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Messages - SilverSpook

#1241
Thanks guys for the quick and useful replies!
#1242
Great game, Slasher!

I liked all the gags, visual and otherwise.  I actually thought the "Evil Cabal" scene was pretty properly mock-80's, with, I believe, 80's Saturday morning cartoon characters whose names have been erased from my mental hard drive.
Kind of in the vein of the bad guys from Man Borg.

Maybe do what IAMJASON did and add a word-speed to the options screen for those of us, like me, of short attention span.

Congrats!
#1243
Hi guys, just trying to figure out how to reset the game back to a certain point when the character is killed, similar to what occurs in Gemini Rue when you get shot.  Is there a way to just save the state of the game before combat and then reload automatically that state when the player dies?
#1244
One little musical sleight of hand often employed by movie trailers when they want to switch music tracks is to have a big, jarring event, (I.e. George Clooney discovering from his daughter that his wife's been cheating on him, in The Descendents) and then yank the track right out.  Sometimes with an actual vintage "record-scratch" sound effect, to emphasize the sense of a derailed train.  Then switch to the new track -- in the case of The Descendents "redemption healing prog-rock" as Clooney's character tries to repair his relationships with his family, with Hawaii, etc...

That allows you to swap tracks, without it drawing attention to the fact that the music just changed.  When you have a music change without any reflection of the change in the visuals, it can* cause cognitive dissonance in a select subset of viewers.

*Can being the operative word.  Some people won't mind.
#1245
I like the bubble concept!  Great fantasy ride.

I humbly present Captain Kealoha aboard his mosquito-class pirate vessel, the Princess Ka'iulani's Revenge.  Boat is a Lucasian-spacecraft interpretation of the Hokule'a, a resurrected version of a Polynesian voyaging canoe.  Complete with tribal symbology.  Captain is me channeling Chris Jones' Tex Murphy schtick!  (Yes, I'm actually from Hawaii, and of Hawaiian blood)



[imgzoom]http://i.imgur.com/B8fxOm1.png[/imgzoom]

Once I get this blasted Neofeud done, this is another potential AGS game in the works, methinks.
#1246
Great trailer, AnasAbdin!  I know the hair-tearing that comes with trying to decide exactly what and how to show in a game trailer.

I'd suggest, instead of "Lots of animations", something like, "Over 100 animations!" or "Over xxxx animations!" however many there are.  "Over 5000 lines of dialog!" and stuff like that is usual trailer faire I think.  Numbers have strong juju with people, don't ask me why.

You might consider telling a super-compact version of the game story in the trailer.  Like, introduce the protagonist(s), antagonists, some of the major plot points, rising tension, some action scenes... climactic explosion of spacecraft, BOOM!  Pithy and ominous quote murmured by Morgan Freeman... fade to title.  Wait, did I just describe the trailer to The Martian? possibly!  But just think, hundreds of millions of dollars went into that movie, so they must've gotten something right!?

Hehe, but yeah, iterating through the various highlighted cool features of your game also works.  Think about what it is about Tardigrades that is so unique and/or awesome that people just HAVE to play it.  And try to rub that in, hard, till people get road rash.
#1247
Hi, I've got characters that randomly animate their walk cycle after standing around for a while.  What might be causing this?  Thanks.
#1248
AGS Games in Production / Re: Neofeud
Thu 06/08/2015 12:40:25


Working on le protagonist extraordinaire's forward march. :)
#1249
AGS Games in Production / Re: Neofeud
Mon 03/08/2015 21:43:02
I've read portions of Beukes' Moxieland but have not gotten around to Zoo City.  She has rave reviews from the cyberpunk godfather, William Gibson, so I guess I'll need to get around to reading that too at some point. :)
#1250
AGS Games in Production / Re: Neofeud
Mon 03/08/2015 11:27:44
Thanks for the supportive feedback, Fitz!

I am not personally familiar with Afrofuturism, although Neil Blomkampf is on my shortlist of directors.  Not sure if that counts as Afrofuturism but he is South African as I understand.  Also, the Proto-J short story set in the Neofeud world was inspired at least in part by Die Antwoord, the South African rap-rave group who also starred in Blomkampf's Chappie.

I do love me some dystopian sci-fi, and biting satire :)

#1251
AGS Games in Production / Re: Neofeud
Mon 03/08/2015 08:53:52
QuoteIs this going to be a commercial game?

Too bad Wadjet Eye isn't doing external publishing right now, considering some of their other stuff recently this'd make a good addition to their repertoire.

I do intend to eventually make Neofeud a commercial title.  Having Neofeud published / finalized by Wadjet Eye is a best-case-scenario for me.  I understand Dave Gilbert and friends are busy people and want a nearly-completed game, though.  So I'll cross my fingers and keep working for now.  :)
#1252
Everything looks really excellent!  I like the added sign language feature.  I haven't seen that used ever in a game, at least not any I've played!
#1253
AGS Games in Production / Re: Neofeud
Sat 01/08/2015 21:46:15
Thanks for your kind feedback and continued support, AnasAbdin!  I shall do my best to stay on the ball and keep updates coming.
#1254
AGS Games in Production / Re: Neofeud
Sat 01/08/2015 10:29:03
My recently published science fiction short story in Mythaxis Magazine. Set in the world of Neofeud  CAUTION: Contains strong language, graphic scenes, and random acts of senseless robot violence.

