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Messages - Rik_Vargard

#141
This was a very fun game to play. How can so many things happen in just one place? That was inspiring for me.
The whole ambient with the sound design was great and I liked very much the whole puzzle thing: there's always a hint somewhere, but you have to "get it".
Also the fact that you're never really in security makes you stay aware at all times.
I had a great moment playing this  (nod)
#142
Well I've seen many ways to create dialog scenes and talking animations.
I myself have not created those yet, but I tested the most common, simple yet efficient animation that is: just moving the head up and down while speaking.

For Blender, here's a little video on how to do that with a 3D character head and keyframes:


Of course, you can animate more things like the arms, or play with rotations etc.
#143
Quote from: Crimson Wizard on Wed 14/08/2024 14:14:47If you put this in repeatedly_execute, that would run N times per second over and over again for no reason.
Settings like that are supposed to be initialized once in game_start, and perhaps when player uses some menu control if you support changing them in game.

Adding such things to repeatedly_execute is a lazy way when a person does not know the correct way, just because it suddenly works. It seems that AGS users used to do this a lot in the past, and older forum threads mention this kind of examples, but that is wrong.

Yeah I found it in an old thread back then and it worked so I thought that was the way to do it  :P
Thanks for your input, I'll go change that  (nod)
#144
I just made a quick basic video tutorial on how I do it:


You might also want to add some lights on your models.
#145
Quote from: Davweb on Wed 14/08/2024 11:31:58Do you know of a system that allows you to create sprites based on a 3D model?


I use BLENDER to create animation sprites. And everything else, really.

If your 3D model has an animation, like a walk cycle or any animation, you can easily export it as a series of PNG images and voilĂ , you have your animation frames in seconds. And then just import them in AGS.

If you're going for the Blender way to create your animations, I can assist you with that if needed. (nod)
#146
For what it's worth, in the global script, in repeatedly_execute(), I have this :

Code: ags
 
Game.TextReadingSpeed = 10;
Game.MinimumTextDisplayTimeMs = 2500;

I found it somewhere on the forums some time ago  :P
#147
AGS Games in Production / Re: Edda
Tue 13/08/2024 23:13:44
Looking beautiful already. Good luck with the next missing percents  (nod)
#148
Quote from: Eon_Star on Sun 11/08/2024 22:04:31Hi,

I used the "A.S.S Module" and made a sample of the Save&Load Menu. The module allows you to save your games with screenshots. The tutorial video I made is very detailed.

Ghostlady, I recommend you watch the tutorial to see how I made it.  :)

Thanks.

A link to the tutorial would be cool :P   ;)
#149
Hey, you guys better share that Adventure with us who can't be there, yeah?  (nod)
So yes: Pics please.  :P
#150
I agree with @Cassiebsg.

Those tutorials should have more visibility on the forums somehow.

If you are a complete beginner these tutorials are the best way to start with AGS in 2024.


@Eon_Star Thanks for the time and effort you put into this!  (nod)
#151
That was a very atmospheric game. The suspense and mystery are non-stop.
A great little game!  (nod)
#152
@hedgefield Thanks for this module !!!  (nod)


Quote from: Eon_Star on Tue 16/07/2024 13:19:43Hi. I tried this module out and it work great. Thanks for your efforts.

@Eon_Star Thank you for your tutorial about this module!  (nod)

#153
@MIGGO Hey thank you so much for playing and for your motivating feedback!
I'm happy you had a nice time playing the demo. (nod)

Cheers!
#154
@heltenjon Thanks for your feedback.  (nod)

I played through the whole demo again and I don't really know what those "bugs" are.
I'll try to give an answer of what I think I understand.

Spoiler
Did you play an early download of the demo? I uploaded a newer version some time ago.
That might explain the StungGun and the Scraps problem.
And I never heard of someone losing inventory like that.
And those problems don't show up when I play.
You should get the gun once you come back to HQ after the first mission at the Extraction facility.
About the Repairs reports. Did you save the game just before going back to the main map?
Because, when you enter the main map, and when the delivery drones are automated, there's a random chance of damage on the machines.
When those are not 3/3, the maintenance bots, if active, will start repairing.

I hope this is somewhat useful?  :P
[close]
#155
@Wiggy Hey, thanks a lot for your feedback. I'm glad you enjoyed the demo and your words are very encouraging. :)

Quote from: Wiggy on Thu 11/07/2024 21:27:04The player's objective is to restore all parts of the resistance base (headquarters, extraction facility and scrapyard)
then use the extraction facility and scrapyard to manufacture raw materials. In the headquarters the cargo transfer system is used to move the raw materials to the Konstruktor 3 machine which can then turn them into Health boosters, stungun charges or EMP bombs, which you will use when you go back to Metro City.

When you have made sufficient stocks, or have used up all your time you can end the demo by asking Nancy to play her song. There's still a little more gameplay left, and a quite surprising plot twist.

Well, I couldn't have in any way summarized this demo better than you just did. And without any spoilers.
Cheers to you!  (nod)
#156
Quote from: heltenjon on Wed 10/07/2024 20:22:47Hi! I finally got around to playing the demo, and it sucked me right in! Highly atmospheric. The music and sounds (where there were any) and the seamless animations starting from the stills are very well done.  8-) Very good job!

Does the demo have an ending? I had to put it aside for a few days in the middle of playing, and may well have overlooked or forgot something - it seemed like all I could do was pick up scrap and drive back and forth until running out of moves.

@heltenjon Thankyou so much for your feedback, I'm happy you liked the whole audio-visual ambient! (nod)

Ah yeah, you can go on and run out of turns. I should have put a message at that point. Didn't think about that :P

The intented ending of the demo:
If you finished both the Extraction Facility and the Scrapyard Puzzles:

Spoiler
Did you go back to HQ and talk to Nancy about that song she's working on?  ;)
[close]
#157
QuoteI take it you use the paid version?

I don't, but now that you mention it, I do convert short videos (mostly 5-6 secs; the longest one is 37 secs at 20000 bitrate).
If your video is too long for the website, you could export it in smaller parts and then have the .ogv videos play one after the other in AGS(?)
#158
Quote from: Jordanowen42 on Thu 27/06/2024 08:52:39Hello all-

I've got cutscenes in my game that I made in Adobe Premiere Elements. I found a website online (https://video.online-convert.com/convert-to-ogv) that can do the conversion but the end result is very choppy and jerky. I want my cutscenes to look like big, epic, latter period Myst game full screen events. Any suggestions about how best to do this? Perhaps a trustworthy app to download?
-J
I use the same website fo my games and I do change the video bitrate to 20000 to have better outputs. I use 1280*720 videos.
#159
Ah yes, the voice acting. I think it was really OK (especially the whispering parts).(nod)

I don't mind voice acting, but naturally I'm that player that likes to "imagine" the voices. I think it creates a more personal experience.
And while I see the work you put into the voice acting, I'm wondering if at this point, the stress and work it needs does make sense?
#160
I just played this game.

Technically, I agree mostly with @Creamy. It's not easy to get how the logic works (perhaps an explanation on how the game works in the beginning?) but I got it. By chance.
Once I replayed it did somehow make sense.

I really liked the art a lot. Some of those animations are really so cute!
Which is intersting because of how the story goes.
I also liked how you put the dialogs together with the characters and their talking animations.
I think that it's a good idea to start with short episodes.

It feels like, you know, the five first minutes of a TV series episode and then the Intro with the title and logos start, and then, here we go.

I'm curious to play the next episode.  (nod)

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