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Messages - Mats Berglinn

#281
Thanks for the help, I thought that the "int distract;" would be set in section game start. Ok, it's solved!  :D :D
#282
I have a little problem with exporting ints. I have made up an int called "int distract" and I have put the commando "import int distract" in the room script but when I put the "export distract" at the end of the Global Script the programm gives me this error:

Error (line 1070): cannot export undefined symbol 'distract'

I'm using this in Prosikto's MI2 Template in AGS version 2.62. What is actually wrong? The manual tells clearly that I should put the "export (intname)" at the END of the Global Script but it's still doesn't work.
#283
Critics' Lounge / Rubber tree
Sat 11/06/2005 08:00:06
I'm making a rubber tree as an object for Caribbean Mysteries. I've searched around the web for images but most of them don't show the top of the tree so I'm just taking a wild guessing here.



If you wonder that the green and the white things on the trunk is I can tell that those are linchen (and possibly mosses). I took those elements from a photo to give it more detail.
#284
As many of you (if not all of you) have noticed in Games in Production there have been a lot of games threads that gets up by newbies and they don't follow the rules of posting two screenshots, telling the full story or haven't even begun on the game itself. I bet this pretty frustrating to Darth Mandrab to keep on closing the threads because they never read the rules so I'm suggesting here that we should include a programming question or a reminder that saying "Have you read and agree the Games Forum Rules? You can't publish the thread if you haven't" and two clickable squares with answers "Yes" and "No" on them. If you click on Yes then you can go on publish the thread and if you don't well, it will either take you back to the starting screen or take you to the Forum Rules Page.

This way it will make sure that nobody (or at least a lot less) posting before reading the rules.

What do you think about this? Any other ideas for this? Speak out your mind, please!
#285
Sounds like a fun idea, Kinoko. I might be in this and release the demo of Caribbean Mysteries in time. But if I don't make it in time, I'll just release it afterwards. Got some work left but not too much. Hopefully I'll make it.
#286
Have you checked out if the character is invinsible or that you put him at a walkbehind area?
#287
Critics' Lounge / Re: Sitting Shaman
Mon 06/06/2005 09:27:37
The latest edit:



Changes: The arms have been changed so there are elbows now, plus the armband have changed slightly. Also I pulled up the shadow on his legs slightly and turned the thumbs to the opposite direction.

Okay, so nobody have complained, then it's perfect. Good! It's finished! Done!
#288
Critics' Lounge / Re: Sitting Shaman
Sun 05/06/2005 16:17:35
How's this?

#289
Critics' Lounge / Re: Sitting Shaman
Sun 05/06/2005 11:51:09
Here's the latest edit:



I have used the arms and the legs from Krazy's paintover and addjusted the legs so that Burga is shorter. I remade big part of the hands and made the "skirt" longer. I also made the lines of the "eyebrows" and the teeth darker so they are easier to see. The point is that they're carved rather than painted (but the nosehole is painted to make it look skull-like. Despite that the guy does have a nose even if you never see it in the game because he never removes the mask).

Yakspit, I know this is pickey but, if you want to use a middle line then move it about one pixel to the right and you got the middle of the character (maybe it's uneven pixels of the "transparent" blue color that made you place the line slightly long). I'm not critizing you, just telling you.
#290
Critics' Lounge / Re: Sitting Shaman
Sun 05/06/2005 09:57:54
Don't worry, his real name is Burga so he won't be called "the sitting shaman".
#291
Critics' Lounge / Re: Sitting Shaman
Sun 05/06/2005 07:42:04
Ozwalled: Even if the teeth isn't is real teeth but a part of the mask that he wears?
#292
Critics' Lounge / Re: Sitting Shaman
Sat 04/06/2005 18:26:51
Yeah, now that you mention it he does look like paper doll.
#293
Critics' Lounge / Re: Sitting Shaman
Sat 04/06/2005 17:29:18
Not too bad but the fingers looks really weird and you made the legs too long (he's not suppoused to be tall but not so short either. Besides the skirt is too short compaired with the legs. Also you missed the red spots between the lightgreen stripes. The arms looks okay though.
#294
Critics' Lounge / Sitting Shaman
Sat 04/06/2005 15:47:31
In my game Caribbean Mysteries, there'll be a shaman who mostly in the game sits on his throne in his hut (except for a moment in the third part of the game where you can see him walk and stand). I have drawn first the standing veiw of the character and recently I have finished him sitting. I'm not entirly sure if it looks right so here I'm showing him to you guys.



The first he sits in the throne to easier see that he is actually sitting. Next is the sitting without the throne and the last sprite is the shaman standing.

So, what do you think? Does it look right or not? If not, then how should it be changed. Paintovers are welcome but PLEASE, don't change the character so much because I'm proud of the shaman looks.
#295
I like the cartoony style but I wonder, didn't Henry the VIII have any nose or is he suppoused to have no nose? And what about ears?

Also I think the shoes look more like horsefeet.
#296
Yeah, Jimi's right! I'm making a cartoon-style game, not a realistic game.

Again, thanks ProgZmax for the help. I'll use your walk-cycle in the game.
#297
Zooty, you can't say that "nobody" walks with the hands swaying like that. Not everyone tightens their fists, you know. In fact, I do walk like that sometimes and people doesn't even bother.
#298
Largo: I totallity agree with what Pablo says.

Alias: What's wrong with Torleif being happy? He is suppoused to be a very oppomistic guy so smiles very often. Once I tried to give him a neutral mouth but it didn't look as good as the smile.

ProgZmax: Hey, those animations are really good. I was actually aiming for that Torleif doesn't hold his fists like that but more have the hands loose (like in the original walkcycle) but it your way looks OK.
#299
Isn't there a way to do it with just six frames? I mean just working on these six was so much work.
Besides, if the arms sawying are perfect in six frames how do you keep that flow when you got to add two more? Yes, I might sound lazy but I have spent HOURS on these sprites to make them look good. If there's no way to do it then I've no choice but to follow khrismuc's advice but if you can do it in just six sprites then why not do it?
#300
I've recently done a walkcycle for the main character, Torleif Shufflefoot, who will be in my upcoming game Caribbean Mysteries. I used Eric's old walkcycle (the fix frame one with the guy on it, not the new gray alien eight frame one) as a guide but when I played it up on AGS's Veiw Previewer the legs doesn't look correct while the arms sways right. I don't know what's wrong with the legs or how I can fix it.



If you can help me, tell me how to make the legs walk right and maybe show me a picture how it should look like. If you like to you can do a paintover as long as you don't change anything else than the legs (I like Torleif's look and the arms looks fine to me).
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