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Topics - MashPotato

#21
Critics' Lounge / Which design is better?
Tue 15/08/2006 17:03:22
I have received a couple of comments that my characters for The Hatmaker's Tale resemble objects of an *ahem* "adult" nature (and I had been thinking about changing the characters' leg areas anyway), so I would some opinions as to whether these new designs are an improvement or not.

Here is the ORIGINAL:



Here is the NEW VERSION:



Basically, the change is that they now have defined legs, rather than a blobby ending.  Better?  Worse?
If you have any other suggestions, please tell me.  I would like to make any major changes now, before I start on major animations.
Thanks, all comments appreciated ^_^
#22
In hopes of getting more participants in this competition, I tried to select a topic that wouldn't take too long and will hopefully be fun to write and read:

AESOP'S FABLES[/color]

We all know the story about the tortoise and the hare ("slow and steady wins the race"), and the mice belling the cat ("it is easy to propose impossible remedies"), now make up your own fable that demonstrates words of wisdom... or be wacky and make a fable that teaches lessons in idiocy!  Whichever one you want ^_^

For examples of fables, you can visit here: http://aesopfables.com/


RULES (they're slightly different from the usual, so please read):

1) Although there is no maximum length, fables are usually short and to the point (often being only a paragraph long), so try to be concise. 
2) Don't forget to put a sentence at the end that tells the moral of the story ^_^
3) You do not need to write in the style of Aesop's fables, your fable can be in first-person, presented only in dialogue (like a play script), in verse form, etc.  Feel free to be creative!
4) If your entry is very short, you can put it in your post.  However, if it is medium to long in length, please upload your entry on a host somewhere, and provide a link here.
5) I might enter this one (as is allowed), but I promise I have no idea at this time what I'm going to do ^_^
6) Please get your entries in by July 28 12:00 EST.  Voting will last until July 31, 5:00 EST.
7) The winner will get the keen prize of choosing next month's theme and rules, as well as a spot in the Hall of Fame!

If you have any questions, please ask.  I hope many of you will participate, and will have some good old-fashioned wholesome creative fun! ^_^
#23
General Discussion / Happy Canada Day!
Sat 01/07/2006 17:31:18
Just wanted to say Happy Canada Day to my fellow Canadians... and since I'm already posting, an early Happy Independence Day to our southern neighbours as well... and to any other countries celebrating holidays, Happy _____ Day! ^_^
#24
I would appreciate some crit and suggestions for improvement on this painting I just finished in Photoshop.  She is a mermaid loosely based on one of the coolest-looking fish ever, the lionfish ^_^


Thanks!

The original: http://crabshack.bythegoddess.com/ags/Lionfish.jpg

Latest version:
#25
After the darkness of vampires, let's go to a slightly lighter topic--more specifically to a lighter place...

CANDYLAND!
[/b]

Draw some character sprites that would be at home in this wondrously delicious place... a muffin man, a gingerbread woman... anything that suits your sweet tooth ^_^

Max size: 100x100
Max colours: 24
Ends on July 5th, 12:00 EST
#26
I've been thinking about the GUI design for my game, and I was wondering, does anyone actually use the iconbar to select their cursor in the Sierra-style GUI?  I figure that if everyone uses right-clicking or keyboard shortcuts, that space on the icon bar could be used for a larger inventory window (or something) to pretty it up a bit.  I know that I never use it (it's right-clicking for me ^_^), but is that just my preference?  Would people be annoyed if the icon buttons weren't there?
#27
AGS Games in Production / The Hatmaker's Tale
Mon 05/06/2006 22:28:58
The Hatmaker's Tale

Story: Tom Cliffton lives a peaceful, yet rather dull, life as a shy apprentice hatmaker in the tiny kingdom of Slymia.Ã,  One day, however, he is sent to the castle to make a special hat delivery, and what happens there will change his lifeâ€"and quite possibly the fate of Slymiaâ€"forever…

Screenshots:







Progress:
Story: 60%
Scripting: 2%
Backgrounds: 10%
Characters/Animation: 7%

Additional Notes
-640x480, 32-bit colour
-planned to be a medium-length game
-Strange Visitor will be helping me with scripting
#28
I feel silly for asking this, because there are so many other threads asking the same question, but I think I've been doing exactly what the other threads stated, and I still can't get it working...

