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Messages - Lufia

#41
Critics' Lounge / Re: A font
Sun 29/11/2009 23:11:56
But I like my capital A! :(

I fixed the o and x and reduced spacing for the lowercase letters. The main reasn why I left so much spacing in the first place was to leave room for an outline, but this font is way too big to be used as pop up text on the screen and will therefore be textbox-only.

Thank you for the comment.
#42
Critics' Lounge / A font
Sun 29/11/2009 21:20:19
How does this look?

#43
I like the red design but I also prefer the navigation buttons from the white layout. I'm not sur it's such a good idea to have buttons animate so much, and the clicking sound is definitely annoying.

I'm also not too sure about the use of a curly brace in the design, it looks... odd.

The dimensions of the page also look funny. You should decide on a minimal screen resolution you want to support (most likely 1024 x 768 ?) and stick to that. Here, you have some kind of hybrid dimensions that either forces me to scroll down or looks too small on screen...
#44
Well, insensible exists but doesn't quite match every meaning of sensible.

Some thing sensible is something that makes sense. Isn't that the same meaning that sensical would have, or am I missing a nuance?
#45
I like "cleaner" art, all these wavy lines do nothing for me, I'm afraid. ^^'

I'm not sure I'm seeing the walls on the left quite right, if the darker parts are supposed to be perpendicular to the lighter ones, you should re-draw the bottom to give depth. And it would seem the left amplifier is firmly lodged in the wall, which can't be normal.

I don't think you need to change anything else on that picture for it to be coherent and usable, even if I personnally don't care for the style.

On your first picture, the ground, table and chair colors are too similar, you need to contrast them more.
#46
Isn't "sensible" equivalent to "sensical"?
#47
RPG Maker is very J-RPG oriented in its predefined systems and classes. However, in the latest versions (XP and VX) you have access to a script editor and can reprogram pretty much everything, using Ruby. Keep in mind that would mean giving up on the graphical interface of the engine for most actions, which can end up being... painful.
(Note that technically, you can reprogram everything using the event editor available in RPG Maker, but that's even more painful. x) )

For 2D games, Multimedia Fusion 2 is very polyvalent and requires no programmation. Making an RPG with it can be a daunting task, though. I have heard some not too bad things about Game Maker as well.
#48
QuoteAlso, I've never seen a shop window go down nearly to foot level (where people can just kick the hell out of it).
I have. Quite often, actually, and even for bars.
#49
"un jeu d'aventure"

In French, the rule goes something like "If you have to coordinate pronouns, no matter their function in the sentence, use the disjunctive form.", which to everybody but grammarians is equivalent to "Well, because." and doesn't have much to do with Latin grammar anymore. (That happens a lot in French. ;) )

Elle, lui, toi et moi avons fait un jeu d'aventure. -> Her, him, you and me have made an adventure game.
Maybe it's correct in English, maybe it's not. And it's not correct in Spanish. So yeah...
#50
Critics' Lounge / Re: Character Help!
Thu 19/11/2009 11:50:41
A that scale, a pixel of difference in the eyes' height gives the very creepy drawing cuestalius did. The shoulders are too large, the arms too far apart from the body, the legs look too wide...

cues started by correcting the pose, which you didn't do in your remake. Then he didn't add details but shading to give some depth to the sprite.

There is a slight improvement in your latest attempt, though. Keep practicing.
#51
My understanding is that GUI coordinates are relative to the screen while GUI controls coordinates are relative to the top-left corner of their parent GUI.

Could that be the explanation of your problem?
#52
Critics' Lounge / Re: Character Help!
Wed 18/11/2009 18:28:06
The only way to become a good artist is practice. A lot of practice. Reading tutorials will give you basic rules about perspective, proportions, anatomy, various drawing techniques, but the only way to produce anything remotely good is to invest a lot of time in practicing your skills.

Of course, some people start with higher base skill than others when it comes to art. On the other hand, if you start from very low, you'll improve faster. :p
#53
Changing the lightbulb is going to be a pain. Is the ceiling supposed to be that high?

As for making your doors "3D", don't trace a single line for the bottom of the wall and make the door start there, you need to have a little depth. I don't think I'm very clear, so here's a picture :

Look at the door to the right. The line for the bottom of the right wall is down and to the left of the edge for the bottom of the door and you see a wood pane thingie parallel to the back wall. Bam, depth.
#54
I had that same problem very recently. I just gave up on the font in question.
#55
Some kind of variation on the "three doors" problem? What I understand from such problems is that conditional probabilities are counter-intuitive. :P

(What do you mean "not helping"?)
#56
That was nice. ^^

But too short. :p I understand that people don't want to get involved in 30 hours long epics but isn't there a middle ground between that and 15 minutes long?

Nice work on the backgrounds. I don't think making hotspots more noticeable is really necessary given that a label is displayed on mouseover. If the big orange letters don't tell you there's something of interest there, I don't know what can.
#57
I think I'm confusing you. Let's start over.

I want to keep track of some stuff per game save. That is, if I call my load game GUI, when I click on an item in the list of saved games, the screenshot of that save will be displayed, along with some info relative to that saved game, like play time, number of lemmings collected, money...

I click on the save named "blah", it displays that at the moment of that save, I had 2 lemmings, which might not be the number of lemmings I have now, but is the number of lemmings that I will have if I load that save.

So I need to keep track of an array that stores 3 or 4 variables per saved game (hello struct definition) and which actually woudln't change if I load a game, and which would contain all the right values before any game is loaded in case I'm loading a game from the title screen.

Is it possible to keep such an array in AGS or would I need to manage an external file? In either case, how would I go about implementing that?
#58
How do you display the play time when loading a save from the title screen? Variables are restored after you've loaded a game, not before, no?

That's actually the main reason why I thought just storing everything in an array wouldn't work.
#59
Quote1) Static variables (those declared outside the bounds of a function) are persistent between game saves.
But they are reset when you quit the game, right? Otherwise, why would you use an external data file to store the play time?

Quote2) If I were going to save data to a file I would probably use WriteInt(..)/readInt(..), WriteString(..)/ReadStringback(..).
I want to provide additional info for each saved game (play time and keep track of some collectibles and such), that would mean 3 or four different variables to keep track of per saved game. Now, in your module, you use one data file per timer started. Say I want to keep everything in a single file ; I don't see a way to do that using WriteInt()/WriteString(), rather I need some kind of way to delimit different data, which is why I thought WriteRawLine() would be the way to go.
#60
How feasible is it to put all the data I want to keep track of in game saves in a single data file? I guess I'd have to rewrite the whole file each time and use WriteRawLine() to give some kind of fixed structure to the file.
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