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Messages - Sephiroth

#201
Critics' Lounge / Re: Woman Sprites
Thu 30/04/2009 01:15:56
Thanks, I see exactly what you mean, I tried adding one pixel for the calf but it would make the upper part of the body really thin compared to legs, i may try a resized version to get more details.

I already have like 16 sprites and it could reach 40 to 50 in the end for a small length intro, i meant 40 to 50 distinct characters not compting the quick two frames animations and some walkcycles, idle etc.

PMed you ;)

Edit: Here's the last attempt experimenting with shading and spell visual effects:



Regards
#202
Critics' Lounge / Re: Woman Sprites
Tue 28/04/2009 21:00:23
Heh i know I overdid the hair, maybe i have a problem with blades and katanas  ::)

QuoteBut I like them, good job.
QuoteI actually like the very unique look
Thanks a lot, really, i wasn't sure if i'd be able to add a unique touch to it with the low size and my poor skills. Hit me in the heart.

I modified them a bit trying to focus on what you said X-Heiko, I also tried my best to apply some shading to the hair, now let's focus on males and anims. I'm gonna stick with the sprite size and let go of the old blueish palette.

Of course any advice or crit is still welcome.



Regards
#203
Critics' Lounge / Re: Woman Sprites
Mon 27/04/2009 19:48:50
Thanks a lot for your replies, now that i look at it i realize you're totally right about the bent leg beeing to long and i'm working on details X-Heiko mentioned as well, i would love to add more details to the face but it doesn't look good with the thin body and i don't want to make them "chibi-like", i wil try to make a bigger version to get more details but i thought they looked kinda cute ;p
#204
Critics' Lounge / Woman Sprites (updated)
Mon 27/04/2009 08:02:21
Hi,

I've been trying to create some characters sprites, this is my first attempt and they should fit a 320x200 bg.
I could really use some help, they are simple enough for animations but maybe i should work a bit more on them before i go further, that's why i'm asking for your help once again, pls don't laught at my skills ;)

Some of them are nude fairies, click here, x3 if you are at least 18 years old, i warned you :p
Here are the others:


I'm not really satisfied with the face details, and of course arms are to be added for a normal pose. Any idea or comments welcome!
#205
Hi,

Maybe you could use something like this:

If there's some kind of Player.IsStandingOnHotspot(hotspot_id) then replace the if statement with it. Or you'll have to use "top, left, bottom, right" with room coords to create a hotpsot.

Code: ags


function door_interact()
{
 if(Player.x >= left  && Player.x <= right && Player.y >= top && player.y <= bottom) 
 { 
   Door1.visible = false;
   Door2.visible = true;
   Wait(10);
   Player.ChangeRoom(7);
 }
 else
 {
  Player.Walk(X,Y,eNoBlock); //X and Y are room coords inside the hotspot
 }
}



This way the player will start walking to the door and will only open it when he uses interact while standing on the hotspot.The only problem is that you'll have to click one time to get to it and once more to open it. Or just one time if you're already standing there.
#206
Critics' Lounge / Re: Blueish pixels for c&c
Thu 23/04/2009 21:50:30
Maybe like this? That's a nice idea altho i'm working on making the dragon into a full animated sprite with a more simple shading.

#207
Critics' Lounge / Re: Blueish pixels for c&c
Thu 23/04/2009 03:26:48
Thank you all, everything you said helped me a lot. This is the last version, i think there's not much i can add.
And like anian pointed out, it would look like the screen is flooded if i add too many pieces.

I'm all exited about making a quick game in this style and i'll post later when i have more serious material.
Also i will try to use more colors and more varied gradients next time, i've learned a few things.

So it ended up like this:

I've changed the font, applied a quick shading and slightly modified the hair based on ProgZmax edit, btw do you mind if i use your version? *edit: thanks that was a fast answer :p
The second one is an alternate example with the dragon.

