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 - LeChuck

#21
I like your sprite very much, although I would like to see a screenshot of the original screen so I could compare.

However I do ponder that maybe the character art looks a little out of place ingame. The background looks very realistic, maybe "sterile" is a way of describing it, while the character remind me of a caricature. Did the original also do this? I've barely tried it...

There's also something weird going on with the top of the doors, but I can't quite put my finger on it. Perhaps it's the perspective.

Overall it's a nice, clean looking sprite, so good job to you sir!
#22
Critics' Lounge / Re: Frankenstein's monster
Thu 28/08/2008 22:11:22
Quote from: JustLuke on Thu 28/08/2008 11:09:19
By the way, I hope you didn't interpret my comments to be negative. You've chosen an interesting way to interpret the look of the monster, and in doing so, produced a very memorable sprite character.

Nah, no offense taken! :)

It's just that I really like his face, but perhaps it could be smoothened by making the black pixels dark green, and maybe soften the transition to the rest of the face by another shade of green.

As for the limp, I can't see any of it in the moving left/right sprites, but I do notice something weird going on with the left foot (technically his right foot) in the sprite where he's walking down. Just before it disappears, as his right foot is going forward, the left foot stays in view for one frame longer than the right one does before that one disappears. I think perhaps the reason for most of the limping effect is that the head bobs a little unevenly, although that was done on purpose. I think. Ah hell, I actually don't remember too well as I made this sprite five years ago!  ;)
#23
Critics' Lounge / Re: Frankenstein's monster
Thu 28/08/2008 07:04:56
Quote from: Pablo on Wed 27/08/2008 11:31:42
First of all, in the upwards image his head looks like it's horribly tilted to his back. I think it should be more like this:



I love the animating but the problem here seems to be that the first walkcycle has 7 frames, the side animations have 8 frames and the last one has 6 frames, whereas the framecount should be equal in each animation, in this case 8 frames for all of them. Otherwise it won't be consistent and will look strange.

Aye, those suggestions would certainly need an improvement. I don't think it looks weird ingame with 7 vs 8 frames, but you definitely notice that the walking upwards animation moves faster than the sideways animation. Now, looking at the hands in the standing still frames, I notice those hands look terrible! ;)


Quote from: JustLuke on Wed 27/08/2008 16:58:46
kind of Frankenstein's monster crossed with a scarecrow face.

That's kind of the idea, I just messed around in paint until I got a face that looks horrible and somewhat sympathetic at the same time. He is a sown up mess after all. I think animation is more important than each individual sprite itself.

Thanks for the feedback, guys!
#24
Critics' Lounge / Frankenstein's monster
Wed 27/08/2008 11:07:30
Here's a little monster I created a while ago for a Frankenstein themed game. Hit me.






I'm thinking there's something wrong with the walking upwards animation, but I can't quite put my finger on what it is.
#25
Quote from: KhrisMUC on Sun 10/08/2008 10:51:16
Yes, it will work.
Just add this to the header:
Code: ags
import function unhandled_event(int what, int type);


Ouch! Now why didn't I try that? :-\

Thanks!
#26
When combining an inventory item with an object or a hotspot, I sometimes miss the option to run the unhandled event script when trying to combine an item that's not connected to that object or hotspot. If I don't script anything at all under an objects / hotspots "Use Inventory on object" field, the unhandled event script will kick in. However, if I script one inventory item to trigger something using it on an object, how do I trigger the unhandled event script to take over for the rest of the items?


// script for Object 5: Use inventory on object
if (player.activeinv == 52) UseMagnet();
else unhandled_event(1,3); // this obviously doesn't work, hence this thread!



This secret knowledge I'm sure some of you hold would come in handy when the player is trying completely random stuff that suggests a specialized response. As opposed to objects like a locked door where you'd write something like "I can't unlock the door with this vacuum cleaner!" in the else field! :=
#27
Quote from: KhrisMUC on Thu 07/08/2008 07:59:47
In short: there's no way to achieve what you want.

The alternative is to turn off the GUI whenever somebody is talking. That won't look pretty but at least be consistent.

Cold, harsh and honest. Just how I like it  ;)
#28
Quote from: olafmoriarty on Wed 06/08/2008 23:52:04
My guess is that this is a typo, as the cc variable seems a tiny bit misplaced here. I would change line 2957 to

Code: ags
c = character[i];


Also, change line 2963 to

Code: ags
i++;


My strongest apologies if this doesn't work.

