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Messages - Matti

#461
The Rumpus Room / Re: The 4 word story thread
Wed 08/11/2017 11:10:59
From now on he
#462
I think Rui made a point in the thread you linked. The amount of work needed to redo a whole MI game would be insane. Making a long and complex original game can be as time-consuming or even more so, but it's also fun. You do something creative and bring your imagination to life. Doing the ramake is just work, a lot of hard work, that is not very rewarding. It may be challenging, but it would be tedious and boring too and would require a lot of dedication and discipline.

If the point is just to have an open source AGS game to show its capabilities and to help beginners, you don't need to remake MI. You can make any original game and release the whole AGS project.
#463
Critics' Lounge / Re: Improving the walkcycle
Mon 30/10/2017 20:51:18
First things that come to my mind:

- Her arms look very stiff and coul bend a little. Maybe they move a bit too much altogether.
- Her left knee moves a bit too much, or too suddenly. I'm not sure, but it looks unnatural. It may be a little too low too.
#464
Cute little game, I really enjoyed it!
#465
I agree, this shouldn't be too difficult and I don't see why it would "require really complicated script". The amount of available buildings doesn't really matter, just use arrays/structs for the different building's production time and location (or whatever you need to keep track of).
#466
AGS Games in Production / Re: The Witch House
Fri 27/10/2017 12:43:48
I too would say go for it!

After I drew a few backgrounds for a game I'm currently working on I decided to crop 20 pixels in heigth too. It's not that much of a difference, but really worth it I think. It's nice not to have black borders on the sides.

Your game looks really nice btw, keep it up!
#467
General Discussion / Re: Goodbye AGS community
Tue 24/10/2017 21:13:40
Hey Olle. I missed the opportunity to say goodbye, so I'm glad you're back :-D
#468
Quote from: Khris on Sat 07/10/2017 15:37:05
A few years ago a guy from Brazil wanted a version of AGS with any trace of the default fonts removed, because they were from the Space Quest series. Apparently, using AGS with those fonts constituted theft in his mind, and he was terrified of going to hell for it. [insert appropriate comment about religion]

Ah yes, I remember that :-D
#469
Yep, just store player.Loop in room_leave..
#470
Exactly, !oZombieFenster.Animating is the same as oZombieFenster.Animating == false.

With (player.x >=300) as the only condition and the animation being non-blocking, the animation just keeps getting started and is never able to be played, unless player.x is < 300.
#471
The problem might be that you trigger the animation every game loop (normally 40 times a second). So the animation can only proceed when the player walks off the area that is > 300 (and the animation is not triggered again).

Does this work?:
Code: ags
if (player.x >= 300 && !oZombieFenster.Animating) {
  oZombieFenster.SetView(13, 0);
  oZombieFenster.Animate(0, 5, eRepeat, eNoBlock, eForwards);
}
#472
I was about to write exactly what Mandle posted. Congrats on the final release!
#473
There are some strange things going on. In the german version you start with several inventory items, though it seems you're supposed to get them at a later point in the game. EDIT: Ah, I see you got that fixed in the latest upload.

In the english version, there's no intro and you start the game in a totally different room ???
#474
Yes, there is:
Code: ags
failure = counter;
;)

But if failure is always equal to counter, why even use two different variables? You could just do this:
Code: ags
if (counter == 3) QuitGame();
#475
AGS Games in Production / Re: I Want Out!
Sun 20/08/2017 14:54:57
This looks really nice! Good luck with the animations and testing, can't wait for the finished game (with english translation).
#476
Critics' Lounge / Re: World map art
Sun 16/07/2017 12:07:12
Quote from: Khris on Sat 15/07/2017 12:41:45
Those are guideposts, I think :-D

Ah! I thought they were palm trees too :-D It's all a bit hard to read, especially the font.

As for the trees: They would be as symbolic as the rest, no matter how large exactly the map is supposed to be (with its villages and castles). A bunch of trees can indicate that there's a forest. And as it says "Oakwood" on the left, I think the map would benefit from some visual indication of that.
#477
Critics' Lounge / Re: World map art
Wed 12/07/2017 11:23:20
Yes, the rivers could need some work, and trees or hills would help the map look less flat and more interesting.

Also, I think it's a bad idea to copy/paste a few very similar mountains over and over again and then mirror them on the right side of the map. If you don't want to draw them all by yourself you could still put more variation to it and arrange them in different ways.
#478
Nice game, I really enjoyed it. Good work for a MAGS game, good puzzles and decent graphics. Took me around 40 min to complete.

Spoiler
I really liked the logic puzzle at the janitor's door. Took me a few minutes to figure it out and was just about right. Opening the safe with the time restriction was a bit annoying, but I got it with the third or fourth attempt.
[close]
#479
Critics' Lounge / Re: Low-res character face
Fri 30/06/2017 16:18:06
Thank you both, your edits helped me a lot. The lack of a jaw bone has indeed been the main problem with the sprite I think. I changed that, along with the ears and hair, and I really like her face now. I also tried to find something inbetween the original shoes and those in Ben's edit.

[imgzoom]http://i.imgur.com/b7M4R4f.png[/imgzoom]
#480
Critics' Lounge / Low-res character face
Wed 28/06/2017 19:23:21
So I've been working on this character and I'm happy with most of it, but I'm struggling with getting the face right. I tried pushing pixels here and there for a while, but I'm not too satisfied with the results. Here are a few versions:

[imgzoom]http://i.imgur.com/PDVKDMl.png[/imgzoom]

Any ideas, suggestions and paintovers are welcome, not only for the face. I do have problems with drawing the boots too, for example.
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