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Messages - Matti

#1021
Critics' Lounge / Re: female character sprites
Tue 21/12/2010 18:58:58
Thanks for the heads up, Sparky.

Here's a new version and if nobody complains, I consider this pratically finished.



And the whole set:

#1022
Critics' Lounge / Re: female character sprites
Mon 20/12/2010 19:36:56
Thanks, Sparky. That link might prove useful. Yeah, I could have someone posing for me, but that's unnecessary work I think - I don't even have a working camera  ::)

I finally found some time to work on this again. I didn't change much of the legs but took some suggestions into account (thanks to Tabata too) and I think it looks better now.


Old one:                     New one:

       
#1023
Critics' Lounge / Re: Backgrounds
Mon 20/12/2010 14:12:59
I prefer the one with the outlines, but I'd use less of them. For example, I wouldn't outline the dirt on the wall and the the puddle of water neither.

But it also depends on how you'll draw your characters. If they don't have outlines then maybe you should go with the first image.

Yeah, I'd go with Eigen's edit.
#1024
..maybe it's the fact that everyone likes crabs?

Yes, I joined the madness before it's over!
#1025
General Discussion / Re: Let the games begin!
Wed 15/12/2010 11:02:24
Hatetris is frustrating alright. Fun idea though.
#1026
General Discussion / Re: Let the games begin!
Tue 14/12/2010 16:12:01
Happy wheels is bloody fun (pun!).
#1027
General Discussion / Re: Let the games begin!
Tue 14/12/2010 00:24:35
Ryan:

If you run out of interesting levels: There's the possibility to create your own castles and there's also a "Players Pack".

#1028
General Discussion / Re: Let the games begin!
Mon 13/12/2010 17:57:49
A very fun game is Crush the Castle. There's also a sequel which seems to be quite similar.

It's always good for a laugh as the castle inhabitants often die in funny ways.
#1029
General Discussion / Re: Let the games begin!
Mon 13/12/2010 02:18:33
Thanks, that video made my day!  :D
#1030
Quote from: monkey_05_06 on Sun 12/12/2010 21:50:01
but if I don't then I just see two images only partially overlapping each other..which I suppose could resolve into a 3D effect if they were closer together..but..for me they remain too far apart.

Yes, there should come a point where they blend together and create a third image.. and then you don't really have to do anything to keep that image visible.

It always works without problems for me, but like vertigoaddict I'm a bit paranoid when crossing my eyes for more than a few seconds, so I usually avoid doing that.
#1031
Short and pretty straightforward. Nice read.
#1032
I just realized that I never commented the finished game.

I really liked it! I was glad to see that the graphics weren' the only good thing about the game, instead everything (except the scaling issue) felt right. The puzzles were perfect, I got stuck a few times but didn't need a walkthrough.

If it would've been longer it could've very well been a lucasarts classic.. it definitely played like one. And it had a nice Grim Fandango touch which is a very good thing.

Looking forward to the next chapter.
#1033
Code: ags

if (HasPlayerBeenInRoom(5) && HasPlayerBeenInRoom(6) && HasPlayerBeenInRoom(7) && HasPlayerBeenInRoom(8) && HasPlayerBeenInRoom(9) && HasPlayerBeenInRoom(10) && HasPlayerBeenInRoom(11)) {}
else {}
#1034
Um.. looks nice but if you want critique on your BGs, there's a Critics Lounge.

And here's the forum rules.
#1035
As I understand your situations you should put it in the repeatedly execute function and check whether the Logic GUI is visible or not, like this:


Code: ags

// rep-exe

if (gLogicMenu.Visible){

  Label.Text = "";
  
  InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);

  if(item == iKey) Label.Text = "This is a key.";
  else if(item == iWallet) Label.Text = "This is my wallet.";
  // etc.

}


I hope that's the way you want it to have, cause I have to go right now  ;)
#1036
Code: ags

  Label.Text = "";
  
  InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);

  if(item == iKey) Label.Text = "This is a key.";
  else if(item == iWallet) Label.Text = "This is my wallet.";
  // etc.
#1037

Just check if the mouse is over an item and use Label.Text="bla" to display a longer String.
#1038
Nice idea!

I can't remember much of Monkey Island 3 and would definitely prefer playing it again in your style rather than the original one, mainly because Guybrush's look became unbearable after the first two games.

Good luck with this. If it's going to be playable and polished, this is definitely something for me.
#1039
Of course you have to change all the views that are being used in that room, not only the walkcycle.

Alternatively you can use area scaling, but that wouldn't look as nice as a smaller handrawn view.
#1040
Here's a new screenshot, showing the character sheet and the witch who is waiting to mix and sell potions to the player.

We're going for a rather loose look of the inventory and limited RPG elements, similar to Moonstone as the main focus lies on action.

The items are WIP and the cursor is ripped from buckethead's new game and will be replaced in time.


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