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Topics - Oz

#41
Okay, here's the deal. My current solo project is a top-down dark and brooding cyberpunk adventure. I've been toying around with music for this project, and I'm pretty happy with the current style. Here is a short sample of what the music will sound like:

http://hem.bredband.net/minefield/track.wav

My question is:

Is music like this suitable for background music or should it be used as cutscene/title music? I'm thinking relatively rich music like that might be annoying to hear during actual gameplay. Any thoughts on this? I'm guessing a smooth pulsing bass and a light and slow beat might do the trick (something that won't tax the player too much).

In a comedy adventure, you can have a funny och cheerful tune (rich) playing because it works out with the visuals and the feel of the game, but for a dark game (dependent on a placid feel) like this I'm thinking something slow and mellow might do the trick.
#42
Critics' Lounge / RPG Music
Fri 06/08/2004 13:23:07
Well,

Here are a couple of short tunes (loops) I've made for an AGS-based RPG.
My first crack at RPG music, so C+C would be appreciated!

Haunted forrest music:

http://hem.bredband.net/druid/waltz_of_the_ghouls.mp3

Town music:

http://hem.bredband.net/druid/safe_ground.mp3

Hmmm. Battle music?:

http://hem.bredband.net/druid/rising_storm.mp3

Desert music:

http://hem.bredband.net/druid/ocean_of_sand.mp3

Title music:

http://hem.bredband.net/druid/last_fate.mp3
#43
Advanced Technical Forum / Character skips
Wed 04/08/2004 01:55:50
I click "walk to" and the character starts walking. All's well, looks good, etc, but just as the character is about to stop (before it switches to frame 0) it skips (jumps) a few pixels to reach it's final x/y destination. This seems to happen at random. What is causing this? Nothing wrong with the animation frames...
#44
Whenever the player clicks on an object/hotspot (regardless of what cursor mode is active) I would like the character to move up to the object/hotspot and face its direction. I know this can be done fairly easy in the Interactions Editor for each object/hotspot, but is there anyway I could put these two functions (move to and face location) somewhere in the script so that I don't have to add them to each and every interaction in the interactions editor (look at, use, pick up, etc)?

I have noticed the "Any click on object" will execute a command regardless of what cursor mode is active, but it tends to be run AFTER any other command assigned to any of the other cursor modes (in the Interactions Editor). For example, if I pick an object up, the commands under "Pick up object" in the Interactions Editor will be run BEFORE the commands under "Any click on object". Can I make it so that the commands under "Any click on object" is always executed BEFORE the other interaction modes?

If I could make these two commands (walk to and face) run as default for each cursor mode (before any other command) it would save me a lot of time.

Hmmm. This got a bit messy. I hope someone understands what I am getting at. ;)
#45
I would like to permanently move the character baseline from 0 (the character's feet) to center (the character's waist). I've been toying around with SetCharacterBaseline without success. What would the correct SetCharacterBaseline command be? The char is 16 pixels tall. The reason I want to move the baseline is that I'm working on a top-down adventure game. I want the collision detection for the walkable areas to be calculated from the character's center point instead of its feet.

Thanks!
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