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Messages - Pixelton

#81
ah right...so you cant really use a walk-behind in that way basically...its ok, I've fixed this with a small amount of character scale.
#82
I know this is probably nothing and simple to resolve but I'm having a few  issues with some walkbehind areas.

in a few instances the player needs to walk underneath something and it just isnt working so I'm curious what I;m doing wrong here. Heres a screengrab to emphasis the problem.



Any help is appreciated
#83
Yeah I'm looking forward to it, sadly he's away from his studio but I can't wait to see what he produces. The only music I have is a few place holder tunes but arn't idea for release. I'm quite excited. I'm probably 2/3rds of the way through the game production but its quite hard to put a percentage on the thing as a whole.

Animation wise I'm pretty much done, I have 2 more rooms I need to build and I have a few puzzles that I need to figure out how to script in but otherwise I don't see why I couldnt have this released very soon.
#84
General Discussion / Re: AGS Podcasts
Mon 12/04/2010 22:00:19
I listened to a few of the other AGS podcasts and I did enjiy them....I found them alittle pubescent at times ::) but I'd love to see a better structured podcast being made :)

Reviews, latest forum info on whats going on in the community, maybe some kind of AGS help section, some monthly or quarterly comps would be good too (depending on how frequent you'll produce them).
#85
On the GUI there is a 'Restart, Load and Quit' option so you can just go back to the start after death, I started playing the Space quest game using my Amiga Emulator and as nasty and cruel the game is it really inspired me :)
#86
haha now they have to be a suprise...The game artwork is alittle blurry for some reason when run in fullscreen which is abit odd but I hope to correct this when I figure out that issue.
#87
Some progress:

I've made some nice death animations for the character now and a GUI 'You have died' window which is displayed on death, thats all working well. Changes to the story and character backgrounds have been made, some dark humour has been injected into the game and the character has become more cowardly.

Another screenshot too (I don't really want to show much more artwork now but I thought...why the hell not? This will probably be the last screengrab until its release.)



Cheers :)
#88
Thats pretty funky actualy :) I like it.
#89
Do alot of people generally avoid one-cup games? I'm curious what the consesus is on this...
#90
Yeah I am after music, alot of the feel and the story has changed since I've been developing it. From seemingly no where some black humour has been injected into it and the character's backstory has changed too....along with the intro sequence. Johnny Rockett has now become a stow-away on the cargo ship.

This has always been more of an excercise in learning AGS (especially the scripting side of things) so game planning...has taken somewhat a backseat (I'm kind of planning things as I go).
#91
lovely 3D graphics - be great to see how the characters will look unless your going for a more bleak lifeless world like Myst
#92
I'm currently working on a game with another forumer (Def) and I'm looking for someone to compose some midi music for the game. Currently I'm using some Midi music I've downloaded from somewhere and the music I have is great as placeholder but, I'd love to work with someone to create some original tunes.

The game
The game is called 'The Visitors' and is set in 1959 around a sleepy Wisconsin town. One night something strange falls from the sky and lands deep in the Ottawa forest and the player must investigate whats going on and find the truth behind the strange object.

The Mood
The style of the game is all first-person with the player chatting to NPC's traveling around different locations using a map system and completing a number of mini-game events. The Visitors has a Drive-in, B-Movie feel to it and music should represent that feel and the game's period.

Artwork




If your interested please send me or Def a PM

Cheers!
#93
That...is tooo coool!!!!
#94
Critics' Lounge / Re: Walkcyle test
Tue 06/04/2010 15:40:11
Really nice style there Lisa and I think it will animate great, I've not tried it in FLash mind but all the essential key frames of a walk cycle look correct.

I do think the head motion is alittle too extreme, usually I try and keep the eye level at the same height throughout the walkcycle and only drop the head and shoulders at two points (when the legs are at their most extreme points)...but to be fair..my character work is alot more low-res than your lovely artwork.


This is a dodgy Star Trek character sprite I've drawn up for an idea I had, I'm not sure if its that fitting for your walk-cycle as its much higher-res and detailed but looking at alot of reference out there...monkey island...Space Quest; they all do it the same. I'm not sure if it helps...I'm more of a 3D animator than a 2D one.

http://www.youtube.com/watch?v=ByU8a-fhbis
Actually this might be abit better, this is a 3D animation walk-cycle I did, you can see that there isnt much head movement (By no means is this an AMAZING!!! walk-cycle...because it isnt! but it might help  :). )

If your project looks anything like your character work it will be great!
#95
Gravity for me...he has some amazing silly words in it!
#96
Maybe I should have names the file differently...I didnt think someone would do that! Ben challenged the system and Ben won! Damn you!!!!!!  :'(
#97
haha...well the fact that no-one seems to know who this iconic cinema character and actor is means a the picture is a big Fail! I couldnt make is Magnum .44 any bigger without it looking silly LOL
#98
ah. Doh!  ::)
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I did use some photo reference to get the pose I will confess!
#99
haha I don't know who Mark Mcgrath is :p just out of curiosity what have I done wrong with my colour pallet? are you after web friendly colours just so I know in the future? I only used 12 colours in total.

----
Ah its not indexed colour sorry...oh well nevermind. maybe next time....

Cheers.
#100
Site & Forum Reports / Re: New AGS Website
Sun 04/04/2010 19:59:23
I agree with Crimson

As a new guy I'd like to eventually work with some of the frequenters of this forum, I think I have alot to offer but at the moment theres no real way to do this besides sending a PM and some people (me being one of them) is...well alittle uncomfortable with sending pms to stranges about working on a project etc.. SO so kind of project/user database jobby would be great.
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