   


 
#208
Critics' Lounge / Re: Blueish pixels for c&c
Wed 22/04/2009 21:06:21
rbaleksandar: thanks i really had a hard time for the dragon, and the shining star in front of him at stomach lv is the energy ball it is charging, like bahamut in final fantasy but very low low res :p c'mon the ring thingie is a black hole/supernova/floating ring arround a planet at least that's what i tried to do ;)

theRedPress: thank you too, the ring thingie turned out pretty well i think and i'm gonna use it for some sumoning animation maybe. I've already coded a quick ff like battle system for a bigger project i'm working on with some friends but this small ff game would be a nice experience since i never tried drawing backgrounds or characters.

Is there something i could add or change to make it look better?

Regards
#209
Critics' Lounge / Re: Blueish pixels for c&c
Wed 22/04/2009 11:57:57
Well i figured it would be too small for a working BG, so i heavily reworked the original and came up with a 320x200 start screen. It allows more details so i started adding more stuff to it, a different (accentuated) shading,  tried to make the outlines of the woman's body more obvious to see, added the whole star system with a bahamut like dragon casting something :p 

Again, i would really appreciate some c&c, any ideas or opinions are welcome of course, thanks!

Reworked version:


x2:



I'm kinda satisfied the way everyone went far into their imagination to try and describe what they see. Even if it is just a small one i think it's worth going a bit further to improve it and maybe make a really small game with it as i have some spare time.
#210
Critics' Lounge / Re: Blueish pixels for c&c
Tue 21/04/2009 19:08:52
Thanks for your comments!

Ok i got it :p i'll try to add some more contrast, and yeah the planets need some work too.
Before i started working on the melting effect the woman looked like a normal one holding a katana, yes the rainbow was supposed to be a katana... i know.. this is where i sink. I'm not really an artist and this is my first attempt at pixel art so i'm already satisfied people recongnised the shape in the end, even if it took ages.

Snarky: Yes that's the idea some kind of gore explosion making her head burst into stardust, actually it is meant to spend some time on it to figure out but not too long as everyone mentioned, that was not my intention.

TheRedPress: i've seen a game i really liked back there i think it's called Spooks, a black and white small yet really intresting game, i had this in mind when i said i d like to make a game in the same atmosphere.

Also this is a bit abstract and i'm really bad at drawing a face so that's why i chose to hide it somehow.

rbaleksandar: i think about it as a kind of victory pose holding a katana, having the head down hidden by the hair. the rest is just the effect i failed to create :p

Kastchey:
Quotewith the way you positioned the character near the nebula makes her look as if she was splashing herself with water.

Is that a bad point?
Also when you all say it needs more contrast do you mean i should use other colors on the body/hair to break the way it fades out, maybe making the outlines more consistent?

Thank you all for the comments, i'm having a try atm and will post a reworked version as soon as it looks "acceptable". Sorry if this is a bit clumsy for now.
#211
Critics' Lounge / Re: Blueish pixels for c&c
Tue 21/04/2009 08:36:33
Quote
it took me a while to understand what it's showing I thought that the bright spot on the left was just another asteroid like those on the right, or even, an explosion.

This is exactly what i wanted, the woman's supposed to melt with the galaxy and make it look like she's part of it (at least i tried :p)  I wanted it to be like some final fantasy logos, strange characters melting with flames or tribal forms, just like djins and spirits.

I'll try to keep in mind what you said about colours and animations, i'm sure it would be a pain to animate this girl as it has a complex and somehow abstract shading. But it's meant to be some kind of very low res title screen and the only animations i would add are a few shining stars/planet and a shooting star maybe.

Thanks for the comments, i'll try to modify the style so the shape appears a bit more clearly.
#212
Critics' Lounge / Blueish pixels for c&c
Tue 21/04/2009 05:20:26
Hi everyone,

I would really appreciate some c&c on this "title screen", took me quite some time to achieve but it has no special purpose yet.
Could you please help me to improve it, any ideas and crits are welcome.

Also, would it look good if i made a game with this palette and res, i mean only 8/16 colors blueish gradient? Just a thought.

