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Messages - Ryan Timothy B

#1821
Site & Forum Reports / Re: New AGS Website
Wed 24/02/2010 00:12:02
Quotealso I think that the team involved is being overlooked here, I kinda dont like the fact that the team can only be viewed thru a link ..

Yes, I agree with that.  I was the one who suggested to CJ to have the names expandable, but I meant for the individual works per name to be collapsed instead of all of them.  But I don't know enough about that collapsing and expanding code to know if it's a big pain in the arse to implement.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37297.msg521845#msg521845

But in games like that (A tale of two kingdoms) shown there can be a pretty massive list, which is why I understand the entire thing being collapsed.  Argh.  It's a tough call because it can make the vertical height quite large.
#1822
Critics' Lounge / Re: C&C my new background!
Tue 23/02/2010 23:50:34
Much improved curb and puddles.
One thing that bothered me on your first bus version was the lack of reflection under the bus (which I had in my edit), but since you say the bus will be driving away, I wouldn't expect you to animate a moving reflection.

The McDonalds sign could probably use some AA since the M and lettering pixels seem a little too hard.  It's one of the things that stand out most when I look at the left side of the image.
Anyway, good stuff.
#1823
Critics' Lounge / Re: C&C my new background!
Tue 23/02/2010 02:38:13
I'll show the before and after because a picture is worth a thousand words (not that I'm guaranteeing it to be better than the original, but I just couldn't stop).

Previous version


Edited version



My biggest issue was that the pavement was the same color as the sidewalk.  So I darkened that and removed that strong shadow the overhang was creating.  Felt that the shadow was distracting and much too strong for that distance.  Also things get darker when wet.

I darkened the distance of the pavement.  I believe it helps add depth instead of the distant and foreground pavement being the same colour and noise.  I did forget to darken the distance of the sidewalk though. :P

I felt the bus was a little too bright and dreamy considering it's hiding from the sun behind that building.  Also the building and bus matched in color too well that it was a little distracting.

Tried to make the puddles smoother around the edges so they look softer since puddles in asphalt don't have hard edges.  Which I may have made them a little too soft around the edges and possibly too bright.  Also tried to make them look like the sky is reflecting mostly off them.  It's a little cartoony I know, but puddles aren't all that visible on asphalt.

I may have made things a little too dark, but considering the partly cloudy sky and low sun, I figured it was more realistic than the bright sunny ground yours has.

Khris is correct about the bus' vanishing point being lower than the horizon.  It's not horribly off, but definitely worthwhile pointing it out for future backgrounds.


Anyway, I can't think of anything else.
One thing I love about your backgrounds is that you've always got that hard pixel look combined with soft brushes for shading.  Sometimes it can stand out (like the clouds--which I agree with Progz that they should be touched up), but most of the time you keep it simple and neat looking.  Keep drawing, I always enjoy seeing them.  :P

Edit: Forgot one thing.  I really don't like how the bus is parked on an angle away from the curb.  What I would do is probably hockey stick the curb behind the bus to make it look like it runs in a different direction towards the bus.  And one question, is the bus there for the entire scene?  Or does it drive away or something?  Because the door is now hidden which can make navigating the background harder.
#1824
Quotemidpoint of the two vanishing points must be 90 degrees
It should only be 90 degree if it's being viewed as a flat surface (from top, looking down).  Any viewing angle beyond that will change the viewed angle of those two intersecting lines.  The lower the camera is to the ground, the larger the angle will be.

Like I mentioned earlier, look at cd case from the side and pretend it's the floor of your room.  Tilt the cd case and you'll see how if the camera changes height, it will affect the angles.  But as for the true method to finding out where to place your vanishing points, I've never bothered to find out, I've always guessed it for what I felt looked realistic.
#1825
QuoteIf someone has a username that is part of another username (i.e anythign with 'shade' in) that user inherits the games.

It isn't 'username', it's actually Author that is having the issue. :P
#1826
The vanishing points are too close to each other giving the image that fish eye lens look.  With two vanishing points, they have to be off the canvas and further apart.  There is probably math and stuff to figure out exactly how to determine where your vanishing points should be placed, but I just guess.

