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Messages - ScottDoom

#301
Critics' Lounge / Re:Background - Vehicle
Sun 25/01/2004 23:23:10
I will try to work with the tail lights.

And yes, I will add reflections on the car and windows after I draw the background and start animating. I want to make sure the car looks its best first, before I animate.
#302
I added the first screenshot. The link is in the first post.

I'm going to start working on the second background now.

I also updated the information pertaining to the music.
#303
Critics' Lounge / Re:Background - Vehicle
Sun 25/01/2004 23:16:59
Original: Click here.

It was hard to tell exactly what was happening around the bottom-rear area...
#304
Critics' Lounge / Background - Vehicle
Sun 25/01/2004 23:02:26
This is a background I made for my upcoming game. The background will be used in a cutscene, and when finished it will be animated to show the car moving and buildings in the background passing by. For now, only the car is "finished," and the background is empty except for some base colors.

What can I do to fix it up?

Oh yeah, that front wheel is missing the rim, so it's supposed to look like that and not the back wheel. And it's a 1985 Volkswagen Golf, if anyone is wondering.
#305
The winner is GinnyW. It made me laugh when I saw it, and I like the style it was drawn in. All, a very creative suit. ;)

Second place is veryweirdguy, because that is one awesome animation.

Everyone else had really great entries, except DGMacphee. Not for the content, because I'd take a "Fuck You" suit any day, but because of the poor artistic skill. 2 colors, and overlapping lines.
#306
If anyone is interested, I could use some music for my upcoming game.
#307
I no longer need help...
#308
Critics' Lounge / Re:Background to criticise
Sun 25/01/2004 11:20:36
I'd have to disagree with Hotspot on the buildings. I don't really think they look that great, because the perspective seems to be off, especially on the building to the right.

I think the mountains in the background look really nice, and so does the grass and dirt path.

It could use some more shading here and there. For example, the buildings could use some ground shadows, along with the fence/wall thing.
#309


Game site: Click here.

Screenshots:
Backgrounds:
Screenshot 1
Screenshot 2
Screenshot 3

Characters:
Two characters

Story:
Mike Hawk, an 18-year-old fresh out of high school, is relaxing at home when his best friend Justin Sane calls him up and tells him about a party down at Le Monde de l'Argent in room 26. Mike refuses to go, until he learns that the hottest girl from his high school days, Sarah Brown, will be at the party. However, when Mike arrives at the hotel, the door to room 26 is closed and locked. Mike isn't about to leave though, because he desperately wants a chance with Sarah. So it is up to Mike to find a way into room 26, and join the party.

Gameplay:
The player takes the role of Mike Hawk, on his mission to get into room 26. The gameplay is simple point-and-click. The dialogue will either be straight-through, or the player will be able to choose from a few options. When talking to a character, a full view of their bust and background will appear, as in the LSL games (6 and 7). It is possible to die, so be careful about your choices. There are also a few hidden surprises to be found. The game will use a normal Sierra-style GUI, with custom graphics. I may use a verb-coin style GUI, if the demand is high.  

Rooms:
There are 13 rooms. 2 of the rooms are hidden "Easter Egg" rooms. 8 of the rooms (including 1 hidden room) are interactive. 5 of the rooms (including 1 hidden room) are only seen in cut-scenes, and are not interactive.

Mike's room - Not playable.
The street - Not playable.
Outside Le Monde de l'Argent - Not playable.
Hotel lobby - Playable.
Hotel hallway - Playable.
Hotel kitchen - Playable.
Kitchen pantry - Playable.
Alley - Playable.
Room 25 - Playable.
Room 26 - Playable.
Back side of the hotel - Not playable.
Secret room 1 - Playable.
Secret room 2 - Not playable.

Characters:
There are 11 characters. 2 of the characters are hidden in secret rooms, as "Easter Egg" characters.

A few of the characters are:

Serge: The French hotel manager. Although somewhat stupid, Serge will attempt to answer all of your questions.

Pablo: The Spanish bum in the alley. He can answer all of your questions about life, and death.

Kat: A very fine woman who hangs out in the hotel lobby, and conducts business.

Music:
As of now, Scorposer has promised to make the music tracks.

The game will only need a minimum of 7 songs, but could always use more.

