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Messages - S

#81
I'm on 3.0 by the way. Or, build 3.0.0.23, to be precise.
#82
I seem to recall that my version is 3.0.2 something (?), but I guess that might not be possible. I'll check it out when I get back from work.
It's a bit odd though, because the template's default is not 800 x 600 (why is that rare btw?), but one notch lower (600 something) - and everytime I start a new room I get a black rectangle in that res that needs to be expanded (with the warning every time). So, even though I changed it in the general prefs, the game seems to ignore my preferred resolution of 800 x 600, and the GUI does so too.
#83
Mine is simple, easy to remember and surprisingly available whenever I join new forums. It's also the first letter of my first name. My friends call me Sam, after my initials.
#84
Hi y'all.
Check this out: http://wqpd.blogspot.com/ (my production progress diary).

From the diary:

Witch Quest (working title) Production Diary

This blog has been created in order to keep anyone that might be interested up to date on the progress of my AGS-based adventure game Witch Quest.

The production of this game is purely a hobby. If it starts resembling work, or takes on any other life-destroying characteristics, production will be discontinued. At the moment I'm doing everything myself, that is I design, draw and animate all of the sprites, I draw all of the backgrounds, I write all the music and I (will) do all of the scripting. The latter part is something that I'd like to outsource at some point in the future, since it is not, nor is it likely to become, my area of expertice. Fortunately, the AGS community is full of talented and helpful people, some of which might be interested in contacting me. That remains to be seen, however, and depends on how much I will be able to do on my own.

My progress so far:
-The graphic style and overall idea of the game is pretty much in place.
-The storyline has an overall idea, but only the first part exists in any significant detail.
-Puzzles are integral to the story, I believe. Hence, I have only developed puzzles for the first part of the game, and even those are only 50% finished.
-The first part of the game will contain about 20 rooms (including a map screen).
-Seven rooms are thumbnail sketches,
-Two rooms are finished drawings (pencil on paper).
-One room has been scanned and coloured with Photoshop.
-The remainder exist in my head only.
-The main sprite has been designed and one walk cycle (left) has been animated. When this is perfected I will make the other three (eight are too much work) + talking and other animations.
-Other characters are developed but have not yet been designed to perfection. Or "perfect".

#85
Apologies in advance if my ignorance is caused by being too lazy to read stuff I should've read, like readmes etc., but I have a problem with the Verb Coin, and I suspect it might be an issue of resolution (my game is 800 x 600). The GUI won't display its three buttons when I click certain hotspots and objects, mainly those that are close to the right and the bottom of the screen - basically making it impossible to interact with those objects and hotspots.
#86
I understand why you want the arrow on the t-shirt to be visible from the side view, but I suggest you drop it. It does not look like a logo anymore, but more like a big, thick thing carried on front of the t-shirt. If you get my drift.
#87
The shading-based arm swing sort of works, but the legs look like pistons going in and out of the dress. Try shading them too.
#88
Like others have pointed out - the wire for the lamp should disappear out of view if you want it to be a foreground element. I like your sprite style, though. They will be fairly easy to animate.
#89
Hi, everyone - this is my first post here and I must say that I am completely in love with AGS and all the great stuff coming out of it.
That said, I'd like to suggest that you blur the edgest of the lamp shade - unless this is at odds with the intended visual style overall - to make it look like it's closer to the camera. An old MI trick.
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