On my opening screen, I want to have a simple object animation that is continuous.Ã,  Through the room interactions menu, I accessed the script for "after fadein" and put:

oBlink.SetView(4);
oBlink.Animate(0, 4, eRepeat, eNoBlock);

The object does not animate.Ã,  I have also tried putting these lines in "before fadein", and breaking them up such that the first line is "before" and the second line is "after fadein".Ã,  Neither worked.

I don't see how any of the other room interactions could be affecting this, because I have only disabled cursor modes and made GUI invisible in this room.

Any help that would point me in the right (and probably, obvious ::)) direction would be appreciated ^_^
#29
After some fiddling, I have finally been able to import walkbehind masks, but I found that every other walkbehind slot is empty.Ã,  To be more specific, I imported a mask that had three distinct walkbehind areas (each a different colour).Ã,  When I imported, I have in the slots:
Slot 1: empty (all walkbehind areas are grey)
Slot 2: walkbehind #1
Slot 3: empty
Slot 4: walkbehind #2
Slot 5: empty
Slot 6: walkbehind #3

Why is this happening?Ã,  For walkbehinds, it's not a big deal since I'm not going to reach the maximum number anyway, but if I'm making a mistake I would like to know what I'm doing wrong before I start trying to import hotspot masks.

Thanks ^_^
#30
Hello ^_^
I have some general questions about objects, and it would be great if you could help me out (or point me to previous threads if I missed it them my search):

1) I was planning on making objects out of the edges of walkbehind areas in order to have nice anti-aliased edges (I'm using 32bit colour), and I was wondering about the size vs. number of objects issue.Ã,  I know that too large of an object, or too many objects, can both cause slow down, but which one is more of a concern?Ã,  ie. should I break up the edges into several small objects, or make only a few larger objects?Ã,  Some of my backgrounds will be scrolling backgrounds, if this makes a difference.

2) As a followup to the previous question, what is considered a "large object"?Ã,  Is a sprite that is 250x5 considered as "large" as a sprite that is 50x25?Ã,  Also, does the number of colours in the sprite make a difference in this regard?

3) Is the maximum number of objects in a room still 20?Ã,  That's what is stated in the manual, but I thought I read in a thread that more are allowed... or am I confusing this with the maximum number of sprites?

Thanks for your time ^_^
#31
I have started working on a game, and here is the basic template for the characters (the actual characters would have varying clothes, hair, etc.):

(my game is populated by slime-blobby things ^_^).

Now that the time has come for animating, I don't have any clue as to how this thing would move... should all three "legs" come forward at once (kind of like a caterpillar pulls itself along)?Ã,  Should the character waddle?Ã,  etc.

I would appreciate it if you could give me some ideas ^_^



UPDATE:
The walkcycles:
Ã,  Ã, 

UPDATE#2

#32
The theme: man vs. the elements
The only rule: ends April 30, 2:00 EST

Go nuts ^_^
#33
Hello ^_^.Ã,  I would appreciate some suggestions on how to improve this picture... at this point, I'm looking more at the colouring, but if you see anatomical problems please say so.Ã,  I've been using Photoshop for a while, but only recently started trying to paint with it (it was mostly cel-shading before), so any general tips on technique would also be appreciated.


EDIT:
The original: http://crabshack.bythegoddess.com/ags/CaribouCentaur.jpg

The latest version:
#34
Imagine an adventure game that takes place entirely under the sea--what kind of characters would there be?Ã,  A talking clam...?Ã,  An octopus in a bowler hat...?Ã,  Make up an underwater sprite!

Restrictions:
max size: 200x200
max colours: 24
use your imagination--no copyrighted characters (eg. you can make a mermaid, but not Ariel)

Hope you have fun with it, and if you have any questions, fire away! ^_^
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