No need to apologize, it compiles and runs fine.

Now, the transparency increases if the player is standing far up on the screen, but the code doesn't seem to take the size of the spoken dialogue into consideration... For instance, the transparency will change regardless of whether the spoken dialogue is 1 colomns high or 3, as everything depends on the players y coordinate. Likewise, if the player is standing low down on the screen and there is a sentence which is four colomns, that transparency code won't happen.
#29
Alright! The code you came up with almost seem greek to me!  :P

So I copy pasted into rep_exec_always, except for the very first line, the IsInterfaceEnabled line. I've made some heavy modifications to the interface.


I ended up with this error:

Error: run_rep_exec: error -6 (Error: Array index out of bounds (index:45, bounds: 0..44) in Global script (line 2957) running function 'repeatedly_execute_always'


Line 2957 is this line: c = character[cc];

Can you make any sense of it?

#31
I have this optional GUI at the top of the screen that will sometimes show in front of the spoken dialogue if the player has a low y coordinate / standing high up on the screen. What I'm looking for is some way of detecting whether or not the dialog is crossing paths with this GUI so I can push the spoken dialogue further down or increase this GUI's transparency. Is there a way of doing this?

Edit: Thanks Khris, I'll experiment on your code once I get this damn cold out of my system...
#32
Quote from: thezombiecow on Fri 01/08/2008 16:46:58
Thanks for all the BTDT love, guys, it's really appreciated. I was only being facetious about the three cups, but I don't think that came across. Sorry.

I don't think there'll be any more games starring Ben and Dan, I'm afraid. We simply can't afford to make anymore simple freeware games :(

It's always hard to see a product not live up to the expectations one has as a developer. For every person who likes something, others will dislike or feel something can be improved upon, that's just how it is. I guess the cup rater fell somewhere in the middle of the group. It's impossible to please everyone, but as long as you please someone you've done your job as a developer as far as I'm concerned.

Can't wait to see what you guys do next!
#33
Yeah, I dont really see the reason not to spend all the extra time on making extra good english dialogue. Most europeans like english games and tv series as they improve their understanding of the english language. Except maybe the spanish people. Everything is dubbed over there.
#34
Quote from: Gilbot V7000a on Fri 01/08/2008 01:53:36So, use 32-bit only when it is really needed. 16-bit would be enough in most cases (I won't suggest using 8-bit as it could be hard to handle for people not familiar with it).

Crap, I don't know why I never cared about the bit settings. My sprite file is 80 god damn megs now. Did anyone ever write a program that would convert the sprite file to whatever bitsize?

Converting thousands of sprites might take a little while if done manually. Plus I might be able to run the game in 16-bit mode without sprites disappearing randomly throughout the game. I'm not actually making a game that needs 32-bit but it somehow accidentally got left at 32-bit while doing a transparency test and now almost all sprites are 32-bit...  :o
#35
As for movement? I prefer the style of the second one, it feels more alive. I suppose it depends on if you want a serious or a wacky game. Either way, you need to work some more on the upper body movements. I'm not sure people walk just moving their legs and fingers ;)
#36
If you use a lot of them they quickly become hard to keep track of. If you use them, type down the numbers in a text file along with a destription of what they do. If you mix them up, be prepared for strange bugs. I've completely stopped using 'em.

edit:
Quote from: monkey_05_06 on Mon 28/07/2008 09:51:06
He's not referring to SetGlobalInt/GetGlobalInt which are completely different and unrelated functions.

Ay caramba.. Well I guess my statements are true for people using 2.72 and older...
#37
i present to you the toad gun:



it shoots deadly toads and big frogs at subsonic speeds for a distance of up to 20 meters or approximately 65 feet. i want credits if its goin in your game mawildoer

stupid imageshack
#38
I actually loved the gameplay and interface, but found the absence of ingame music a little disappointing. But only a little.

edit: whoa this thread just got ugly
#39
If it's such a short game, why don't you translate? Those ugly graphics sort of appeal to me, and it sounds like an amazing story!
#40
The only two things I find a little bothersome is the GUI limit, as I've had to manipulate several GUIs for completely different needs, and the views limit. The views limit is annoying but easier to overcome, and is rarely to cause conflict. 500 views total in 2.72 ain't it?

But nearly 13000 sprites? JC... I'm a little over 3000 sprites deep and I have trouble navigating the sprite manager...
SMF spam blocked by CleanTalk