Referring to your scene, it's weird but I like it. The sprites rock, and the high contrast works for me as well. Honestly I can't see anything to dislike or to suggest where to improve upon it, maybe somebody else will. *high five*
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Show posts MenuQuote from: evilDMT on Sun 17/02/2008 07:32:03Quote from: theRedPress on Tue 12/02/2008 05:14:15Quote from: evilDMT on Mon 11/02/2008 05:39:41
That would be great if you could make a visual tutorial, also if you need actors for your game. I would be more than happy to make a template of myself doing different things, if you need actors and such. My email address is dean@team.bordernet.com.au if you would like my help.
I will either do a screen-cap tutorial or a youtube video, we'll see - but something and soon, but today I found myself too busy to do it.
Added a new WIP background to the first post, of what might work out as the interior of Lytton PD, Detective's Division. It would be the left hallway, one of probably four hallway scenes in the PD to make up the entire building. I have another background of the right hallway in the works, but I pretty much just need to figure out the layout of it and straighten some basic things out before I can really share it.
Awesome, I look forward to the tutorial. I am really looking forward to the completion of this. I really hope it doesn't die.
Quote from: Joseph DiPerla on Thu 14/02/2008 17:41:23
I replied with some references and offered myself as a team member on your boards under the post "Help wanted".
Let me know if your interested in my help at all.
Quote from: SSH on Fri 15/02/2008 10:36:17
I think that the problem that many people here have had, and what they are complaining about, is that they want the features of Wintermute's engine, but the editor from AGS... People wouldn't have tried at all if they didn't think there was an advantage to WM, but then they found it too hard for a beginner. Now, if someone wrote a book called "Wintermute for AGS users" then they'd probably have a bestseller, and all of CJ's supposedly loyal minions would defect.
Quote from: Mnemonic on Thu 14/02/2008 19:02:37
theRedPress, you probably missed one very important thing. All the files and folders you see in ProjectMan are actually files and folders on your harddisk. Which means you can freely manipulate them using the file manager of your choice. So, "importing" anything means simply copying it to the project directory.
As for templates, you wouldn't want to start a project completely from scratch, believe me.
ProgZmax, what kind of sheer over-complication are we talking about? Creating an animation in SpriteEdit means:
-creating a new file (either from template or by clicking New)
-clicking the "Add frames" button
-selecting one or more images in the file selection dialog
-setting the frame delay
-clicking the "Copy delay to all frames" button.
And that's all. All the other options are for finetuning the animations.
I think your biggest problem with WME is, that it's not AGSIt's not, and it's not intended to be.
Quote from: Joseph DiPerla on Thu 14/02/2008 02:11:06
1. An unlocked feature of controlling Keith would be pointless unless controlling him served a purpose. Thats what I was requesting. I always hated that whenever Sonny would get out of the car, Keith would go do something else. What was he doing? Was he really doing anything at all? I think being able to control Keith would be great. For instance:
If sonny needs backup for a certain situation, the player can take control of Keith and position him with his gun ready and then go back to Sonny for Control and take the next action. Or scenario two: Sonny gets trapped in a room and cant get out. You take control of Keith and let Sonny out...
2) for this I mean that when Sonny talks to someone, they say something, then on a gui, you have a list of options to choose so that you can pick what Sonny says next. Depending on what you pick will reveal different things or make things easier or harder for the player.
3) Personally a system like in LSL 7 would be nice. You have a GUI and a text parser for special functions. Something like that would be nice in PQ2. I mean think about it, You are interrogating a suspect. You click the talk icon on him several times and he tells you everything. Or you use the dialog tree (Suggestion 2 above) and eventually you easily find all the answers. Rather, if you had a parser which allowed you options to enter other commands in addition to whats on the gui, it would make the game more interesting. I mean "ask about" "Tell" or "warn Colby" needs to be used in a parser.
Can you immagine calling Don Colby, clicking his face a few times and have it go something like this:
Click!
Colby: Hello
Click!
Bonds: Hi
Colby: What can I do for you?
Click!
Bonds: Bains is seeking revenge for those who testified against him...
OR even immagine the dialog tree system for this particular scenario:
Click talk icon on Colby!
Colby: Yes?
Your options:
1. Hi, my name is Sonny Bonds
2. Whats your favorite hobby?
3. Would you mind coming to the station to have a few words with us?
4. Bains might seek revenge on those who testified against him... Be careful!
5. I need to go now.
I mean come on, for the serious gamer, we all know to pick option 4 when we get to that part of the game. Where is the challenge in that?
