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Messages - SilverSpook

#1001
AGS Games in Production / Re: Neofeud
Sun 10/01/2016 06:25:06


I call this one, "The Underground Transhumanists."  The Scientist and The Artist.

Only have a few more backgrounds to go at this point!  With a few little incidental bathrooms or hallways in change :)

Do let me know if you're interested in playtesting, I'll be putting up an ad in the recruitment thread I guess pretty soon.
#1002
Looks great!  Nice hair there :)
#1003
AGS Games in Production / Re: Neofeud
Fri 08/01/2016 09:18:47
I'm actually planning to start looking for some testers by next week.  I need to finish up one particular section though, or else things won't be making a whole lot of sense.
#1004
AGS Games in Production / Re: Neofeud
Fri 08/01/2016 07:20:54


Here's an update of officer Jakkenboot.  Now with 75% more indiscriminate state violence!

I have discovered that if I was just two shades of lavender more gay, I would've careerpathed towards becoming an interior designer rather than a game dev.  Because I think my favorite part of the visual art process is lighting :)
#1005
Yeah, that's very intriguing, and looks really great too!  I wonder what the banner says...
#1006
Is it possible to have a character in AGS have only two walking loops -- left and right -- rather than left, right, up, down?

So for example, if the character moves up or down, they just play the left or right walking animation, depending on which way they were facing last?

Thanks.
#1007
Cool pixel art techniques there, with the noise thing!
#1008
AGS Games in Production / Re: Neofeud
Wed 06/01/2016 21:30:50
@Cassie: Thanks! :)

@Blondbraid: He's walking forward but I'm trying to do a SWAT cop walk, like he's part of a squad doing a drug bust.  So far I've only done running and walking forward in a fairly normal fashion so this is a new one :)

#1009
AGS Games in Production / Re: Neofeud
Wed 06/01/2016 10:48:16


Even more walking!

Now in crunch mode, definitely over halfway finished with Neofeud at this point.  I'd better be anyway, or I'm going to be in deep financial doodoo!
#1010
Great, thanks for the info!
#1011
Hi, I was just wondering if the  type of file that you import into AGS affects the size of the sprite itself.  By this I mean, if you use a PNG instead of a JPEG, would the file size of the game itself be larger?  Or does the game convert either file type into something that takes up the same amount of disk space?
#1012
AGS Games in Production / Re: Neofeud
Wed 30/12/2015 20:38:21


Animation for underclass single-mom robot. Also preggers.
#1013
kind of tangential but still on topic here:

I have discovered that I hate writing adventure game stories while creating/programming the game.  I always end up becoming distracted by the minor details in character position, animation, etc.  and totally forget the salient details of the story pertaining to the scene.  Like the character's names their motivations in the scene, etc.  Unfortunately I also have had a tough time taking an existing story and "adventure game-izing" it. 

I guess I'll just need more practice with one or the other method, or hire a bunch of artists, programmers, etc. once Neofeud gets big or I fall into a massive inheritance.
#1014
Critics' Lounge / Re: Portrait Suggestions
Tue 29/12/2015 19:55:36
Thanks :)

I should add that it is more a smirk than a genuine smile in that picture.  It isn't supposed to be warm and fuzzy really.
#1016
Nice work!  It communicated the paranoia well there.  You can feel the Stalin coming through the pixels!
#1017
AGS Games in Production / Re: Neofeud
Tue 29/12/2015 02:20:05
@Fitz: Perhaps!  Or perhaps not!  Only time and gameplay will tell. :)

@AnasAbdin: Thanks :)  I don't want to spoiler you guys too much but perhaps I'll do a little sample at some point :)  There are a lot of cyberpunk/dystopic/sci-fi adventure games out there so I'm trying to create something unique and niche in the point-n-click world by going ultra-hi-res and telling the story, communicating the world through a lot of the details themselves, and less through dialog, descriptions, emails, and the like.  Because usually you'd have a pixel-art game -- which is a beautiful art in and of itself -- but you do need to fill in a lot of the blanks as to what the "texture" of the world actually feels like, and it's hard to get in little details like the rust and grime and dents on a prosthetic limb, the esoteric runes imprinted on a chair, and generally the secret histories of objects and the environment itself. 

At least I hope it will be unique and fun.  We'll see!

@Blondbraid: Thanks, that is the effect I was going for!  Is it the antagonist?  I really cannot say at this point or it would ruin the story :)  Let's just say there's a little bit of Deus Ex in there.  The Illuminati may or may not be involved. :)

@Selmiak: Exactly!  And I'm glad you like it :) 
#1018
AGS Games in Production / Re: Neofeud
Mon 28/12/2015 20:42:32


Novus Ordo Seclorum. 

Posthumanity will be feudal.

(Click for super-large image)
#1019
You're asking if you should have a big magical ending or a small French ending?

I think this kind of thing really depends on the overall story itself, but generally either could work if it made sense with the rest of the story and is interesting, reasonably well written.  I think if you're going to have magic you might want to introduce it earlier on so it doesn't seem like you just threw some magic in out of the blue at the end because it was the trendy thing to do.  Unless your game is heavily comedic / slapstickish.

Generally, you want consistency, I guess is what I'm trying to say.  Otherwise you risk kicking the player out of their immersion.
#1020
AGS Games in Production / Re: Neofeud
Sat 26/12/2015 08:09:46
Late-stage wrist arthritis from Doom binge, and I need to Stylus-Photoshop two backgrounds and a walkcycle in 36 hours. #gamedev thuglife.
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