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Topics - Quintaros

#41
Critics' Lounge / Prisoner Screenshot
Thu 11/09/2003 05:37:15
I wanted to ask a few questions about the artwork for my game.  

What do you guys thing of the shading technique?  I've been using lots of gradients and they come out a little funny when I import the image to AGS (most obvious in this image inside the fireplace).  I'd like to fix this some how but if I can't I can live with it.  The shading technique differs from the characters shading as he was done much earlier.  Should I go back and fix him to match?

What about the dead-on angle of the room?  I find rooms to be more dynamic when they show things at an angle but sometimes I'm kind of lazy when it comes to perspective and go for the simplest approach.  

Note the painting in the centre and parchment(?) to the left.  They're cut right out of a photograph and  pasted as a layer into my image.  Is that too jarring a technique or can I get away with it?

I'm making the game in a wide aspect ratio but not using the letterbox feature of AGS.  I simply put blackbars at the top and bottom of each room.  The reason I do it that way is so that I can make the bars walk-behind areas so that I can have the characters walk a little below the frame.  Does that present any problems?


What do you think of the GUI?  Standard style but custom buttons.

Any additional comments?

Thanks.


#42
Advanced Technical Forum / error message
Tue 09/09/2003 03:08:30
Can anybody please explain this:

---------------------------
Illegal exception
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An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0041D422 ; program pointer is +333, ACI version 2.56.623, gtags (1,220)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
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OK  
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#43
My player has a map as an inventory item. When he looks at the map in his inventory I use the "Go to a different room (at specific coordinates)" command to change the screen to the map overview.  The problem is that when I close the inventory window in the new room, I lose all of my cursors.  I can still click on the hotspots in the map room but I simply cannot see the cursor to know where I'm clicking.  

Has anybody encountered this before?  What am I doing wrong?
#44
In attempting to make a scrolling room, I made the background 500X200 (am working in 320x200).    When I import the background image for the room, the background is reduced in size so that it fits into the 320X200 frame horizontally instead of going beyond the regular frame.  I'm not sure if that's clear or not.

Anyway I tried looking at the manual and it says:

"To create a scrolling room, just import a scene that is larger than 320x200. For example, 500x200 is a good size for Lucasarts-type rooms. When you import the scene, a message box will appear asking you what resolution the picture is drawn for - this is because the picture could either be a scrolling room at 320x200, or a single non-scrolling screen at 640x400. So, with a 500x200 room you would click the "320x200" option."

I do not get the message box described in the manual when I import the image.  Am I missing something?



#45
Is it possilbe to make a gradient for a walkable area so that the character scales smoothely as he walks toward the camera?
#46
Critics' Lounge / New background for C+C
Sun 20/07/2003 01:07:33
What do people think of this?  I'm pretty pleased with it except something doesn't appear right on the tiles of the roof.  Can anybody recommend a fix?  Also the trees in the background might be too simplistic.  Do they require more attention?


#47
Before drawing out my walk cycles I wanted to take a poll of what is generally preferred for left and right walk cycles: a true profile of the character, or something a little more diagonal?





#48
I wanted to get some feedback for the compostion of this shot.  
I like the overall look of the frame but am concerned that the characters are dwarfed by showing a wide shot like this.  Should I zoom in to make the characters appear larger in the frame?

Also could somebody recommend how to fix the perspective on the door and video screen ( the thing with the coloured globules).  Its supposed to be a round room except for these two walls and the thing at the top centre is the rooms lighting.



#49
This is my first attempt at a background.  I think its completely lacking of finesse when it comes to shading.  Could I get some criticism for how it could be improved? Thanks






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