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Messages - Monsieur OUXX

#861
Critics' Lounge / Re: mountain scene
Mon 06/02/2017 17:06:39
Hey I thought the phrasing "I don't trust you and I don't trust your browser" (with a distrustful smiley) was brutal enough for you to understand that it was a joke. An "over the top" statement for someting as trivial as blur.  I apologize if that sentence made you confused and/or offended. ;-D Of course I trust all of you awesome people with your judgement, otherwise I wouldn't have included your suggestions along the way. :-*
#862
Critics' Lounge / Re: mountain scene
Sun 05/02/2017 11:15:26
Quote from: Mandle on Sun 05/02/2017 02:45:03
why is this screenie so huge?!

Because despite the existence of the "imgzoom" tag, 50% of the people use an incompatible browser that makes the image appear blurry. And as a pixel art artist, I don't like blur. I don't trust you and I don't trust your browser. (wrong) (this was meant as a joke but poorly phrased)
#863
Critics' Lounge / Re: mountain scene
Sun 05/02/2017 00:09:42
Quote from: selmiak on Sat 04/02/2017 06:47:29
also we have some moving fog... ;-D
Yep. That's going to kick ass.



Now for the new iteration :

I think I included most critics. there's a significant enhancement since first version.
#864
a wild guess :

(please note I wrote this code directly in the forum, did not compile it or test it)
Code: ags


bool numbersOk(int num0, int num1, int num2)
{
  if(num0==num2 || num1==num2)
    return false;
  else
    return true;
}

int numbers[3];

void drawNumbers()
{
    numbers[0] = Random(9); //first number can be anything we want

    numbers[1] = Random(9); //we take a second number randomly...
    while (numbers[0] == numbers[1]) { //but if it's the same as the first one we need to draw a new one. We continue until it's correct
          numbers[1] = Random(9);
    }
    numbers[2] = Random(9);//we take a third number randomly...
    while (!numbersOk(numbers[0], numbers[1], numbers[2])) { //but if it's the same as the first or second one we need to draw a new one. We continue until it's correct
          numbers[2] = Random(9);
    }
    //at this stage we picked 3 different numbers
}

//this function is not really useful, it's just for convenience
bool isSequence(int num0, int num1, int num2)
{
  if(numbers[0] == num0 && numbers[1] == num1 && numbers[2] == num2) 
    return true;
  else
    return false;
}

function game_start()
{
    drawNumbers();
    Display(String.Format("the 3 numbers are : %d, %d, %d", number[0], number[1], number[2]));

    //now for your favorite combinations
   if (isSequence(1,2,3))  //1 2 3
       Display("ABC baby you and me");
   else if (isSequence(3,2,1)) // 3 2 1
       Display("That's a countdown");
   else if (isSequence(0,1,2)) // 0 1 2
       Display("you're counting in base zero, you big nerd");
   //etc.
}
#865
Critics' Lounge / Re: mountain scene
Fri 03/02/2017 22:34:27
Quote from: Snarky on Fri 03/02/2017 18:19:06
I would add some rim highlights to the closer rocks, because if they are higher up they can't really be in shadow.
unless they're in the shadows of some higher rocks ;)
Seriously though I don't know what's a rim highlight. Off to google images!
#866
Critics' Lounge / Re: mountain scene
Fri 03/02/2017 15:00:01
Quote from: cat on Fri 03/02/2017 14:56:08
Not much a fan of the curved horizon - do you really want to have a fish-eye look here?
Well I don't have to but that's what looks natural with this kind of top-down one-point perspective. Doesn' it? ???

Quote from: cat on Fri 03/02/2017 14:56:08
Btw, what is this black joystick on the rock in the middle supposed to do?
It's the only lousy trick I found to enforce the perspective in the foreground :-D It's a cairn.
#867
Critics' Lounge / Re: mountain scene
Fri 03/02/2017 14:44:04
Quote from: Mandle on Fri 03/02/2017 13:57:58
I feel they might be a bit over the top
Me too but I'm bad at animation.......... :~( :~( :~(
the link is here. (inside subfolder "stupa")
PS: I'm really happy that you managed to identify what it is. So far, all the people to whom I showed it couldn't tell what it is.

