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Messages - Matti

#1961
Haha, yeah.  ;D

Well, now I'm going to just use a single icon representing the amount of mushrooms. It would have been very complicated otherwise, with four players having them and the ability to steal them from each other etc....

Everything's fine now.
#1962
Quote from: Joe Carl on Wed 06/05/2009 12:21:13
I mean groups of mushrooms then you should create different inventory items like this: iMush1, iMush2.... and check in the script if your maximum per group is reached then add the new inv item.. and viceversa

Yeah, I thought about that too, but hoped for an easier way. The problem is that there are four players and each of them can carry mushrooms. So I will have to make iMush1, iMush2 etc. for all the players. But, well, it will work like this. Thanks..
#1963
I want to ask if there's a not too difficult way to show several inventory items in one icon. I give you an example:

The player can have a variable amount of mushrooms in his inventory. If he has one mushroom, the icon image shows one mushroom. If he has four the icon shows four. Four shall be the maximum thus if he has five mushrooms, there's an icon with four and on one icon with one mushroom. If he has 9-12, there should be three icons.

Okay, here's a visualization:

#1964
General Discussion / War On Terror Simulation
Mon 04/05/2009 21:17:45

Just found this.

If you want to experience what war against terrorism commonly looks like, it's something for you.

Intelligent "game", reminds me of what happened in Palestina not long ago, but warmongers will never learn..
#1965
Quote from: Babar on Mon 04/05/2009 19:18:24
The perspective of the desk/table is noticeably messed up, and the bed seems remarkably large, considering that it is for the same size of person who would use the desk/table.

Well, the door an the bed fit together so I'd say, the desk is much too small (and off-perspective like you mentioned).
#1966
Critics' Lounge / Re: Wizard's Tower BG
Mon 04/05/2009 14:49:09
I think you should add some darker colors to the borders/corners of the tower's segments. I'd also work a bit on the ground's shading.

I made a really quick edit, hope it will be somehow useful for you. I'm not too happy with the tones of the grass/dirt, but I didn't have the time to play around with the colors now.

Also, the water needs some more shading I think. Perhaps I'll add a second edit later...

#1967

Code: ags
  if (keycode == eKeyP) pausescreen.Visible = !pausescreen.Visible;


What, that would work? I've never seen a line of script like that but hell, it's short and practical.
#1968
Hints & Tips / Re: Flux World
Wed 29/04/2009 23:35:03
You're not only constantly bumping up your old threads, now you're even advertising your crappy project in the hints 'n' tips section? And that after five comments making fun of it? Oh my..

Ah, that was an answer to Domithan.. my bad.
#1969
It's a dinosaur who just had a nice big meal and who is now sunbathing.





[EDIT]And a second one. Some sort of futuristic laboratory. I made it in a hurry so it's not really more than a rough sketch (just like the dino):

#1970
Critics' Lounge / Re: Walkcycle - UPDATED
Wed 29/04/2009 21:30:20
Yeah, perhaps I should shorten those gaps a bit. But you're referring to the first version I uploaded today. I'm quite happy with the fixed version seen above so I might just leave it as it is..
#1971
Critics' Lounge / Re: Walkcycle
Wed 29/04/2009 18:11:03
I'm working on it right now. I'll add two additional frames and some arm movement.

EDIT: Okay, here's a new version. I added three new frames (you were right, rbaleksandar, one frame for one leg was missing), so there are ten now. The upper body still isn't moving, but the arm is and I think it looks smooth now. There are still some details that bother me though, but they are minor...

Also, I think I should add movement to the arm in the back, it would make the whole thing again smoother. Now she has one hand in the pocket like in the standing frame.



Here, all the frames are put together. It's looks kinda funny, so I thought I share it:




Okay, I noticed that one frame looks odd. The pants are too long and a line of the pocket is missing...

