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#181
I second this. We're currently developing a high resolution game with this build, and we couldn't be happier with it. It works like charm. :)
It would be awesome if the official version had this feature, and if games that were created with this build would be compatible.
Fantastic work here, this is definitely a step forward for AGS.
#182
Quote from: Baron on Sat 15/03/2014 03:22:48
>>Tell Lady Broomhilde we are honoured by the proposal and wish to know more about her and the Yesteryear clan.  And order the lady a chair: that's classy.

+1
#183
The Rumpus Room / Re: Ponch is in trouble now
Sat 15/03/2014 13:41:44
Haha, that's great. :-D
He's not skinny enough, but you captured that neutral/bored expression very well.
#184
@Gibbler: Oh yes, I forgot about Universe, I played that one on the Amiga. I loved the atmosphere, but I found it to be very hard and pretty unfair at times. And yeah, the interface didn't help ;)
#185
Critics' Lounge / Re: Walkcycle Feedback
Tue 11/03/2014 21:01:46
Quote from: Armageddon on Tue 11/03/2014 18:04:17
That's really great work. I feel his face is a little bit in the uncanny valley though, his mustache is a little too big, not a very good jawline. His head melts into his neck. Other than that though it's really high quality.

Thanks! I gave him a small face-lift:

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/face.png[/imgzoom]

Better?
#186
Great, these are some valuable additions to the scripting language! I'll try it out soon :)
#187
Critics' Lounge / Re: Walkcycle Feedback
Tue 11/03/2014 12:26:18
Well, the learning curve it pretty steep at the beginning. But if you have a sense of proportion (which you obviously have) and some patience, it's possible to learn the basics in a few weeks. In some ways it's a lot like 2D vector graphics, so things like bone animations won't be new to you.
Blender is free software and there are tons of tutorials on the web to get you started.
However the interface takes a lot of getting used to, as Blender is complex. It has video editing capabilities, and it's even a complete game engine in itself. You'll learn tons of keyboard shortcuts along the way. But nothing prevents you from trying. Just don't expect too much in the first weeks/months and don't be worried if there are dozens of buttons that you don't understand yet.

But of course I don't want to distract you from working on "Goat Herd and the Gods" (or even Witchy Woo II). So don't do it. Just don't.  :-D ;)
#188
Sorry, maybe I did not express myself clearly. I do not make anyone "accountable" for that, quite the contrary.
#189
Well done, I like the song! It's not easy to record songs with live instruments if you're spread across the globe. So you've done a good job. The vocals are beautiful and the instruments are played well, although the mix is lacking punch and sounds somewhat flat.
So yeah, keep it up! (nod)
#190
Good video, makes want to play the game once again. :)

I must say I still like the SCUMM interface, it is almost as straight-forward as the two-click interface, but with the possibility for more verbs. Perhaps for today's standards with widescreen monitors it's not really a good idea to have an interface that reduces the height of the screen even more. But back then the screen layout made perfect sense and looked very good.
Worst interface of all time? Clunky? Not after you've played one of those Tex Murphy games  ;)
#191
Yeah, Miguel is absolutely right, let's just stop it now. We made the whole thing bigger than it was, and it ended in the most ridiculous way with Dualnames deleting his own posts out of spite. Make of it what you want, but this has nothing to do with the original topic any more.
#192
Quote from: bicilotti on Mon 10/03/2014 15:36:01
This attitude (insolent, if I may say so), just costed us the lone developer of the AGS Awards game (and previous MAGS organiser, blog writer, etc.). Can you say you two were more active in and for the community as he has been?
Does that mean he should be above criticism? Not at all, Sirs, not at all. But...  is really irony everything you got for him?

Honestly, I don't care. I didn't say anything rude, instead I've expressed my appreciation for his work twice in this thread. Most of the criticism here was remarkably low-key, and everyone seemed to agree that Dualnames did some great work with this award game. So I don't really get why he acted so offended in the first place. It's his decision if he takes such harmless criticism personally and makes such a drama out of it.
#193
So Dualnames, you are saying that some people here are not worthy enough to express their opinions. Fine, if that's your attitude. If "STFU" is all you have to say against well-meant criticism (just read Kiira's post once again), then so be it.

No let's just celebrate the award winners instead.  :)
#194
I have a deep respect for all the work that went into this ceremony. It was very well done, technical problems aside, and great fun.
But saying that you should better attend in the IRC if you feel offended by sexist jokes is like having a separate room for women. That's not a solution, it's just absurd and goes completely against the idea of a community.
#195
Quote from: miguel on Mon 10/03/2014 12:39:05
Dualnames is just clearing the point that the joke already existed and he explained it.

And he told people who feel offended to not attend the ceremony next time.  (wrong)
#196
Congratulations to all winners! ;-D

The thing with running jokes is that they are only funny for those who know about them. And I can understand completely that some people may be offended by jokes about minorities, no matter where these jokes originally come from.
Dualnames, you did a fantastic job, but reading your post, do you really think this is the right way to react to such mild criticism? Just saying.
#197
Critics' Lounge / Re: Walkcycle Feedback
Sun 09/03/2014 11:16:28
Thank you selmiak! I'll see if I can change the lighting a little. Posture and body language is something that will have to be adjusted for each character's personality, and for this character it's just what I intended.

Well, I think this is finished for now. Thanks again to everyone who gave feedback, you were extremely helpful.

Hats off to this community!

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/hatsoff.gif[/imgzoom]
#198
Critics' Lounge / Re: Walkcycle Feedback
Sat 08/03/2014 22:11:59
Thank you, Ryan! I relaxed the hands a little bit.
I think I'm getting close to the final version, but feel free to comment if you find anything else that should be fixed:

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycle4.gif[/imgzoom]


#199
Critics' Lounge / Re: Walkcycle Feedback
Sat 08/03/2014 13:13:37
New version:
[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycle3.gif[/imgzoom]

I reduced the head movement even more and corrected a few minor things with the arms and legs.
Not related to the animation, but I also made the outlines a little thinner.
Any more suggestions?
#200
Critics' Lounge / Re: Walkcycle Feedback
Sat 08/03/2014 07:59:41
Thanks, Tabata! Your're right, of course I won't just copy the walkcycle. The characters will share the same basic animation skeleton, scaled to fit their individual body shapes. Then for every character I'll apply this walkcycle and change certain aspects of it, trying to match the individual personalities. But I want to have at least one basic walkcycle to start from, so that I don't have to recreate it from scratch for every character.
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