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 - Phemar

#1941
Critics' Lounge / Re: A backround
Sun 13/06/2004 06:14:18

I think he means details, instead of one plain color...
#1942
Critics' Lounge / Re: title screen for game
Sun 13/06/2004 06:09:43

I think it looks a bit empty...there needs to be more  noise in the whole image.
#1943
Critics' Lounge / Re: Soldier sprite
Fri 11/06/2004 13:00:48

I think you should change the bright green to a nice, lush dark green. He looks sissy with bright green...
#1944

Can you believe it? Out if 70 people, only two have replied?

Anyway, about the background...yes, hmm, yes...most definately...It looks soo cool! I can't wait for it to be done! Just remove the fairy carpet...yeccchh...
#1945

Sounds cool, but the screenshots aren't available though...
#1946
Critics' Lounge / Re: Spinning wheel
Fri 11/06/2004 04:38:21

It looks like it's spinning, stopping for a millisecond, turning, stopping, turning, stopping etc.
#1947

While we're on the subject of suggestions:

1. Move Sprite to Folder when right-clicking on a sprite. The sprites number of course stays the same...

2. [] Compile minimum checkbox. The editor for alll things not being used and cuts them out the compiled game. This could reduce file size.
For example, if the editor sees the text-parser is not being, there are no added words aside from the defaults, no text-input things on any GUI, it will cut that functionality out of the compiled game. Same with sprites. It can check all scripts, views, objects etc...and cut that out...
#1948
Critics' Lounge / Re: CJ's Home
Thu 10/06/2004 06:04:56

There should be chalk scratchings on the wall, counting the days like in the movies...
#1949

Your buildings need more depth on the first one. The second one is an improvement, and looks good. Take a screenshot so we can see the windows...
#1950

That window is still waaaay out of perspective, but it's improving. But I like the BG. I love the BG, yup.
#1951
Critics' Lounge / Re: A backround
Thu 10/06/2004 05:50:44

My 10 Cents: http://www.2dadventure.com/ags/painterover.bmp

Sorry about the BMP, but if you combine my BG and and Evil's Table, you'd probably have a cool background...
#1952

I actually disagree with evryone about the outlines. They work quite nicely here.
The gradients also work nicely.
The path is missing a serious amount of depth where it meets the grass.
The grass is too light...
The palm tree leaves are too bright and blurry, need more definition...
#1953

There's a glitch in the floor in the gradient where you edited out the character...Is it just me or does the red carpet look a little blurry?
#1954

Ah, I see you took my advice, you Padiwan. Good work, and may the forces be with you...
#1955

People are still falling for this? I can't believe that, nevermind the joke...
#1956
It's when his legs do the
  0
 /|\
  |>    <-bend like that

and when his leg looks like
   0
  /|\
 _/ \_   <--don't point the feet
#1957

http://www.2dadventure.com/ags/facepaint.bmp

Just changed face colors and added shading...
#1958

I tried to use IG at some stage, but all the animations were bundled into one file, and had to be split up before being imported into AGS...
#1959

Woah, I like that alot...portrays a nice attitude...

I agree with the double pixeling though...
#1960

If you're gonna call him dirk, make him wear a silly yellow hat that he doffs everytime he meets someone...

Surname: Cjelli
SMF spam blocked by CleanTalk