Proto-J



Excerpt:

Quote
Back in the day, when I was 12 (2 in human years), living in the homeless shelter for sentient machines, I figured it dat I was tricked out. I had some technomancy juju shit all up in my fuckin CPU, bruh. Serious Matrix shit. For real, dog.

Dis one time I was gettin' mah brainpan bashed in by a gang of fuckin' speciesist meatbag humans, trying to jack mah wallet-chip. Dey's like, "Fuckin' machine! Go back to the junkyard, where you belong! Welfare leech!" One second I'm getting baseball bats to the head, next thing I know, there's this golden light. Not gold like dat icys and cashmoney baller bling shit like in dem phony rap vids. Gold like… da sun's fuckin nukular core, man. Like I'm being filled wit dis fuckin… spirit, dog. Like I've got Tupac and B. I. G. and Chuck D. all rolled into one. Like I'm opening up my third mother fuckin eye crazy shit.

Then, it's like… I ain't even got words for it… It's like, like I'm *inside* the heads of the meatbags.

Like, I feel the hater inside them hatin' on me for bein a chrome. I feel the white-knuckle grip on the bat they beatin' me with. I know the name of their swanky boarding school 1st grade teacher who taught them about the superiority of the human race.

And I'm like, "Fuck that shit. How you like it someone beat your fuckin' face in?"

And it's like, I got little golden spiderthread Astral puppetstrings comin out mah brain jackin straight into their arms and legs. I yank one string, they freeze mid-swing. Then they turn the bats on each other. Start goin' apeshit breakin' each other's arms and legs with the bats, till they all fall down like fuckin' Spartans in dat 300 movie. All the while my head goin' "WTF is going on!?" but also, "This the most beautiful fuckin' thing I seen in my life. Good for dem fuckin' dickhead talkin' monkeys."
#1255
Thanks man.
#1256
Is there a way to make it so that there is a default message when the player does a certain interaction? 

For example, if the player tries to use the hand on anything, the default response is, "I can't pick that up."

Then if you set a specific script for that object or hotspot, it does what it's supposed to, i.e. "You got the key."
#1257
The way I do things, which let's me speed up the lighting process but increases painting complexity, is I just paint things as I want them to be lit.  If I'm feeling particularly pretentious I'd say I'm engaging in impressionism, but essentially I just estimate the lighting conditions and paint objects with colors that are striking and emphasize the mood of the room, rather than worrying about the specific spatial-photonic details of the room (accurate drop-off, ambient occlusion, all of that).  In this way I also tend to fudge / estimate the perspective and paint whatever feels like it should go there.  Although I do have a basic sketch of things to make sure nothing is terribly retardedly out-of-proportion -- such as a car with a sideview mirror the size of the rear window.

But this is a more capital-A "Art" srt style that you kind of have to sell by making things extra interesting and striking.  Otherwise people might figure out you're just a lazy bastard. :)
#1258
AGS Games in Production / Re: Neofeud
Tue 07/07/2015 14:33:18
[embed=800,450]http://youtu.be/asTKrXLHbTU[/embed]

The future is feudal!

And unnecessarily overbearing!

Progress is progressing well!  Of late I've been learning all the various ropes of AGS and trying not to tie myself into Gordian knots with them.  Namely, trying to get 1366x768 hi-res scenes with umpteen moving parts to work properly.  The above promo serves as a small badge, a proof of concept for the style I'm aiming for. 

Due to the increased detail and micromanagement, I may have to push back the timeline slightly.  I was aiming for an October release, however I also don't want to rush this and skimp too much on the details, the grime under the fingernails, the battery acid leaking from the corners of mouths.  That's the strong suit of going higher-res, anyway, right?  Why not add little sparks of quantum foam to that time machine?

I'm also looking into voice actors as time allows, my network provides, and 2015 W2 federal tax return affords.  If any pro voice gurus are feeling generous (freemium generous), drop me a line!  I can promise you honorable mentions, discounted airbnb if you're ever in Hawaii, and some of the most challenging characters you'll ever attempt at portraying*. 

(*Challenging due to my grammatical deficiencies and CNCD (Chronic Neologism Coining Disorder -- but don't worry, I'll provide a pronunciation key).
#1259
LOL x2
#1260
Is there a way to change the size of the automatic outline around fonts?  I'm in higher res so the outline is too thin by default.

Also, is there a way to make it so that whenever you do "cEgo.SayBackground()", the background text has a solid rectangle behind it, like the way Sierra-style text is displayed?

Thanks
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