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Messages - Pod

#61
How is it hard?
It gives you a series of commands to follow mindlessly....
S'like making a cake.
#62
Is that going to be changed, ever? It's a bit.....rubbish, isn't it?

*dont hurt me*
#63
he made it FOLLOWING a tutorial that is LINKED. Gash!
#64
Spoiler

As you can see, both are correct. I've done them both 4 or so times now, each, and they won't open the door.
#65
Why are there so many arbitrary limits in AGS?
Is there a technical reason for this 300 room limit?
#66
Critics' Lounge / Re: Story Criticism
Thu 30/06/2005 21:53:36
From the one line you've given.......it seems extremely cliché :/

Develop it a bit more
#67
1. Get a piece of old cloth
2. Draw a map on it
3. Scan it in and trace over it

if you don't have a scanner, do it by hand.
#68
It's great.
However the hair doesn't really seem like hair, as it has no volume to it like the eyebrows do...
#69
Critics' Lounge / Re: Subway critizism UPDATED
Tue 22/03/2005 14:33:02
Do you have a character for size reference? Some of the things don't look proportional to each other, eg the coke machine!
#70
Critics' Lounge / Re: Subway critizism
Wed 16/03/2005 21:27:10
Quote from: Helm on Tue 15/03/2005 17:55:53
OotW kinda. Nothing actually is aligned perfectly, but it looks fine. Flashback definately not, it had a constant fake perspective, which presented some minor problems but otherwise made the game look very pretty. Just download and play.

I have! I never completed Flashback, the squidgy aliens pissed me off :/
At the time, I don't remember noting the perspective...

Quote from: MrMasse on Tue 15/03/2005 22:10:37
Hard to explain, but get the game in some kind of legal way and see for yourselfe.

I'll reinstall it :)
QuoteA funny thing about another world is that in the first 25% of the game he uses lots and lots of cutscenes and small animations, but i the remaining 75% he uses two, and both of them in the end...

I remember reading that the PC version had two extra levels created for it to increase it's length. I would assume that's why the animation levels drop :)
#71
Critics' Lounge / Re: need character critics
Wed 16/03/2005 21:24:48
This is great.
Add some shadows to that train and it'll be greater still!


In the 3rd and 4th images, I think his elbows are to far down his arm..
#72
Critics' Lounge / Re: Subway critizism
Tue 15/03/2005 17:38:38
Quote from: Helm on Sun 13/03/2005 17:47:10
the point of the perspective of these shots moves with the character, so to speak. It's about at the level of his eyes. It's pretty difficult to explain, but in the out of this world context, this is completely correct. As long as the character doesn't hit a wall, the background should seem tiled and sort of head on, noperspective. When the character reaches a wall or blocking object, at that point his head in his relative position serves as the point of the perspective. In this way, you can make long ass scrolling rooms, without having to use actual perspective, as it it warp around itself at most extreme left and right positions.

Did Flashback/OOTW do the perspective in a special way? Do you know of any sites that explain it?

Also, I'd like to say I rather like this background, the only 'problem' is that the effects of the light don't seem to have been drawn. I can definatley see Conner jogging along.
#73
Really? I prefer it, it means I don't "overshoot" the window, as I did so much with AGS.
#74
Critics' Lounge / Re: Subway critizism
Sun 13/03/2005 15:57:23
The perspective is reeeeally odd. The 'thin' walls make it stand out for me, personally.



Infact, the walls are too short. I wouldn't like to be on that subway, I'd fear falling into the railway lines as soon as I stepped of the escalator.
#75
Why not just add an option to lock the cursor to the window?  Doxbox does it!
#76
Nice looking game! what is it?
#77


That picture was done by two artists, Helm [posts on here] and "ptoing" [doesn't post on here, I don't think].

The picture was painted, pixel by pixel, with each artist taking it in turn to do a square. Look at what they've done so far, the picture is still unfished, and it's fantastic.

Look at this thread here http://web1.t43.greatnet.de/viewtopic.php?t=8638
EGA games use only 16 colours. Take this picture for example,


It has the same colour and resolution as ALL the early EGA/CGA sierra and lucas art games. This too, was painted pixel by pixel.
#78
Critics' Lounge / Re: Pro Mistakes
Sun 16/01/2005 14:36:39
if it IS the moon, shouldn't the vanishing point be moved back a lot further?
#79
Quote from: DragonRose on Sat 08/01/2005 13:19:26
It took me a bit to figure out what was bugging me about this, but I figured it out. Your horizon line is REALLY high.

Based on the perspective from the path, the horizon should be here:

I assumed the town was on top of a hill. I think that's what it's meant to be?

edit: I put my comment in the quote, because I'm a spanner
#80
Quote from: Pumaman on Thu 06/01/2005 20:18:00
Well, I don't want to change the character from [ at this stage, but adding some sort of escape sequence to print a real [ is a possibility.

I suppose %[ would probably do the trick, unless there are any objections?

Why not /[ ? Like /"
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