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Messages - Retro Wolf

#1081
Quote from: Radiant on Sun 03/03/2013 14:02:11
.....have never had issues finding somebody to help out with the art for a game.

Is having someone help you with the art any different than using pre-existing art?
What if I drew a ton of sprites a year ago and never used them until now for MAGS?
Any one of these reduces the workload for the competition entrant.

Would it seem less special using existing graphics? If the end result is an enjoyable experience, it wouldn't bother me!

Personally I'm leaning towards allowing the use of pre-made graphics and sound, but I can see the arguments against as well.
#1082
Quote from: m0ds on Sun 03/03/2013 12:18:07
I think any backtracking puzzles would be more fun if you could run, at least.

If it's a big game, I like the idea of being able to teleport when backtracking to another area (as long as it's previously been visited), but teleporting within the room? Not so much.
#1083
How about one click to walk, double click to run? If you're getting impatient by how slow a character moves, have a fast walk as default. Or you could scale the speed, different speed to different sized rooms.
#1084
I'd like to see more RON games, and perhaps allowing use of RON graphics would stimulate the RON community again. But this would also remove some of the challenge behind the competition.
#1085
I like what you are doing but I think it would be a good idea to "demake" the Curse of Monkey Island Guybrush and Elaine sprites rather than using the ones from the older games, because they do look out of place, especially noticable in the hair salon scene.
#1086
Congratulations Gribbler! As a father myself I know the impact a child has on your personal time, but It's definitely worth it!
#1087
Almost a month and i've got 120 downloads on game jolt. There are certainly games out there with more downloads, but it feels good to know that my work exists on so many people's computers (and hopefully some of them liked it). I started the project for Reality Check 2 yesterday, I plan to keep making Reality Check games while I still have ideas!

It's also worth mentioning that this was the first Reality on the Norm game in a year, we need more people working on RON games!

Also thanks for the feedback!
#1088
Completed Game Announcements / Re: Patchwork
Thu 17/01/2013 19:04:57
Love the artwork! The backgrounds remind me of Studio Ghibli.
#1089
If you told me this was an old Lucas Arts adventure game, I would have believed you! It's times like these that makes me wish I was better at art.
#1090
I dont't think i deserve the title of programmer, more of a dabbler. I've been playing computer and video games from a young age, I remember when my Dad brought home an Amiga 500+ in the early 90's. I've always been interested in creating my own worlds, whether through game maker or stories.

I enjoy coming across a problem, and figuring out how to overcome it (however unorthadox, programming purists would probably be horrified by the way I sometimes code.). Who doesn't play a game, and come up with their own ideas of how it could be improved, or what hasn't been done before?

It may sound cheesy: I don't program for recognition, or for the entertainment of others. I do it because I enjoy it!
#1091
VERSION 1.2

A new Reality on the Norm game!
Meet Retail worker Paul as he teams up with RON favourites to defeat David Hasselhoff!
Paul is new to Reality but quickly secured a part time job at Yahtzeebrand. He hates his employer, and his coworker; and has little direction in life.
Journey through the town of Reality, a secret underground lair, and the afterlife!

Previous RON experience will help you understand the story better, but not required.

There's a few serious, naughty words in there but they are rare.

Download here.

[imgzoom]http://images2.cdn.gamejolt.com/data/games/11488/screenshots/11488_18764.jpg[/imgzoom]

This is my first completed AGS project. I've been a member for a few years, but i've mainly been playing around with Game Maker.
#1092
Yes i did do the vertical walls slightly darker, but perhaps not dark enough!
#1093
SPLANET

INTRO:
My first real AGS game: SPLANET (Working title), this game has been inspired by historical occurences that have caused different races to collide, and the results thereof. For example the colonisation of America, the Apartheid etc. I know that this is a contreversial subject, and will tread carefully, as I make no aim to offend. References are going to be as subtle as possible.

STORY:
A small green alien guy (must think of character name!) who crashes on a planet inhabited by several different races. The planet is home to Purples among others, that have lived in peace until the Blues came along and basically ruined life for everyone. Predictably Green Alien Guy has to find a way home and hopefully help the inhabitants of Splanet along the way.

ART STYLE:
I don't believe that I am particularly proficient at producing art, especially the backgrounds. I have tried to keep it as simple as possible, hopefully it is adequate.

SCREENSHOTS:


PROGRESS:
I have only been working on this for a few days, so art can easily improve.

There are no actions to cycle through (Look,walk,talk etc), a simple left click and right click (action performed dependent on what the mouse is floating over).


Any feedback would be appreciated, I won't be offended i assure you. Also if anyone has ideas on what the title should be, and perhaps even a name for the main character :)
#1094
Beginners' Technical Questions / GUI problem
Mon 27/04/2009 20:05:19
I have used the inventory GUI that comes with the default game, it pauses the game when it is open, but i do not wish this to happen anymore. I want the game to continue as normal, even if the inventory has opened.
#1095
The reason your character is so huge is because you need to consider the character's resolution compared to the game's resolution. For example: if you have a 320X240 game, and you import a sprite which is 92X184, he is going to be huge. But if you imported the same character into a 800X600 game he would be a more acceptable size.

Edit: Also if you have a highly detailed character you would want to have a 16 or 32 bit colour depth.
#1096
Thankyou very much! The solution was so simple, i feel like an idiot lol.
#1097
Hello everyone! I want to make it so that every time any character speaks, rather than the GUIs becoming unclickable, i want them to dissappear, then reappear after the conversation has ended. I have a solution but it is long winded:

function oCup_Look()
{
  gActionBar.Visible = false; // Doing this before every conversation?!!
  gInventory.Visible = false;
  cEgo.Say("A hot cup of coffee, a wolf's worst enemy!");
  gActionBar.Visible = true;  // Doing this after every conversation?!!
}

With this method, i would have to retype the code for every time a character speaks, which would be annoying!. Since there seems to already be an instruction for making the GUI unclickable, there should be an ideal place to put the code, but i have yet to find it.

Any help would be greatly appreciated! And i would like to thank AGS for the excellent software!
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