Fixed that..
#1972
Critics' Lounge / Re: Walkcycle
Wed 29/04/2009 17:27:18
Quote from: Oliwerko on Wed 29/04/2009 17:15:47
I would add that the speed of her movement is rather slow (or it seems so to me).
Maybe adding a little speed would both speed up the movement in game (less annoying than walking slowly) and the continuity of the frames.

Yes, well, that's just the speed I used for the gif.-file. There's no game yet and therefore no in-game speed. I thought of something like this:

#1973
Critics' Lounge / Re: Walkcycle
Wed 29/04/2009 12:37:31
Quote from: Ascovel on Tue 28/04/2009 23:55:06
The main problem I think is that there is only a very subtle change of the legs position between some frames and a great one between others.

Yes, I'll add 1-2 frames for the final version.

Quote
The walkcycle doesn't look too bad IMO, at least it does its job, but overall choosing an realistic art style in high res for the game might be the death of you. Precisely because of the huge animation work involved. Rotoscoping, while no picnic, might be the only sensible way to pull it off and live to tell the tale.

Ah, well, I decided now to make some minigames using the same characters and locations (a bit like the RON-Universe), so I can split up the story and don't have to do too much work for the single parts/chapters... And once I've done a bunch of animations I can reuse them when necessary..

Quote from: cat on Wed 29/04/2009 11:21:03
Her trousers have a very low waistline, it is actually over the hips. So with every step she does, the waistline of the trousers should move too.

True, I will consider that when redoing the walkcycle.
#1974
Whoa, this Module could come in handy. Thanks in advance, strazer and monkey..
#1975
Critics' Lounge / Re: Walkcycle
Tue 28/04/2009 23:46:59
Quote from: Hudders on Tue 28/04/2009 23:23:05
I think you totally undo a lot of the great work you've put into the sprite with not moving her in a realistic way.

You're absolutely right I'm afraid. The longer I look at it the more I regret that I even posted it... I'll work on it over the next week or so and post an updated, more adequate version afterwards...
#1976
Critics' Lounge / Re: Sleepy The Zombie Kid
Tue 28/04/2009 23:36:58
Then what about something like that:



And if he should look really nice, just add a line  :):

#1977
Critics' Lounge / Re: Walkcycle
Tue 28/04/2009 23:18:56
Quote from: J. Man on Tue 28/04/2009 23:05:50
I think her torso should move a little more as it looks like her legs are not her own in a way.

You're right about that but I'm consciously avoiding that. Since I have about 7 sprites that are supposed to have walkcycles it just would be too much work. A lot of other animations (of the same and other characters) will come too and everythings in high-res so I'm trying to keep the walkcycles as simple as possible without having them fall short of the sprite's quality itself.... I hope that was understandable and correct english...

EDIT: Okay, another striking thing is that her hand/arm isn't moving while the pocket (which I forgot to draw) is.... ahem, I think I have to work a bit longer on that...
#1978
Critics' Lounge / Re: Sleepy The Zombie Kid
Tue 28/04/2009 23:13:35
I really like that guy. But looks like a lunatic rather than a helpful guy. Whatever, I made him some eyes, perhaps you like it. He's looking a bit friendlier now, at least less undead.



By the way, you'r always writing "to" instead of "too" (undead, scary..)  ;)
#1979
Critics' Lounge / Walkcycle - UPDATED
Tue 28/04/2009 22:53:20
Old walkcycle:

   

New walkcycle:

#1980
Quote from: boojiboy on Tue 28/04/2009 05:24:50
Yeah he's underwater. I know what you mean and I've thought about it and decided that I don't want to make it slower. I don't want to forsake gameplay to make it more realistic. I'll come up with an explanation for it though. Thanks guys.

To make him a bit slower would just be silly. There's no way anybody or anything could run on the ocean ground at all. Plus one would need... damn, I don't know the word... shoes with much weight in order to even walk on the ground. So just don't care about that stuff, explanations are unnecessary (include them if they are really funny)..

The animation looks good, I like it.
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