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Messages - Ryan Timothy B

#1801
General Discussion / Re: Same sound words
Mon 15/03/2010 18:54:18
Quote from: Ali on Mon 15/03/2010 18:43:36
I pronounce 'fort' and 'fought' the same.

They shouldn't be pronounced the same at all. lol
#1802
Quote from: FruitTree on Wed 10/03/2010 17:18:51
er do say so if you're adding me here so I know you're not a spammer

I've noticed a ton of spammers have been trying to add me to msn lately.  My brother is also getting them just as frequently.
Is everyone else having spammer issues in the past few months?
#1803
I don't know what it's like in most countries, but here in Canada and USA the girls seem to dress sluttier and sluttier.  Young girls wearing low rise jeans and exposing shirts.  I'm 25 and I have a hard time NOT looking at the young fully developed 14 year old girls who are dressing like they're 20.  Mostly once I look at them though, I'm usually thinking "God they're young, why are they dressing like that?".

Does that make me a bad person that I check these girls out?  No, I don't believe it does.  I'm not aroused by these young girls.  But now if I started asking these girls out, or wanking off to the mental image of these girls, I wouldn't blame ya if you called me Quagmire. *cough* Giggity Giggity Goo! lol

No really. It's human nature to be attracted to the opposite sex (in most cases) so the only thing that is really making it 'wrong' is what we've become accustomed to and what the law states.  Not that I'm agreeing to pedophilia.

And that image in the first post is totally wrong.  My eyes are somehow drawn to the area of which I'm not supposed to be looking.  Then you see the big words "lickable" and I shudder.
#1804
Yep. Everything you've asked about can be done in AGS.
#1805
Critics' Lounge / Re: Film Noir Style BG
Sat 06/03/2010 00:55:56
Quote from: markbilly on Sat 06/03/2010 00:00:30
Domithan that is only true if the floor of the office is the same height as the ground?

Only if the outside building and sky is actually a fake back drop that is closer than the horizon.  But it isn't, so yes the horizon should be outside that window where Domithan has shown.

Oh, snarky beat me. :P


Edit: What snarky means by the horizon being so far away that a few floors doesn't really make a difference is true to a degree.  So to explain what he means by that is, since the world is round the horizon is technically not exactly true.  If you were on a completely flat surface that extended to infinity, it wouldn't make any difference how high the building was because the horizon would always be visible and follow the rooms perspective.

But since the earth is round, if this room was a rocket ship and stayed level with the ground, the horizon would start to lower until not seen anymore from that camera angle.

The more you know! :P

Although I could be mistaken.. It's hard to wrap your mind around an infinite surface. 
Edit: And now the more I think about it, the more it doesn't sound right about the infinite ground's horizon always being at the same spot no matter what vertical height you are to the ground. Argh. Brain trip.
But I do know that a vanishing point in a skyrise room will still line up with the horizon (I checked a googled image).
#1806
General Discussion / Re: Free Wife on CL
Fri 05/03/2010 15:41:13
I also agree that it's far too personal, bitter and two sided for my taste in entertainment.
#1807
The Rumpus Room / Re: Cheesy subtitle for AGS
Fri 05/03/2010 03:34:20
Quote from: Captain Ricco on Fri 05/03/2010 03:05:27
"the cup without two girls"

LMAO that's probably the best AGS subtitle!
Took me a few seconds to catch on, but definitely hilarious (probably not suitable though  :-\).
#1808
I'm Canadian and I couldn't think of a better image to hide Waldo in.  :P




(Sure, it's not awkward or funny.. but good idea none the less)
Glad to see this comp back up and running, even if only for a short while.
#1809
Yeah that's what I did.  Usually focusing on the wall and slowly moving the paper into my viewing direction.  Or trying to focus at a far distance 'through' the paper.
Or just looking in the direction of the paper and letting my eyes relax without actually focusing on the paper.
I did tons and tons more things than that.

I think my brain can't trick my eyes into focusing/relaxing in the required manner.  I want to think of this as a flaw, but perhaps it's the opposite and I'm just that much better than you people because I actually cannot do it.  ;D lol  But it's probably the other way around.
#1810
Is the camera supposed to be viewing him from a downward angle?

Anyway, his feet appear to be on a large angle which is why it appears that the camera is on a downward angle.

Why does the right foot jump up and down?  Is he balancing on one foot?

What is it that he's doing here?  He doesn't look like he's kneeling down, instead it actually looks like the camera is moving above his head (the moving foot makes it appear even worse).


I'll have to see a background that you'd have this guy standing on before I can go on about perspective and feet location.
#1811
Critics' Lounge / Re: Bar background
Thu 04/03/2010 00:27:10
The stools seem to be on an angle.  Since the camera is viewing the bar-top straight on, the stools appear to be on an angle since they are only about a foot below.
#1812
Oh! These things are actual stereogram things?  I was thinking you were all going crazy.
I thought they had to have color and not just black and white?


Anyway, I feel like I'm the only one on the earth that can't see anything in those stereogram images.  I've tried everything.  I've tried sligthly crossing my eyes, I've tried focusing many many different ways, etc. 

One day at work when we didn't have anything to do, the supervisor printed some off and me and the other guys were trying to find out what they were.  I probably spent an hour straight trying to find the images, and everyone else could see them within 20 seconds.  Argh..
#1813
I'm..... ummm.... I'm totally...... confused....  :-\
#1814
Critics' Lounge / Re: Meh. Lights
Tue 02/03/2010 01:18:54
How about something along the lines of this for the left green light.



Yeah it breaks symmetry a bit, but something like that to make it less flat looking.  Also changing the source for the blue light to the backside of the ball makes much more sense.