Artwork:
The game contains 13 background images, 3 of which are animated. The game contains 11 characters, 1 of which will need all four walking cycle animations along with an idle animation, a talking animation, and other minor animations such as picking up objects. The other 10 characters will only require talking and idle animations, except for 1 which will need a left walking cycle animation. There will be 5 unique animations amongst 4 characters. There will be 2 cut-scenes, employing 4 of the previously mentioned 5 unique animations. The first cut-scene will span over 5 of the previously mentioned 13 backgrounds, and the second cut-scene will take place in 2 of the previously mentioned 13 rooms.

For the first release of the game, I will be drawing the backgrounds and my friend will be drawing the characters. However, I hope that talented artists will want to help me remake the graphics. If anyone is interested enough in the project as of now, please contact me and tell me so I don't waste valuable programming time by drawing horrible graphics.

Puzzles:
The goal is to get into room 26, and join the party. This is somewhat simple, but the real challenge lays in finding the two secrets.

Progress:
Storyline - 100%
Dialogue - 95.5%
Graphics - 10%
Music/Sound - 0%
Programming - 0%

I have finished the storyline, which is rather simple but is still entertaining. The player will be able to interact with some very interesting characters, and I have already written most of the script which is 9 pages long. All I have left to write are a few lines from the end, and the messages Mike says while interacting with various objects. The dialogues are complete though, and if anyone wants to see them (big spoiler), then just contact me.

I will be able to do all of the programming, and as soon as I obtain graphics I will be able to start programming. The puzzles are all designed, and for the most part they will be easy to program.

For artwork, I am drawing the backgrounds. My friend is doing character artwork. I would appreciate it if someone would like to be an animator.

The music is, hopefully, being composed by Scorposer.
#310
Well, thanks for ruining the ending for us.

Oh, and it's "steals," not "stills."
#311
AGS Games in Production / Re:FINALLY!
Sat 24/01/2004 22:24:44
Good luck.
#312
The characters look awesome! Justin Tyme, the watch dealer, looks a little weird though. It's hard to see where his head is supposed to be. To me, it looked like he had a really odd shaped hat and a black mask. Evertything else looks great though.

Oh, and your Downloads link goes to the character page...
#313
Your new updated image looks pretty nice.

However, there is one major problem. The shadow of the building is nice, but the shadow of the fence isn't. The reason: The shadow of the building slants, but the the shadow of the fence is straight down. The shadows of each fence post need to be distorted and shifted to the right a little to produce a more realistic shadow.
#314
A " l3n5 fl4r3!!!!11oen" is a lens flare, or a rendering of a light that most "advanced" image editors can render. New artists usually use them to render suns, or other light sources.

It looks something like this:
#315
Quote from: Pirate Jack on Mon 19/01/2004 04:48:03
Damn you scottdoom,

I dont like the topic of this sprite jam...

This is not very imaginative, and it makes me sad.

It is not my duty, as the author of the current Sprite Jam, to be imaginative. That is the duty of the entrants.

I have noticed that some of the forum members are very talented and can create great images, and others are not so good at drawing but are very imaginative. The subject that I chose for the Sprite Jam allows some to show their great artistic skill (by drawing a shining suit of armor, or a nice animation as veryweirdguy did), and it allows others who are not very artistic to be creative (by playing with the idea of the subject and making something very original or funny, as Ginny W did).

So if you cannot think of something to draw for this Sprite Jam, then I suggest you go out, get a life, get some ideas, and then come back. I do not see how you could say that this Sprite Jam is not any good. You didn't even give reasons for saying so.
#316
Rincewind.
#317
Size limit: No larger than 100x250.
Color limit: No limit.

Subject: Draw a suit. Any type of suit. A formal suit, a space suit, an underwater diving suit, a Mini-Man-From-Mar's Butt-Raiding Suit, a suit of armor, etc. Be creative.
#318
Wooo! I finally won one.

Now to think of the next topic...
#319


Body kits and rims are nice, but those big stupid spoilers people put on cars are pointless. And neon green/baby blue cars are ugly.
#320
I have played all the Commander Keen games, and I remember that screenshot as being a screenshot of one of the earlier Commander Keen games. So you either copied the style perfectly, or you just ripped an entire screenshot from a game.
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