Quote from: Mandle on Fri 03/02/2017 13:57:58
Also: The sky against the mountains still isn't convincing for me...Does it need to be an orange sunset sky as a vital part of the story?
It doesn't need to (even though it'd be more thrilling in a way), but GOD DAMMIT how hard can it be to successfully shade goddamn WHITE SNOW? ;-D 8-0 ;-D
I shall look for more inspiration in references. Here and here and here
#868
Critics' Lounge / Re: mountain scene
Fri 03/02/2017 13:30:50
[imgzoom]https://68.media.tumblr.com/caea26782b6c09b135d17e57388b1ef2/tumblr_oksw6ifZK31tsfksfo1_540.gif[/imgzoom]


EDIT: Found it! I had simply forgotten to bend my horizon (that's just a prototype I'll draw it sharper)
[imgzoom]https://68.media.tumblr.com/5c8e3763a2f3a7c72c6db6b9317884f2/tumblr_oksz0qK0af1tsfksfo1_540.png[/imgzoom]
#869
Critics' Lounge / Re: mountain scene
Thu 02/02/2017 12:25:57
Quote from: Snarky on Thu 02/02/2017 11:16:15
it seems a lot more like a flat, perhaps even slightly uphill surface.

Damn.


OK here's an update that doesn't take that last input in account

[imgzoom]http://68.media.tumblr.com/c40b72c4d7b45177330243376c2d431a/tumblr_okqygfN2dm1tsfksfo1_540.png[/imgzoom]
#870
Critics' Lounge / Re: mountain scene
Thu 02/02/2017 10:42:52
I accept the critics about the "main focus point" but that background will not be an ordinary background where the character walks around. It will be a credits screen where the character slides down on a sledge, starting from the rocks in the foreground, zigging and zagging left and right all the way down (while the sprite gets smaller and smaller). It will probbaly leave tracks in the snow. So unless someone has a brilliant idea, I will probably leave the set like this.

However regarding the contrast, yes, I can (must) boost the depth by playing with the contrast.
#871
Critics' Lounge / mountain scene
Wed 01/02/2017 20:06:57
Is there anything that shocks you in there, drawing-wise? When you look at it, is your eye drawn onto some unpleasant detail?

[imgzoom]http://68.media.tumblr.com/2069db18575d5ea1759bfb07ab412a8d/tumblr_okpot61idB1tsfksfo1_540.png[/imgzoom]

Since I know you guys and I know that there's always a rogue paintover happening at some stage, here's the PSD file (photoshop) : https://www.dropbox.com/s/giche63309kmcwe/02_agsforums.psd?dl=0
#872
@CW thanks for the clarifications, that will help me not using a wrong version by mistake.
@Gurok of course! Stupid me. Getting confused by replaced macros when I was trying to exploit them in the first place.  :-D Thanks.
#873
Quote from: Crimson Wizard on Tue 17/01/2017 21:37:24
I was more concerned about lack of line wrap command that would let one write multiline macros (AGS may have limitations to what can be written in one line).
Well I was planning on testing that. But since it's C syntax, with { } and ; it should be alright.

However I'm having issues with this :

(with AGS 3.4.0-RC2 zipped version, which, if I understood correctly, is the current release version, also known as 3.4.0.14)
This works
Spoiler

Module header
Code: ags

struct Array
{
    import static void TestFunc();
};

import int a1[];
import int a2[];
import int a3[];



Module body
Code: ags

#define NAME a1
#define INDEX 1
#define WORKWITH_a1 else if (which == INDEX) { 

int NAME[];
export NAME;

#undef NAME
#undef INDEX

#define NAME a2
#define INDEX 2
#define WORKWITH_a2 else if (which == INDEX) { 

int NAME[];
export NAME;


#define STARTSWITCH if (which==0) {int zzz=0; }
#define ENDWORKWITH }

int a3[];
export a3;

void init(int which,  int size)
{
    STARTSWITCH
     WORKWITH_a1 a1 = new int[size]; ENDWORKWITH
     WORKWITH_a2 a2 = new int[size]; ENDWORKWITH
    
    a3 = new int[10];
}

static void Array::TestFunc()
{
  init(1,  10);
  init(2, 10);
    Display("a3(0)=%d", a3[0]);
    Display("a2(0)=%d", a2[0]);
    Display("a1(0)=%d", a1[0]);
}




[close]



This does NOT works . At execution, a1 is null in global script. a3 is fine, a2 is fine.
Spoiler

Module header
Code: ags

//UNCHANGED
(...)



