Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Oneway

#101
Critics' Lounge / Re: Problem with costumes
Wed 23/02/2005 01:49:36
Wabbit, as someone said in your previous topic about making rooms in poser or bryce, this forum is used for asking critics about art that you created, not about how to use a piece of software.

Please post questions like these in a more general forum.
#102
Critics' Lounge / Re: Character Room
Tue 22/02/2005 23:42:41
Hmm.. i love massive couches. Makes me think back to when i was a kid and could get away with jumping on them excessively.

Sorry about not having any critiques.
#103
Overall it's a very nice image, good job!

There are some details that bother me though:

- Her eyes, she's crossed-eyed this way. Center the pupils and irises more and it'll be ok.
- Her eyebrows may be colored in a little less strong color so they don't seem so prominent.
- The necklace is V shaped. I think it would look nice if it was more rounded. Unless this is by design of course.
- Her boobs are ehm.. well.. saggy. Either that or the dress is crushing 'em. If you look at their overall shape they're oval instead of a nice perky circular shape :) Lower the clevage a pixel or 2 and it should be fine.
- If you keep her arms behind, you should consider bending them at the elbows a little. Try standing like that for yourself for a minute and you'll find it isn't really relaxing.
- And last, make her shoes point more forward. She doesn't seem very feminine to me this way.

It's quite a lot of points i mentioned, but i really like this character. Use of colors is nice and bright and would fit great into a cartoon-style game.

Go for it!
#104
Critics' Lounge / Re: My First BG
Fri 18/02/2005 18:43:47
I really like the style and atmosphere the image has, but looks VERY busy.

This is, i think, because the different colors you use for the walls and floor. They are so high contrast that it takes attention away from what else is in the picture.

Another thing that is a bit disturbing are the black outlines you use in some parts, where in most other cases you uses a darker object color as outline. Try to keep this in one style and it will 'calm down' your image.

I love the stove design though :)
#105
The screenies look very promising. It's almost a letdown to hear you're making the game in 320*240.
This means in fullscreen mode the images will be streched around 3 times their size! And concidering the quality of your models i'd say that is a pitty.

Good luck on your game.
#106
Advanced Technical Forum / Re: error message
Thu 17/02/2005 03:22:41
You're right scumbuddy. I checked the manual after Crumpet said he followed a tutorial. I never knew about the intro.crm, but then again, i've never finished a game for witch i needed to make one.
#107
Advanced Technical Forum / Re: error message
Wed 16/02/2005 14:08:12
In AGS, you can't name the rooms what you want to.
The room files have to be called room#.crm where # is a number.

In the room editor window you can add description to the room numbers to keep track of them.
#108
I say it's doubtfull that the 'full daylight' designers used a different way to handle mouse movements. This isn't something you can just script into the editor.
The way a ags handles an input device's movement and button clicks is coded into the ags engine and not in a script.

Have you tried playing other games with your tablet plugged in? did it work aswell? And are we talking about full functionality here (pen movement and at least two functioning buttons?)

Not owning a tablet myself so i'm not sure if this suggestion makes sence or not: Can't you just use an USB mouse so you can have both tablet and mouse connected at the same time?
#109
The helloween episode for the 2nd or 3rd season:

TV! Teacher. Mother. Secret lover...

#110
Critics' Lounge / Re: Comic Background Thingy
Sat 12/02/2005 18:11:23
Oh man, he made the perspective that way on purpose..

* throws his lifes work on the table and starts sobbing*




I know it's a crappy paintover, and that this isn't what you want with your bg, but maybe someone else may find it usefull:

1: old background
2: old background + old vanishing point(s!)
3: old background + new vanishing point
4: new background + new vanishing point
5: new background
#111
Quote from: Pumaman on Fri 11/02/2005 19:06:47If I were to start AGS over again, I'd probably not bother with the interaction editor at all but rather have a few more tutorials on object-based scripting. After all, it's not like you can write a serious game using just the Interaction Editor anyway.

I agree the interaction editor won't get you anywhere near a completed decent game, but it DOES have its advantages. I use it a lot when assigning dialog to look and use interactions, it's a lot quicker than doing it manually.

I don't know if this is a possibillity, but couldn't the interaction editor, when assigning a 'run script' to an interaction:
1) Check if a script for the current room is already opened.
2) Open the script for current room if not already opened.
3) Append the new interaction function to the opened script (as it essentially already does)

If this is possible then i think a lot of peoples 'complaints' would be solved.
#112
Thanks for all your responses guys!

It really made me think wether or not i should try to include a voicepack into my game. The damage it can do when it isn't 'done right' seems quite substantial. Also the practical reasons not to do it that you all have mentioned are all valid in my eyes.

I have some friends who definately have good equipment for recording (even a small home recording studio) but getting the voices themselves would be quite a task as i (and my friends, who are willing to give it a shot) are not native english speakers.
I suppose the accent would scare off a lot of people.

