ultimate test for this game will be whether it captures the feeling of playing the Secret of Monkey Island. Hopefully (and to me, watching the gameplay vids, hearing the voices and soundtrack, it kinda does, but playing it will be the ultimate test) it will be like meeting an old friend you haven't seen for a long time, cept he has cool new clothes. Unfortunatly, he had a slight accident with a lawnmower, but we can look past that.

#290
Fuck Yes!

There I said it.

Jet, MI SE doesn't have vector graphics. They are all digitally hand painted. The sprites look properly animated as well.
#291
That's looking a hell of a lot better! Only 1 crit I'd have, as the right arm swings back it gets slightly shorter. But to see the difference between the 2 it's pretty outstanding that for one, you followed my advice, and two that my advice actually worked :)
#292
Quote from: heribertovalle on Fri 29/05/2009 15:59:23
this is more of a "deco" and streamlined steampunk world.

See, now saying this makes me even more interested in the project. I love deco influenced art and architecture.

Your trailer confused me slightly. It looked full 3d. That is why wintermute didn't cross my mind, hah.

Still, very much liking what I'm seeing.
#293
I'm guessing this is not an ags game then? Looks really nice, although I'm not a huge fan of anime-influenced character design. I'll be watching the progress of this. I also love steampunk.

Episodic? It's a good choice to cut down time between releases and to allow feedback from the player as to what is working and what is not.

Please, tell us more? Has your team developed it's own engine, an offshoot of another engine, or are you using a pre-existing framework?

From the quality, I'm guessing you are looking to sell this. What kind of price point are you aiming for each episode?
#294
Personally I think the concept looks far nicer than the 3d background. Mainly just the wood effect looks over done compared with the rest of the image. But jeez, that is looking really really lovely.
#295
I'd jump on the bandwagon and vote for progz, if it weren't for one of the mummy's legs being shorter than the other, and to be honest, the pose is rather boring.

So it goes to Loominous.
#296
Nah, use the first 4 then repeat them with the other leg forward.
#297
Righty. Where to start.

At the start...

The biggest problem I see here, something that should be addressed before going into the arms is his staticness. This is caused primarily to you shortening and elongating his legs. Put simply, on the pose where his leg is relatively vertical, his body and head should be at their highest point, contact (both feet on the ground) the body and head should be around a midpoint, and after the contact should be at the lowest. (see image below)



Next up, the arms. You have the right idea here... sort of. The pendulum is decent, no shortening or anything. It's just too static. does he have elbow joints? His upper arm should be moving, and his lower arm and hand should kinda be 'floppy'. And remember, due to the pendulum effect, the outer part of the swing should ease in and out, having only really the middle of the swing vertical. Eck, it's hard to explain. So I draw.



A nice touch that is not used enough is body movement and balancing. Your body is a complex machine and counterweight. The arm swings counterbalance the leg movements. So right leg forward, right arm back. YOu've got this. But the whole body twists. Your shoulders and hips also move. You should try to incorporate this into your animation.

Lastely, 11 frames is not ideal for a walkcycle. There is an uneven amount of frames. A good target for frames is in multiples of 2. 4 frame animations don't really work well, but if you are lazy, you can use them for up or down views. (not recommended at all though) 6 is good for auxilliary characters, and has been utilised in this fashion in the gabriel knight games. I'd target 8 frames for an AGS game.

That said, i think AGS uses something around 10 frames per second for it's timing overall (correct me if I'm wrong please), so a 10 frame animation (people usually walk at half a step a second). 10 frames is a pain in the arse though, as it's more difficult to have defined positions for each of the frames.

So on this note, I'd recommend you probably restart this walkcycle honestly. Aim for 8 frames. Here is a great reference to plan your frames.



To read up more on walkcycles, the Animator's SurvivalKkit by Richard Williams is pretty much the bible. I recommend it.

Final edit: A good way to animate your character is to have them walking across the page/bitmap/whatever. This helps keep balance and make sure the feet are in the right position and are the correct size. Also, make sure you keep the body parts the correct size.
#298
Quote from: DC on Thu 21/05/2009 16:01:29


YOUR SOUL, I CAN SMELL IT

You are obviously missing out on something rather funny judging from the reactions of the people behind you.
#299
I cannot hear a single difference between them honestly.
#300
Nice job on the writing Davy, really funny stuff.
SMF spam blocked by CleanTalk