Normal size:


X2:

#213
I'm not an expert but i think Hudders is right, maybe widenning the character by a few pixels might help using facial expressions, will let you add a pixel here and there for eyesbrow and such, and will definatly give them a unique personality.

This is also the lack of width that gives them the "zombie"  dryed up look, at least to me. The side views look fine, but i'd try something to remove the dark line between the legs on the females front view, it doesnt seem to belong to the body yet it's here, widening the legs or just leaving a space between may help, but this is just my opinion.

I really hope you'll find some time to release a game with those sprites cause they really look nice despite their simplicity, especially girls and the 'lincoln' one ;)
#214
Pumaman: I'm so dumb, and i feel ashamed now. I always considered arrays index the way i described, but the worst is that i always use (max-1) inside for loops without knowing why ( i checked my old codes in the panic :p ), at least i'm a bit less stupid...

I also understand why it's not high priority to implement those feats, and there's no problem getting things done without it so there's no rush i guess. But it would be nice so please add one more vote if it has any value, regards.
#215
Heh this is where i become nit-picky, i can actually use what the compiler calls "managed type" in a struct. for example i can use Character *c1; and use its inherited variables so maybe there's a way to declare my custom struct as a managed type maybe like: _managed_type struct Foo{ }; or maybe not but i must say i kinda missed this feat.
Thx for all the explainations.

-Sephi
#216
Maybe i expect a similar syntax and compiling than with cpp, if i say Character Charz[10]; i ll have 11 slots including 0 but i get why the author chose to simplify the arrays indexing.

What i don't really get is, I don't know if this is limited or i don't have the right syntax but i can't use a custom "struct" as member variable it returns an error:

Code: ags

struct CMagics
{
 int id;
 int mp_cost;
 (...)
};

struct CBattle
{
 CMagics Magics[10];
 import static function LoadMagics();
};


"Member variable cannot be struct" or
"Cannot declare pointer to non-managed type"

Instead i have to declare CMagics magics[10] as a global in the .asc file to use it, maybe i have to declare the CMagic struct in another ash?
#217
Damn.. i didn't even notice the global variable pane, it's been a week since i discovered AGS Editor and i thought this was the only way to use globals, thanks for the tips.

I was also wondering, this will be my last question sorry... if i declare an array of anything for example Character Charz[10]; the bounds will actually be 0-9 and trying to use index 10 will give an access violation at runtime. I guess the interpreter applies the -1 to get the exact number of spots you specified including id 0.

-Sephi
#218
Ok i see, but the formula uses a float var to store the result, on the other side i'm keeping track of the variables via SetGlobalInt that will propbably truncate the value when changing its cast as if it worked like  SetGlobalInt(id, (int)float_var); is that right?
#219
This is intresting, it looks like the reason why my graph is so regular is the lack of rounding, and actually the formula is executed on decimal values as you said but the raw display of the stats on the gui is actually rounded:

String.Format("XP : %d", current_xp);

:o I totally forgot the decimals would be added to xp and saved with SetGlobalInt() regardless of the displayed values. You're right i should use RoundDown(formula), this way i'll prevent the decimal influencing the xp curve and offer a decent progression to the players.

Thanks for your time and help!
#220
Well i just did, thanks, it helped me to find some clues but my goal is to have simple formulas and stats upgrade yet not too obvious to the player, i think i'm gonna use some tricks.

Dont misunderstand me i'm not a genius when it comes to maths but i'm quite good as a coder so i'll do it the tricky way not because i dont give a damn about your advice, heh, but because i'm so close to the end i dont want to rewrite everything from scratch to implement a complex engine that will take ages to understand. And because i need to release a working demo soon so the others can start working on puzzles.

All the battle engine works and i just have this part left, i will update the first post with the source and demo as soon as it's available if anyone wants to have a look it will of course be the battle system of our upcoming FF fan game (rpg) but you'll probably hear about that later, we have done a lot but not enough to post in the GIP forum yet ;)
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