The easiest way to notice that this image is wrong with perspective is the bottom corner.  Try looking at a 90 degree corner of something, like a dvd/cd case and notice how the angle never gets as tight as this angle.
#1827
I'm loving the new textures for the carpet and couch.  Also like the added couch and table as well, and the better looking plant stand.
You need a coffee table now or the room will look empty.

The door looks very large compared to that plant stand, fireplace and couch.  Depending on the height of the character, you'll either have to increase the size of the couches and tables, or decrease the size of the door slightly.
#1828
Quote from: WHAM on Thu 18/02/2010 12:03:31
HOWEVER: if the player has not tried to interact with the door, and therefore does not know he needs the DNA, he will only say "There are small tools and junk in the box", when interacting with the box containing the sidecutters. After he knows that he needs the DNA, the character will say "A pair of sidecutters, I'll probably need these!" and get the item.

Is this a good way to proceed, and if you think not, how would you do the same puzzle? Would it be better to just allow the player to run around with the sidecutters as soon as he wants?
With that description I more than likely wouldn't attempt to look at or fiddle with that box ever again.  Most people click things once, if the answer resembles anything like "no" or "nothing of importance", they flag that item in their mind and forget about it (at least I do).

Whats wrong with him just grabbing the side cutters?  Hmm, I may need these.
Sure, realistically if the ego was grabbing one random item out of a box of multiple items, it would seem like a fluke that the item was even useful at all or why he chose that one instead of another one.  But I never play adventure games for realism, I play them for fun entertainment (even the serious ones).

Just make sure that you prevent the use of the side cutters on the body before knowing who the body is, or before knowing that there are DNA scanners on the doors.  "I'm not just going to start cutting a random body for no reason."


And I quote Khris because it's my exact thoughts on the matter:
QuoteThis can make me quit even a game that's great otherwise because I consider it a serious design flaw.
#1829
Critics' Lounge / Re: Interface Mock Up
Thu 18/02/2010 04:25:39
Haddas: The viewing of a tv screen camera effect is a great idea and simple to do.

Xenogia: Although I do like the new colors you have, I still prefer Ali's brighter colors.  They help separate everything making it easier to focus on individual things like the chair and tv for instance.  Perhaps a crossbreed between yours and Ali's if you really want to go for that faded noir look.
#1830
Yeah it's Legion.
#1831
I personally dislike having to look at something or talk to someone first before you can pick up or do a certain action (in most cases).

I've played a couple AGS games that have done this, and I haven't enjoyed the linearity of it once.  I actually get quite angry.  Sure it's more realistic that you wouldn't go carrying around this large tool or object without a purpose, but it's annoying.

The only few examples I can think of why I would support a triggered moment before you can grab an item or do a specific action would be:


  • The item looks dangerous.
Example: If a canister of radiated ooze was sitting on a shelf, I totally understand having to find out if the item is safe to pick up first before you can grab it.

  • The action you're attempting doesn't make sense yet, or the action appears dangerous at the moment.
Example: Breaking the basement window before finding out the house door is locked, would be flawed in most cases. OR. Ingesting a medication before finding out what it is, or before finding out that you need to take it.

  • Someone is stopping you from stealing or doing something.  In those cases you'd have to distract the person or come back when they aren't there anymore. But make sure the player knows that person wouldn't be there anymore, otherwise it would appear random and odd.



But always make it clear that just not a possibility at that moment.  And also make sure it's obvious that player would know that the trigger has been set, so they can now perform that certain action or grab that item.

For example, with the locked house door.
When you attempt to break the window before finding out the door is locked, instead of writing "Why would I break a window?", you should write "Try the door first." or "I wouldn't break a window unless I knew I needed to.", or something along those lines.  Also make sure it's obvious to the player that the door is locked and you need to find another way in.

Sometimes there are timed events where you're actually required to grab an item only when the owner of it is distracted for a brief moment or looking away.  Like in Ben's game Awakener.  A timed puzzle like that can be a little tricky with narration if you're caught picking up the item.  If you word it wrong, most players might think you can't pick up that item at all, or until the person leaves the room/area.  Obviously you don't want to write "Try grabbing it when he isn't looking at you.", cause that gives it away, but something like "Dang, he saw me." or "I'll have to make sure he's distracted first." are subtle enough without giving it away.