Module body
Code: ags

#define NAME a1
#define INDEX 1
//MODIFIED
#define WORKWITH_a1 else if (which == INDEX) { NAME 

int NAME[];
export NAME;

#undef NAME
#undef INDEX

#define NAME a2
#define INDEX 2
//MODIFIED
#define WORKWITH_a2 else if (which == INDEX) { NAME 

int NAME[];
export NAME;


#define STARTSWITCH if (which==0) {int zzz=0; }
#define ENDWORKWITH }

int a3[];
export a3;

void init(int which,  int size)
{
    STARTSWITCH
    //MODIFIED
     WORKWITH_a1 = new int[size]; ENDWORKWITH
    //MODIFIED
     WORKWITH_a2 = new int[size]; ENDWORKWITH
    
    a3 = new int[10];
}

static void Array::TestFunc()
{
  //UNCHANGED
  ( ...)
}


[close]

The only difference is in macro WORKWITH_a1 and WORKWITH_a2.
- In the working script, the macro does not include the name of the array (a1 or a2) as "NAME". a1 and a2 are written explicitly in function "init"
- In the working script, the macro DOES include "NAME" directly.

What's wrong?

#874
My cunning plan exploded into a giant ball of fire approximately 3 seconds after I tried to execute it.

Indeed, it's not possible to #undef , #undefine or even redefine an existing macro.
Oh well. ;-D (roll)


BULLSHIT, #undef does work :-D
#875
I like the new style very much.
I think the suspension of disbelief comes from the tall, flat white wall. Add a few details there, or a bush in front of it, or a slope of snow at its bottom; and it will look cool.
Also that wall is very very thick compared t othe houses' walls. Not very realistic.
#876
Critics' Lounge / Re: Indy Taking-Animation
Wed 21/12/2016 10:15:43
I'm taking the liberty of posting the latest version by Nr. 2698 :

[imgzoom]https://scontent-cdg2-1.xx.fbcdn.net/v/t34.0-12/15673393_1343715198992068_1357779623_n.gif?oh=c6bcbe118b6afde9398fb3e4684e5004&oe=585CECD6[/imgzoom]

I like this one very very much.

I'll have just 3 recommendations for the next phase, the shading phase: (image below)
1) I've noted that you have a tendency to move the ass too low, and add extra pixels between the thighs. Don't. In doubt, go for the straight legs rather than thighs widening up
2) In case of doubt, shade the back to give Indy's upper body a more triangular shape rather than a puffy shape
3) apply slight perspective on the lower end of the jacket. Since Indy is slightly turned (his feet are not on the same horizontal line), the same should go for the jacket.

[imgzoom]https://68.media.tumblr.com/65edd523fe3611c4292132bb0a46802d/tumblr_oij5ojVg4c1tsfksfo1_540.png[/imgzoom]
#877
Critics' Lounge / Re: Indy Taking-Animation
Tue 20/12/2016 10:56:39
Quote from: Snarky on Tue 20/12/2016 07:06:40
Taking, not talking, Cassie. :P

that was a precious moment :-D :-D :-D :-D :-D
#878
Critics' Lounge / Re: Indy Taking-Animation
Mon 19/12/2016 20:02:33
If you want Indy to be able to reach further, he could do a step forward, but if you try it in real life you'll see that naturally you'd do the step first and only then bring your arm up.
#879
Critics' Lounge / Re: Indy sprite : rear view
Mon 19/12/2016 19:52:12
Quote from: selmiak on Sat 17/12/2016 14:44:32
D has the best ellbow, but I don't like how the black pixels define his left arm
You mean the shoulder articulation is too high for your taste?
#880
Critics' Lounge / Re: Indy sprite : rear view
Fri 16/12/2016 17:15:26
so any more votes guys? :)
Which do you like most? A, B, C or D?
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