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Messages - Necro

#201
Critics' Lounge / Re:C&C on Walk anim...
Thu 03/07/2003 16:42:05
Wow thanks every one! Now for the Up/Down Anim :( ....

As for the kicking out, I hardly noticed that but im sure once in AGS it will look alright because he will be moving aswell.  ;D

Maybe once I have finished him all off (and after the game I release) I shall export him so other peeps can use him in thier game.
#202
Second verse same as the first... but with arms

#203
Critics' Lounge / Re:C&C on Walk anim...
Thu 03/07/2003 13:04:34
bob-tastic
#204
Well that sounds about right, Im using photoshop and I must say I cant see how to convert bit depth lower than 8! I shall have a look , If anyone finds it or know of a good program for this let me know.
#205
Critics' Lounge / C&C on Walk anim...
Thu 03/07/2003 12:02:32
Ok, i'm trying to get this walk anim down .. tell me what u think could be done to improve it...

    2X    
[2x now had new added 'bob' goodness!!]

Now before you go running off and saying, but his arms are not moving or whatever , im just interested in comments on his walk at the moment, but any suggestions on what to add to it later would be welcome
#206
NO NO NO ! !  :o

It is not a true colour image, It has already been dithered down from that to 256 colours!! Its exactly the same as that gif which of course cannot be higher than 256 colours anyway!!
#207
Dont forget to feed the fish!!


#208
I'm Sorry I meant to say Hi-Colour pallete , the backrounds 256 colour but the Game isnt , so that should show my background and sprites properly shouldn't it?

[edited fist image in detail but not colour depth]
#209
OK heres a 300x200 , 256 colour background , Hi-res pallette



and here it is in game



Now why have the colours decided to do that??


[edit]
"OK heres a 300x200 , 256 colour background , Hi-res pallette"

I mean Hi-colour pallette in game instead of Hi-res pallette

[/edit]

#210
Critics' Lounge / Re:Background AA Art
Wed 02/07/2003 12:13:52
It could be a stiff wobbly lamp cord! :)

Ok heres the image again , with darker liner instead of black and a diff coloured floor and ceiling? I see how it looks better.. I'm not too concerened with littering the room with objects at the moment.. just the overall appearance..  

Hmm Ignore the black outline around the window , I forgot that 1.

#211
Critics' Lounge / Background AA Art
Tue 01/07/2003 21:57:32
A new background to gawk at...




Please ignore the bit above the top black line.. not cleaned up.
What do people think about this? Do you prefer Black outlined rooms or prefer the dark colour outline (like on my charachter).

I was just trying to get a feel for Anti-aliased backgrounds, any pointers to look out for n stuff also welcome...
#212
Thats Easys!!  We all know what she looks like...  ;D

#213
Seeing as quite a lot of you here are releasing past work I'd thought i'd make one of my old games available too. It was for a MAGS competition last year but way back when the MAGS page was ugly looking , so glad it looks all pretty now..

IT was also hosted on a free web host that went down so I dont know how many of you lucky individuals go to play it. Needless to say it didn't win that months mags (even though it should of).  But it was incredable rushed and the first part of the game people have walk cycle anims and the second part they simply glide but the game overall is ok.

It did have a wierd bug in it if i remember where colours would go wierd but i think it was due to it being compiled in a beta version of AGS, this download had been upgraded and compiled with the latest version. Enjoy!!  :o

Download from :
http://www.amazing-ebooks.co.uk/downloads.html

#214
Critics' Lounge / Re:Communications room
Sun 22/06/2003 16:35:22
Fantastic style!  Once you got rid of the darker coloured outlines it gave it a much nicer look for the style youve gone for , just watch out for perspective issues for example when you move the table , and i think bottom step on the far door needs to look better perspective wise by like 1 or 2 pixels
#215
I think its easy, but as I say its just getting used to how to use the spell system and realises what to look for, the only semi-hard puzzle was the cat, but that was really a matter of proccess of elimination on the wolf screen for me..
#216
No I have no clue to why the colour goes wierd in other places, smoking the pot does intentional cycle the colours but they go back to normal!

I tried an older version of the game on another computer I have before I added the pallete cycle code and the bug appears there too , so I assume its a bug in AGS, I will release the source soon anyway and we may find the bug , but I have no clue whats doing it as I dont mess with the colour pallete.

However The first zip file on the 26th/27th September was compliled in AGS 2.5a , but It is now compiled in the most recent version of 2.5. I dont know if that will make a difference but please tell me if it does.
#217
There is no cause for the acid trippy colours at all in the code for room changes , maybe it is an unknown bug in AGS , I have just tried it on another computer I have here , lower spec.. but should run it ok and I see what you mean I have no clue...
#218
Yay completed it , nice little game , but I think the spell system confused many people to begin with, but once you know what to look for and how it works its top!
#219
??? Does this happen on anybody else's?
#220
I shall of course Squelch any bugs, big or otherwise beneath my powefull boot, Mwahha! Thanks! Missed that one..

But now all fixed!!

Cos this was my first AGS game I wasnt sure how long it would take , a few days longer and everything would be fine, but ah well , expect to find more. *sob* *sob*
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