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Messages - Ryan Timothy B

#2021
Quote from: Jim Reed on Fri 01/01/2010 23:24:20
Quote from: Ryan Timothy on Fri 01/01/2010 23:12:47
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg

I doubt it. Foreground elements should show more, not the ones near the bottom.  In this pic, the gradient shows mostly because of the perspective, but check the tree on the left; it's upper part shows normal, emphasizing my point.

Dude, I said layers depending on depth.  Heavy at the top, less at the bottom.  Very light transparency, and with all the layers on top of each other, it would look just like the image I showed.

And when do you see fog moving around like a cloud?  The only time you really see it is if you're driving down the road with your car lights aiming directly at it.  And it still barely moves.

Needing to animate fog, or having 'cloud shaped' fog would be almost dreamy or fairytale.  Don't get me wrong though, you can still have an 'animated' effect with the fog, just very very very faint.

Better yet, I'll do a quick mock up with 3 layers of fog and some tree silhouettes (which can easily be done in AGS with characters/objects).




Edit: Here you go.  Took me only a few minutes to make it, and it looks very similar to the example I had shown.  (obviously if this were my project I would have spent a little longer than a few minutes):
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames.png

And this is the before image of the sunny day with the path:
http://upload.wikimedia.org/wikipedia/commons/3/34/God%27s_Path_is_Higher_than_Men%27s_Path.jpg

I only used 3 layers of gradient fog, and 3 layers of trees.  If a character were to walk through this, they'd slightly 'flash' to the other color, I imagine.  It would require some testing.  But yes, the characters contrast should be lowered the further back they get.
#2022
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg
#2023
Good point.  I always looked past it since it's the 'logo', but I guess it wouldn't hurt to drop the contrast a bit and add a little web 2.0 look to the triangle.

Edit: There we go, I changed the triangle.  I think that suits the rest of the site.  You may have to refresh the page to see it, if you've already checked it out.
#2024
This deserves a new post, last one was a little cluttered.

I took a website template and completely reworked it to look like my website design.  Here's the new site: http://www.bryvis.com/entertainment/index.html
It's seems to be working just fine.  I tried it in Firefox and IE8.

I also changed a few text colors on the menu since I didn't bother to make the orange image mouse over graphic.

I'm a complete n00b when it comes to CSS, so I wouldn't doubt it if some things weren't up to par with the "pro's" here. 

One thing I don't like is if the text is resized within the browser, the menu links will slide off the menu bar.  Which I've noticed happens with almost all CSS websites.  I tried to make it so the text for the buttons were centered vertically and horizontally but it was beyond me.

One thing I did manage to correct was the vertical spacing in the 'post' fields.  I even noticed on the professional website templates they don't even fix it.  If there were only a few words (or you resized the text to very small) in the news, with that image on the left side, everything would resize underneath the image (including the next news posts).  I put in min-height:96px; to account for the image and it works like a charm. :)  Thanks Google.


So I guess the main question is: does it work for you?  Do you see any problems?
Thanks.
#2025
If I were to make it, I'd more than likely use a GUI.  It seems like the most reasonable approach.
#2026
Good job with the voting list Duals, makes this super smooth and easy for the voter.
#2027
Quote from: Dualnames on Thu 31/12/2009 20:36:59
I'm gonna give it a go with a girl this time..
Lol, that sounds pretty awkward.  ;D
#2028
CharacterHit = CharacterHit + 1;

or

CharacterHit+=1;

or

CharacterHit++;



All three of these work and will add 1 to CharacterHit.
#2029
Quote from: Ponch on Thu 31/12/2009 03:25:36
Who's next in line? SSH? Ryan Timothy? Mash Potato (owner of the most awesome bee avatar on the internets)?

Oooo... Oh no.. lol  I think you meant to replace my name with a much more interesting chap.  Someone who actually releases games. :)
I've got so many games on the back burner and only one of them is an adventure game.  Go figure.

The games I'm working on right now are:
Road Racer 2.
Strategy game + level editor.
A Christmas adventure game (which I'll probably hold off until next Christmas now since it's not even a 1/4 complete).

Everything else is either abandoned or just hasn't left notepad or my brain yet due to those 4 (including the editor) distractions and playing games.

One day... One day.. Just not yet :P
#2030
Yes I also experience this problem quite a bit with my new laptop anytime a room changes.
#2031
Is Time Quest anything like the AGI game by Chad Goulding which is actually called Time Quest?

Image:


I loved that game, too bad he never finished it.
#2032
I think you don't have the GIF set as repeat.  It animated on the loading but hasn't since.
But from what I quickly saw, I think it looked pretty smooth.
#2033
Merry Christmas All! :P
although... being Canadian, half of you are already asleep and awaiting boxing day. (oh sweet boxing day. how I love my half-off sales) :P
#2034
One could say this is a stupid question, isn't False considered 0 and True is 1?  Cause I could have sworn I was using true/false boolean expressions whenever an int was required, and had no issues... I think.
#2035
This game was a lot of fun.  I liked all your animations, it was very entertaining to watch.  The music was interesting.