Anyway these are my opinions and the most common, but everyone has their own ideas of how a game should be (doesn't mean everyone will like it though).

And yes, I kinda strayed off subject.. I got carried away. :P
#1832
The Rumpus Room / Re: Happy Birthday Thread!
Wed 17/02/2010 03:39:21
You guys are totally getting out of hand in this thread.
I'm going to lock this now, PM me if you have any new birthday updates.
::)


*cough*  I mean... Happy birthday Darth.  ;D
#1833
Well look at how GTA 1 is free on the Rockstar site.

It's a great way to say thanks, and promote yourself even more, like progz stated.
#1834
There aren't a lot of 'newly added games', only 13. :P

Anyway, a better way to sort this to see which games are/aren't rated or given a length yet is this (anything rated should have a length):
http://www.adventuregamestudio.co.uk/games.php?action=digest&sortby=3&sortdir=1&startfrom=0
#1835
QuoteAnd if someone is wondering why I included gender and age in the search results, that's because I think it is useful information when searching for voice actors.
There should be a gray icon for undisclosed sex.

Anyway, you don't plan on making it this difficult if it were to ever be used, right?  Like having it search a thread to gather information, to me is like working backwards.

The whole system should be the actual forum, where you post offers/asking for help.  But the criteria you require/seek should all be inputted by form, with drop down boxes and radio buttons, plus a description to explain more about your offer or help required.  Then whenever you don't need help anymore, you delete your post.  You can sort all the posts with all your fancy options, rather than just viewing by date.

But yes, tying it into the forums (with the server searching the tables, instead of a third party scan, obviously) is the better idea.  But I wouldn't have the offer my services rely only on the icons in our profile.  There would be a list of thousands, and the person seeking help would pretty much go for the people they know.

Just because I have background art and programming in my profile doesn't mean I'm going to help anyone who asks.  It depends on who, and when, and what game it is.  You'd have to pm a lot of forum members before finding someone willing to help.  Which is why a simple post asking for help is better than just looking through hundreds of posts of people willing to help.
#1836
If I remember correctly, Charlie Foxtrot had a great comedic drunken walk (which would only really work in a comedy style game).

If you really wanted to make your drunk's walk look less like it's repeating, you double the walk cycle so he does two different walk cycles.
#1837
QuoteAnother thing that bothers the hell outta me is the old DOS style underscore that leads the input.
Yeah, I had an issue with this as well, but Crimson gave me the idea to use a label to show the text in the textbox instead.  Pain in the arse, but it did work (haven't fully tested it though cause I've been sorta busy).
#1838
Photoshop shows that your colors are the opposite.


Try doing it backwards? lol

It's been awhile since I've last imported a mask, but I remember it being quite difficult.  It would be much nicer if masks were done automatically by AGS without having to choose the colors, and stops at a total of 16, or gives you an error message saying there are too many masks.  Or it would be nice if you could assign the color to each mask instead of it doing it by color order, where color 1 gets mask 0.
#1839
QuoteIf it soothes the feelings of anybody offended I find the opposite of the haters (fan boys?), who dote on it just 'cause it's Jim Cameron (or any other arbitrary reason), almost equally annoying.
I would've walked into this movie not knowing who he was if it weren't for reading a few comments in here, a month before I watched it.  I can definitely say I'll be watching out for anything he makes from now on though.  Which is usually the same for Spielberg.

I guess now you can call me a fan boy?  ::) 
Edit: And I found out through Imdb that he was born in Ontario, Canada.  Right on.
#1840
The biggest reason why that cliff isn't being perceived as a cliff is because there aren't any overlapping elements.

Here's a quick edit:


Having the cliff overlap the city makes the scene look less boxed in, and also helps you perceive depth in this 2D background.

I also removed the lake because it's too bright, wrong color, looks distracting, and I didn't like it.  Also whatever that light source thing is between the city and lake is very unknown to me, so I removed it and made it look like it's a forest between the city and cliff.

That sign should overlap the edge of the cliff as well, so it's not running against the side of it.
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