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Messages - Monsieur OUXX

#922
Critics' Lounge / Re: character walkcycle
Sun 30/10/2016 19:56:51
@Snarky : I'll try to fix it but I'm not sure I see it. :( EDIT: are you talking about the fact that the torso+head move one pixel to the left during a few frames?
@Danvzare: because I'm a bad animator and I had to start from something relatively fluid: namely, "The Dig" character walkcycle. And in that game all the male characters look like stereotypical bodybuilders.
#923
in a nutshell, how do you hook into what the player is about to say?
#924
Quote from: evansi70 on Sun 30/10/2016 15:46:59
Quote from: Monsieur OUXX on Sun 30/10/2016 15:31:01
About the cat
Spoiler

What to feed it?
Quote from: splat44 on Sun 23/10/2016 21:36:53
Think of stew
OK but... I've tried to use the meat on the stew and it says "don't overcook it". So I try to skew it (on the darts), no luck. I try to use the potholder. No luck. I try that meat on every damn source of fire. No luck. I try to use it on the pot. No luck.
I'm extremely confused.
[close]

Spoiler
Use the potholder on the stew to get the red herring
[close]
Oh. Oh thanks. I had the feeling that I had used that thing on pretty much every single object in the game. Silly me.
#925
About the cat
Spoiler

What to feed it?
Quote from: splat44 on Sun 23/10/2016 21:36:53
Think of stew
OK but... I've tried to use the meat on the stew and it says "don't overcook it". So I try to skew it (on the darts), no luck. I try to use the potholder. No luck. I try that meat on every damn source of fire. No luck. I try to use it on the pot. No luck.
I'm extremely confused.
[close]
#926
Quote from: Alan v.Drake on Sun 16/10/2016 16:20:51
AGS Draconian r9 (October 16, 2016) DOWNLOAD

Could you explain to which AGS version your fork is the closest? (I need to know if it's ocmpatible with my AGS 3.4.0.x). I'd even suggest to name your versions after the AGS version (e.g. AGS Draconian 3.4.0.6r7)

Quote
New experimental Blend Modes !
Cool!!!

Quote from: Crimson Wizard on Fri 30/09/2016 12:42:07
in git's terminology "fork" means to...

Hey guys have you ever considered using the gitflow methodology? It really helps understanding what's the "development" branch, what are the "patch" branches (the ones being developed for the previous version, the ones being developed for the current version), the "last released" branch (aka "master"), etc. It's really useful to avoid getting mixed up. Icing on the cake : the "features" that allow you to group some commits and merges together in a way that lets the reader understand that they all aim at implementing one specific new feature. all of that without additional work. Just a little self-disciplin when switching between branches.



#927
I have the same sort of issue with the cat
Spoiler

I'm 99% sure that I need to use the potholder to protect my hand. Am I correct? and yet I can't seem to find how to.
[close]
#928
Quote from: sthomannch on Sun 23/10/2016 20:08:44
Remember to click on the inventory objects without clicking on the "use" icon.


Whaaaaaaaaat?
Oh. Well that works indeed. I didn't even notice that I could do that.

Is there any difference between that and the "use" icon? Because the "use" icon is definitely buggy with the mug.
Maybe you should rename it "activate" or something. I'm surprised you didn't even use the same AGS action (did you use eUse and eInteract in AGS?)
#929
About the grog :
Quote from: TooDrunkToFuck on Mon 17/10/2016 17:24:59
Spoiler

take a can of instant grog and add water. You have an empty cup? Fill it at the ocean
[close]

I'm very confused. That was my first thought but I might have encountered a bug
Spoiler

I cannot "use" the mug on anything, so I cannot fill it with water.
When I'm in the kitchen, I click on "Use", then on the empty mug. But Guybrush immediately says "the mug is empty" and doesn't let me use it on anything.
Now if I use the powder on the mug at least once, then the exact same scenario keeps happening when I try to "use" the mug, except the message is not "the mug is empty", instead it becomes "that grog would be too dry" (same message as when you use the powder on the empty mug).
The message is reset to "the mug is empty" if I change room.

But maybe you didn't mean to use the mug on the sea, but the powder can directly? Well, when I do that, Guybrush says "this little can is nout enough for the ocean".
[close]
#930
Found a blocking bug :
Spoiler

after you take the hamster, cannonball leaves. You're left alone in his house. Before leaving the house, if you close the door to the sea, and then re-open it, an invisible character says "thank you" and then the game stops responding. All you can do is killing the process.
[close]
#931
This is a good game!
#932
Critics' Lounge / Re: character walkcycle
Fri 21/10/2016 10:30:31
Men with broad heavy shoulders have more inertia in their shoulders, therefore the whole upper body slightly twists when they walk, and the shoulders move slightly back and forth; that was the case of the character with the yellow t-shirt, but that's not the type of weight that we want the final character to have.

@Trample pie: your latest edit is just perfect.
#933
Critics' Lounge / Re: character walkcycle
Thu 20/10/2016 23:36:50
I think it looks a lot better indeed, but I have to tell you a secret : the yellow tshirt will not be a tshirt in the final animation. It will be a thick leather jacket. Which means that what appears here as flesh is actually the jacket itself (with a thinner guy inside). the final character will be much less beefy. Therefore the head moving forward and back is a bit disturbing with that goal in mind, because now the character has a very heavy walk. What says you?
#934
I thought this would be a crappy dirty "remix" of existing assets but the comment above make me want to try it. ;-D
#935
So no musician volunteers?

Some news : we're moving forward on the final chapter. (which doesn't mean that the rest of the game is finished, far from it!)
#936
I don't know the real answer but my instinct tells me that the GUIs mishandle something (the characters codes?)  because of sominternal limitations in the engine. Like, characters being stored on 2 bytes instead of 4 or something. It's not visible in the Editor because it's based on .Net, but then it's visible in-game because Allegro fucks up, still because of these hard-coded AGS limitations. It's also not visible for English games or French/German/Western Eirope special characters because they're "closer" to plain ASCII in terms of character codes?

This is all just speculation.
#938
Quote from: Cassiebsg on Sun 16/10/2016 18:53:22
Here you go: https://www.youtube.com/watch?v=9w_zn3uRwPU (was going to link to an english one, but then realized you're french, and the original sounds sooo much better in my hears ;) ).
Believe it or not I posted that in our internal forums, for selmiak and doctorfargo, and I do believe they thought I'm definitely crazy. They were like: "Meh. So what's Cities of Gold about it, except for the actual gold?". Ah, good old French-Japanese-Italian cartoons from the 80's. Something the English-speaking world has definitely missed, except for a few exceptions.

>> That post, though <<
#939
So here's what we'll be working on:

SPOILER ALERT!
Spoiler

REMOVED INFORMATION because no musician offered to contribute.
We don't want to spoil!
[close]
#940
Quote from: Frikker on Sat 15/10/2016 02:09:02
Hey Monsieur OUXX , Glad to see you are still moving forward on this game. Can you PM me back about the stone cogs project please?
Will do asap! Nope, there has been no issue
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