It was overall a fun game, but there were a few things that really prevent the game from standing out in my mind, which were (nothing too serious, so please don't take it the wrong way. I just want you to know what I, as a player, felt you could have improved on to make a better game for everyone):

Spoiler
The paddle hiding in the crack. I had no idea there was a crack there and I even rolled my mouse over it in the beginning, I guess I just didn't see it.  It definitely didn't look like a crack, it should have had a darker shadow.  I had to read a walk-through for that problem only, which is sad, cause pixel hunts aren't fun.

I also didn't like how when I put the second or third or infinity sheep into the machine, the dialog was always the same.  I at first didn't know I had to talk to the girl, I thought it was clear I had to grab another sheep--but that's obviously not the case.  So I had put 3-4 sheep in the machine until figuring out that the 'deformations' ended up repeating.  The doctor doesn't even comment on the results being unexpected, which is why I never once thought about talking to him about it until I ran out of ideas.  Having the doc oblivious to what is going on with the sheep in that machine really makes him feel like a cardboard cutout.  I don't talk to cardboard cutouts. :)
And after the 3rd or 4th sheep Danny should be saying something along the lines of "this machine isn't working right".

Same with the clown.  I gave him 2 cups of coffee thinking that Danny would ask for what he wanted the second time around.  Which he obviously doesn't, but the dialog the first time made it seem like he would ask before giving the coffee the second time.
Also after getting him drunk it would be nice to see him slightly swaying back and forth instead of just standing there motionless.

I'm also not a huge fan of the fadeout to perform a certain action within the same room, especially on a game like yours with all those animations on the majority of actions.  I think you would have done better to have Danny stand in front of the sheep and fence with his shoulders and arms moving like he does with everything else.  Remove the sheep from scene and have the sheep reappear when you return to that farm.  Much more professional.  Sure you won't have the 'guybrush putting a dog in his pants' animation, but much better than a fade to black action.

Also, when you have a sheep and try to 'use' the machine door, Danny says you should talk to the Doc first.  I talk to the Doc and there isn't anything in the dialog about 'hey I have a sheep'.  So I click on the doc with the sheep and he says something along the lines of you putting it in the machine.  So then you click the sheep on the machine and you go through the whole "hey, i've got a sheep" dialog again. Argh.. lol
You also can't skip dialog in half the scenes by clicking, it got tiring.  It's nice to have the click if the same dialog pops up, or you read faster than the dialog timer.
[close]

That's pretty much it.
Anyway like I said, don't take this the wrong way.  I think you've got great skill and I was impressed with your overall work, there were just certain things that could have been improved to make your game even that much better in my eyes.


Oh, and one typo I noticed:

Spoiler
After putting the first sheep in the machine and you complain over and over (which was very funny, I liked it a lot), the Doc asks you if you're done.  Danny says something about having more lines and the Doc says 'That's to bad. [..]'.  It should be 'That's too bad. [..]'
[close]
#2036
lol stupot, your avatar is broken too.
What is going on with the internet these days? :)
#2037
Which is why I'm curious why you, Monkey, were able to make the Telltale parody game and post it on their site.
I know I've heard before that parody or joke games don't really cross the line with a copyright.  Which is quite odd, cause it's still based on a copyrighted game.
#2038
Hey thanks, Atelier.

I changed the orange color to the brightest orange I can seem to find for being on gray.  Any brighter and it seems to wash out with the light gray.  
Now, I could make the light gray boxes lighter gray, but I kinda like the color.... unless there were some large consensus which thought the gray was too faded. :P

Anyway, here are the changes:

The new orange color is on 'Working on a new game' vs the old dark color below it.

I guess I'll keep it like that.  You'll notice it's a little more washed out looking than the dark orange, but I guess it's still easily readable.  Thanks.


Just in case I didn't understand you correctly about the mouse cursor on Contact, it's only there to show you what it would change to if that was a 'real' mouse over the Contact button, with mouse over.  Just for you guys to understand why Contact was lit up. :P
And the full orange Home is because this is the home page that is currently viewed, so it's lit up.

I just reread your message again (sorry, I just woke up from a crazy nap cause I couldn't sleep last night). lol
Well, I kinda like the idea of having a mouse over And a current page image.  I'll play around with them a little and see if I can make it better suited.

Thanks.


edit:
Atelier, here's with the new menu colors and all the text colored.  I darkened the current page Home a bit, and lightened the mouse over graphic.  Is that better?


click the image
#2039
Alright.  Since I drew those 2 images for the new AGS website layout, I got inspired to make my own site inspired by my old layout idea for ags.

Here's what I've got:

click the image

It's really supposed to be a simple website, with little to no content with only my games really.  Which I only have one game released at the moment, so even that isn't much content.  The site is mostly for hosting my files, but I decided I may as well update the appearance of the site anyway.


Do the colors look appealing to you?  Are they too dull?
Should the orange be brighter?  I can't seem to find a good orange color that doesn't seem to fade with the gray.  Bright orange fades with the light gray, so I had to go with this darker orange.

I tossed the mouse cursor in there, only so you'd know that it's supposed to be highlighted because the mouse over.  Since I haven't made the site yet. :P

The 3 images in the news section have a different meaning--so they're just randomly placed in there:
Letter = regular news
Wrench (spanner) = updates
CD = news or releases for my games

Any suggestions or anything, let me know.  I'll probably start working on it a little after Christmas.
#2040
It's called @OVERHOTSPOT@ but it does the same for objects, hotspots, and characters--displays the name. 
The name of this function really doesn't suit what it does.
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