I tried to change the contrast between some of the grays since it was all washed out.

I do like those new light beams in your latest edit.  The dust particles look too jpeg, so don't put them in unless you're going to animate them because it would look weird.  Perhaps you could make them more subtle.
#1815
I really don't like the characters face.  He looks like Kevin Bacon in the movie Hollowman when they had made that rubber face for him.  
His face is pale yet his features are black.

About the background, I think your edges are too weak and undefined in some areas.  Mostly the chair and door.  Shadows are definitely needed.

I'm not a big fan of the bed.  The light sheets are fine if they are a silky smooth type fabric since the light and shadow is greatly noticeable on it.  But the blue sheet (which is usually thicker and a rougher fabric) is giving off glare and shadow like it's a thin plastic sheet laid over the bed.  Also I believe the base sheet would look better if it were tucked in under the mattress and a foreground element in the right hand space of the room.

I also think the cupboard unit should be moved over to the right so it doesn't steal from the beds horizontal space.  The edge of the cupboard meet up with the corner of the bed and it creates a room division.  Also, why not replace the right cupboard door with shelves and add some objects on them.

Edit: Also try to tone down the shadow on the right side of the cupboards.  Right now you have shadows on the left and right side of it and it's really stealing the contrast between the cupboard and wall on the right side.
#1816
I personally hate AGS games that use an installer (I let it slide with the commercial or extremely well known ones).  It's an AGS game!  It doesn't need any 'installing' in most cases. lol
I understand that an installer is good for the technical-tards out there, no offense, but come on.

Honestly if you can't understand how to unzip a file and navigate explorer, you're almost helpless at this point considering XP and 7 both have unzipping abilities. :P  RAR is a damn hassle to anyone who doesn't know what it is and I personally don't see why anyone would compress anything with it over a ZIP for that reason alone.

I've never used an installer program so I really don't know much about setting them up, but If you're going to use one make sure it has the ability to uncheck the creation of a desktop icon and startmenu folder and icons--since they're what make me upset the most.  And yes, for an average AGS game who seriously wants it messing with the registry and needing an uninstaller?
#1817
General Discussion / Re: AGS group projects
Fri 26/02/2010 23:38:33
Quote from: Tuomas on Fri 26/02/2010 22:45:17
The biggest reason why I wouldn't join a group-fun is that most of the people here draw plain shit, and who'd be the hated leader to tell them that their background or sprites just don't fit the vision of the game. If on the other hand everything would be accepted the game would look very strange and irregular. Probably not worth playing either. Too many chefs spoil the dinner you know.

Haha, I totally agree with this. It would be hard to have a large group of artists making one game, and good quality is pretty slim around here.  It could be an eyesore seeing multiple background/characters drawn by many individuals.

You'd pretty much need one person making the backgrounds, one doing the characters, one doing the character animations, one doing music, one doing sound effects, and one leader.  The programming, dialog/writing, game and puzzle designers can be done by multiple people, but much easier with one person for each (with perhaps puzzle and game designer being the exception).

You're looking at possibly 11 people if you really wanted spread the work around to maximize efficiency.
#1818
I think allowing them to walk back to the shop Plus all the backgrounds in between it is a big mistake.  Unless there is a purpose to go back to the shop or the other backgrounds, other than the hints from the shop keeper, it could confuse players.

You've already said that the shop and other areas aren't accessible once you complete the maze, so having them go back for only a hint could be misleading.

I think you should have hints within the maze itself.  Like perhaps the colors of the flag painted on the walls.  Even having a large rock leaning against the wall that you can push over to see the painted flag behind it.  But the puzzle itself isn't very hard, so the fact that no one else could solve it sounds pretty weak.
#1819
Not really since resizing the image will only change the resolution of the image but the perspective would remain the same (unless what you meant to write was crop instead of scale).

You'd actually need a large canvas but with the same size background image.
Like how a draftsman uses a large table, but draws on a small sheet. ;)  

What I basically do in Photoshop is start out with 640x480.  Color the background to some light brown or something, then add to the canvas making it something like 2000x480 (if the horizon is inside the 480 height, but if it's higher or lower you'll need a higher vertical canvas too) and make sure the extra canvas is a different color to make the general area of the background easier to determine.

You could also do the perspective lines and decide how to crop it depending on the composition, rather than a predetermined location.

Edit: Basically what I mean is the lighter area may actually be your background area (320x240 or whatever) and the darker area will be the extra canvas used only for perspective lines.  And imagine that box being your room or whatever. :P
#1820
Ahh you're correct about the 90 degree.  But the better method is to use a circle.



This one pretty much shows that it'll be 90 degrees from the intersection line to the circle.  Cool stuff.


If the images don't show up, or you want to read the full crazy long article it's here:
http://www.handprint.com/HP/WCL/perspect3.html

It even explains how to choose the proper distance from the vanishing points to show proper viewing distance.
This for example is a cubic box which is 2 meters high (but obviously not scaling the cube to show distance, this is about perspective not depth):

1st is viewed from 3 meters away.
2nd is viewed from 6 meters away.
3rd is viewed from 12 meters away.
4rth is viewed from 24 meters away.

The 4th (the flattened, far apart vanishing points) is mostly for telescopic lenses or something you'd see using binoculars looking at something far away.

And the bulgy 1st cube has close vanishing points which is a badly done perspective given the size of the cube and proximity of the vanishing points. It's something you'd see using a wide angled lens at a close distance. It's also the most common incorrectly done 2 point perspective people use on their backgrounds, like your first image or even the second one.

Interesting read if you've got the time, I've even read a few sections.
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