However, i'm not willing to give up on having voice acting just yet. The importance of it for my game still seems to big. When i get to the point when i concentrate on the voices i'll post a couple of things in the critics lounge and see how you guys react to them.

In the mean time i will try to think of alternatives as a backup. Maybe you can give me some thoughts on that aswell.
The game i'm working on doesn't have a visible main character. This is for practical reasons as i can't for the life of me get a decent drawing out of my hands. The environment will be in 3D and modeling a character as detailed as its surroundings is also beyond my capabillities (and, not showing the character untill well in the 2nd half of the game is an integral part of the plot!).
That is the reason why i thought of voice acting as a way to get the player to bond with the character. Whithout it it seems to me that you get such a lifeless feeling of just clicking around in a lifeless worlds where it doesn't matter how you feel as long as you get that puzzle solved. The only 'lifesign' you get from the character would be the responses displayed in a modified statusline. I hope you understand what i'm talking about.

So, how would you go about creating a 'liking' for the character without ever seeing him on screen (save for one reflection in the mirror)?



#113
I am probably going to answer most of the question myself here, but i really would like to know what you guys all think about it and what makes you decide NOT to do it.

In my view, speech recording is a tool that can greatly help in conveying the right emotions to the player. When done right it will give you a richer playing experience, make you feel more attached to the character and will generally make a game look more finished and/or polished.

Against these pro's, off course, are the con's. The recording process can be tedious, finding good voice actors is quite the task, and after a quick estimate is seems that it will increase download size with 5 to 25 MB depending on the lenght of the game.

From what i've read around the forums, adding voice recordings to a game is often concidered more of an extra than something you are to expect in an amateur adventure game. Personally, because of the pro's listed above, i would love to see and hear about more games including voice acting in their games.

In the game i am developing, i even think adding voice recordings is vital to being able to grab the player and keep him interested in the game. This is because i have no on-screen main character. You will only see him once halfway in the game to give the player (and himself) a nice surprise.

So, what i'd like to know is: What made you decide NOT to include voices in your game?
#114
2 little tips for ya:

In your portfolio, the different windows that popup when clicking on one of the thumbnails need to have a title set (<HEAD><TITLE>This is my title</TITLE></HEAD>)

And why is everything a gif image? For photo's it's generally better to use jpg of png for compression format. Cuts down on the size considerably in some cases.

Nice site though.
#115
What about when the help file is open?

I suspect this is more of a behaviour determined by the Windows OS, but when i have the helpfile open i can't set focus to the AGS window.
Only when i minimise the helpfile i can reach the AGS window again.

This is quite tedious when you're intensively making use of the manual (like my momma tought me so no one would yell at me to RTFM)

Sorry for kind of hijacking your thread Iago, but i thought this was very related and might be answered aswell here instead of in a different thread.
#116
Imagine your favourite stand-up comedian told a joke and then asked if people thought if he/she was funny or not. Pretty lame, eh?


So in short: no, you 're not funny.
#117
As said by Takara:

Spoiler
Have you tried doing something with the table?
Also, trying to use some objects with freddy will give you a clue what might have to do.
[close]
#118
Agreed, a very nice pic indeed. I think you're selling yourself short when you say you're not good enough for realism. :)

The entrance to the building really stands out nicely and gives the bg a nice sense of depth. Texturing and windows are very well done aswell.

There are two things that disturb me a little bit:

First, the building on the right looks like we're facing it head on. At an angle. This is caused by the parallel stripes on the building. It seems to me a building making such an angle Ã, with the road is rather odd. Here's a pic of what i mean:

Oh crap, now i ticked off YakSpit! Be genle with me, it's all for the good of this brilliant pic.

Secondly, i can see the horizon! Especially in urban areas you will never see the horizon, it is always cluttered with human structures (and some trees if you're lucky). Right now the light bar just above the green makes it look like you have a view over the sea. If that is indeed your intention i suggest raising the horizon a pixel or two and give a little detail and color to the sea/ocean.

I know this isn't exactly the kind of critique you asked for (i don't do colors, haha), but i hope you'll take a serious look at the 2 cents i gave you.

Any details on what game this is going to be in, if any?


#119
What a great little adventure! I just played it and loved every minute of it.

What i like most is that solutions the player comes up with to solve puzzles give a nice dialog, even when the solution is not effective.
A very original experience playing a kangaroo!

Is freddy a little tribute to 'freddy the fish' adventures?
He's absolutely my fav character:

Carla: "This bush is just uninteresting."
Freddy: "word"

HILARIOUS!
#120
Critics' Lounge / Re: Pro Mistakes
Sun 16/01/2005 14:57:51
hehe, you're confusing 2d with 3d.Ã,  In 3d, parallel lines stay parallel and don't have a vanishing point.
The vanishing point is a technique that helps make 2d images seem 3d.

So in this 2d picture there is no 'back'. Only up, down, left and right.

Does that make sense?


SMF spam blocked by CleanTalk