Dont get me wrong, I think using the talk icon and having dialogue tree's should be in the game, but for certain elements, it should be up to the user to figure out all on his own.
4. Ok, if your not going to get rid of the driving, please dont put that stupid option of having to walk around the car before getting into it. Also, can you have the option to activate the police siren so that we can go through red lights and have high speed car chases without getting killed?
5. This has been discussed. But I do think we should allow Sonny to go home and be able to dig deep into his personal life. Judging from the way he keeps his locker and by the vibe I get from him in the original game... I think he is a neat freak personally!
I wanted to request three other things for the time being...
1) No speed cheating. What I mean by this is that in the original game you could just go to characters and ask them about other characters without getting any information on them. For instance, in PQ1, you can go up to one of your fellow officers (This is just an example of what I mean. I didn't try this particular scenario) and ask about Sweet cheeks Marie. And both you and the other person act as if you already encountered her in the game when you didn't. Can you make sure thats not possible? Like if you havent met the witness in jail that saw bains escape or even heard of him, dont just allow yourself to go the prison, and ask for the witness before having the event occur in the game.
2) Ok, when you pull your gun out and shoot, it would be fun to actually see if the bullet hits something or someone rather than jumping directly to a newspaper article that says you went nuts.
3) Walkie Talkie usage would be nice to since cops do use them. If not walkie talkies, maybe cell phones. It would be a good feature since this is common nowadays for people.
I wanted to ask also if Adjusting your sites on your gun and accessing the departments computer would be featured in the game?
By the way... Great graphics! Awesome job. I really hope this is another game that will be released fully. Plans for a talkie?
Quote from: egamer on Wed 13/02/2008 04:14:53
Driving the police car was one of my favorite parts of PQ1 and PQ3, so I was disappointed that in PQ2 the police car ran on autopilot. I'm glad that driving will be in this game. This looks to be a really great game.
Quote from: cosmicr on Tue 12/02/2008 23:57:49
hey looks great so far! but dont over-do it on adding new features. some people(myself included) may not like you toying with something they have known so well and love dearly. eg. dont know about controlling extra characters. sure, add some extra npc's but like I said, dont over-do it! just imho.
as for driving home, well I also remember being able to go home(well, to marie's). it wasnt an apartment, it was a small white house, but I dont think you ever got to see inside.
I'm also anxious to see how you're gonna do the underwater part, seeing that you're going with photo-realism!
good luck!
Quote from: NoEyeDeer on Tue 12/02/2008 22:04:31
It's been a very long time, but I'm sure you see his bedroom at least in 3, the first morning he is a detective - don't you see him wake up and get dressed?
Screens look really good BTW, keep it up!
So are you going for a CSI feel for this as well?
Quote from: Radiant on Tue 12/02/2008 21:53:51Quote from: theRedPress on Tue 12/02/2008 21:22:51
As for his apartment, this is the first I've seen or heard any reference to where Sonny lives - there's none in the game to my knowledge.
Now that you mention it, that IS rather odd, is it not? Especially in the first game, where you can drive all across Lytton, except that your own house is unlisted.
Quote from: Joseph DiPerla on Tue 12/02/2008 20:34:58
I will provide references and response to those on another day. I am leaving work right now.
But in regards to Sonny's apartment... In-game, type "drive home" and he goes there. I dont think he lives with Mary, or does he?
Quote from: Joseph DiPerla on Tue 12/02/2008 20:02:20
Neat! I look forward to a tutorial.
Can I ask for some other improvements in the game?
1) Can we take control of Keith?
2) Can we have a dialogue system where we can converse with other characters ala Indiana Jones and the last crusade adventure game?
3) A text parser to ask witnesses and people about other characters, eg: "ask about Don Colby" etc...
4) Can we please not have to drive ourselves to a location or can we atleast have an option to just pick a location off the map and it drives us there?
5) I would love to see the inside of Sonny's apartment...
These were elements missing from the original game that I wish were there...
Quote from: evilDMT on Mon 11/02/2008 05:39:41
That would be great if you could make a visual tutorial, also if you need actors for your game. I would be more than happy to make a template of myself doing different things, if you need actors and such. My email address is dean@team.bordernet.com.au if you would like my help.
Quote from: evilDMT on Mon 11/02/2008 04:42:35
I was curious on how you do those backgrounds, I want to do something very similar and I was wondering how you do it.
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