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Messages - Scarab

#162
Quote from: Calin Leafshade on Wed 12/05/2010 15:56:51
I actually think AGS is a pretty suitable engine for a modern JRPG.. FF8 for instance has a very similar style to that which AGS could deliver.

All the RPG elements are really pretty trivial to implement if we're honest.

Keep in mind, Calin, that you are a fairly adept programmer (MariVania, AGSeggle, many of the visual effects in EU...), and this would be a struggle to code for many people.

Another issue is that seeing as the engine has to be made by one's self, there is a lot of forethought that would need to be put into it to make the whole thing come together, and a lot of things that can go wrong along the way. This is all stuff that the people at RPG Maker have already done for you (I would assume...), why learn coding for something that other people have already done?

Quote from: icey games, translated to English by me...
... what I will do is make a template of the game and post it up for download.
If you are interested [in coding this for me] let me know... because I don't have enough spare time to do this myself, so I really do need help.

Gee, that's so generous of you, offering to post a template that someone else made for you... you really shouldn't have gone out of your way...

There is absolutely no way you could do this with AGS without putting in a huge amount of time and effort into it. AGS is easy to use to make adventure games, because CJ has spent the last decade or so working to make it so. It is also very versatile, and thus non adventure games like this are vey possible, but they are by no means easy.

If you are not willing to put in time and effort into creating your own project, then why the hell should anyone else?
#163
Yeah I'm in.

a *dot* mackenzie *at* spiderwebsolutions *dot* com *dot* au

See you all there  :D
#164
I love how they act as though water-resistant shoes are some revolutionary invention... when the sole of all shoes is rubber, and thus waterproof anyway.
#165
Look, if you're trying to recruit people... I'm not sure what you have is enough of something to show for it.

The floor graphic repeats every 8 pixels, and the top half is just a flat colour, so to say this was twenty minutes work, IMO, would be generous.  :-\

Please don't get me wrong; I don't mean to discourage you, however perhaps you should wait a little longer to post about it here.  :)

p.s. If there is a significant amout of scripting that has gone into the project, which doesn't come across in the screenshot, maybe you should consider putting together a demo with your placeholder graphics, just so people can see your work.
#166
Quote from: Wyz on Wed 05/05/2010 13:05:48
I remember writing a loader for WOO so it can actually be used as screen saver in windows.
If you have WOO somewhere installed you can place this file in the same map and right-click->install it.

It actually works for all AGS games, as long as you name the file the same as you game executable.

And thank you for that, Wyz :D

Just this week I made a little screensaver of pixellated versions of me and my uni mates dancing around, and your loader made it all possible :)
#167
Paycheck, because it's the only movie I can think of which already has inventory puzzles in it  ;D
#168
In fact they all seem to be saying something  :=:
- "Guten Tag"
- "Chew My Thumb"
#170
Quote from: abstauber on Fri 30/04/2010 08:14:24
@Dualy
If you want to create e.g. "Humping Jackson", simply replace the close combat weapon with a penis :P

You could remake Custer's Revenge as a full game!  ;D
#171
I haven't had it in a sandwich in a while, but peanut butter and sliced banana are a good combo. They're also great on toast.
#172
Critics' Lounge / Re: WalkCycle Crit
Sat 24/04/2010 19:26:29
Quote from: Captain Ricco on Sat 24/04/2010 19:10:52
the "out of synch" thing was probably cause his arms animate in less frames than his legs. While his legs use like 4(maybe 3?) and that makes it look weird

hrm, I undestand this, but what should I do? I think it would look worse if his arms moved more than one pixel...
#173
Critics' Lounge / Re: WalkCycle Crit
Sat 24/04/2010 18:56:31
@Sinsin, yeah, I think that was a result of me moving where the pockets are at some point, I will fix this.

@Babar, alas, it is a boy, and the 'bobbing at croth level' is his hands in his pockets. It is unfortunate that he is so androgynous...   :(

@Questionable, Out of sync? I know that his hands should be at full extension when his legs are furthest apart, but his arms move to their max displacement when he has his legs furthest apart, I would have thought that that was 'in sync'  :-\

@Questionable "A-Cup Breasts", I was trying to break up the 'rectangular' shape that most of my side views have by giving him a bit of a chest, does it really look like breasts? Considering that it will be established that he is a male in the opening cutscene...?
Here is his portrait btw. Damn... I didn't even consider the possibility that his sex was questionable...
#174
Critics' Lounge / WalkCycle Crit
Sat 24/04/2010 12:04:10
Hello all,
Just hoping to get some criticism with my walkcycle for a character in a game I'm currently working on, as I'm trying out a new art style.
6 Colours, 160x120 resolution, no holding back.  :=
I'm relatively happy with it, but an extra opinion or two can never hurt.



Any help is appreciated
Peace,
Scarab.

Screenshot for reference:
#175
Quote from: Harg1 on Sat 24/04/2010 09:21:05

... "Not played, but Harg is a numpty" which will be the winner (I'm sure)...

Perhaps you should consider why this would be the case...
#176
Advanced Technical Forum / Re: Performance
Sat 24/04/2010 06:46:36
You could try making all the modules run on diferrent game loops, and just run them sequentually. This should cut down the work that the processor is doing at any one time to a fraction of what you have now.

I'm not sure, but you may have to put all the repeatedly executes together to make this work.

Scar
#177
Quote from: Ben304 on Thu 22/04/2010 15:28:33
Some of the bullet points didn't exactly fit with how I'd answer but I tried to answer as close to reality as possible.

I concur with Ben, like the question about art; I felt as though I was limited to being shallow and only appreciating the visuals, or being ungrateful as though I didn't appreciate them at all.
#178
Sorry abs, can't really help you there, haven't got to animation yet.

However, this thread has re-kindled my interest in mine, and I'm back at the exporting to file problems that stopped me originally. (I thought posting here would be better than starting a new thread).

Basically when I store something in a file, I get odd symbols in there as well, part of the String syntax, I would assume, and I would very much like for them to.. not be there.

My current solution is to copy-paste the whole thing into Room_Load(), and extract them manually using the find and replace functions, but ideally I would like to be able to access scripts from outside the game file. Would I be using the wrong commands? I'm using WriteString and WriteRawLine.

I would also like to know if there's any way one could make the exported files unopenable/uneditable, so no-one can edit maps to get rid of enemies or remove a door or something.

peace
Scarab
#179
AGS Games in Production / Re: AGS Footballer
Mon 19/04/2010 05:29:29
Heh, first thing I saw when I opened this thread was my character :D
Pleasantly surprised.

You got my hair colour wrong though :'(

Excited, looking forward to playing this.

Peace
Scarab

p.s. if you need another tester, don't desitate to call  :-*
#180
My vote goes to ProgZ's.
Jut throwin' it out there :)
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