Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SilverSpook

#1401
AGS Games in Production / Re: Neofeud
Tue 07/10/2014 12:46:11
Ok, second screenshot added at the end of initial post.
#1402
Critics' Lounge / Re: Character + Animation
Mon 06/10/2014 23:58:45
@Bavolis & Cassiebsg: Thanks for the feedback!  I'll see about darkening a leg and possibly try loosening his screws a bit :)

#1403
Critics' Lounge / Re: Character + Animation
Mon 06/10/2014 05:10:36
Way belated thanks, Snarky and Monsieur for the head bobbery tip. 

Here's another crack at the animation, this time the protagonist is rocking it from the side perspective.  Now with more headbanging!  Bobbing!

#1404
Can't believe I've overlooked this alias-killing piece of genius!

Thanks for posting, I'll be sure to use it in the future!
#1405
AGS Games in Production / Re: Neofeud
Mon 06/10/2014 02:07:05
Quote from: Darth Mandarb on Mon 06/10/2014 00:01:50
A tremendous amount of detail and very intriguing.

However... There is still only one in game screen shot!  Please add one more (as required by the rules) because I would really hate to have to lock this! !

Thank you kindly, sir!  Apologies- the second image is now an in-game screenshot.

Quote from: Gurok on Mon 06/10/2014 00:10:47
Wow! What an excellent concept! I saw some of your art in the C&C threads, but you were obviously saving the best for this thread. I look forward to playing the finished game!

P.S. Clovis Stanniston I reminds me of Jason Bateman.

You are too kind!  And I look forward to finishing this game, however eventually. 

And a very keen eagle eye you have!  The character of Clovis is in fact modeled on an armature of Jason Bateman's "Michael Bluth" character from Arrested Development.  A mostly genuinely good, pants-wearing headpiece of a family dynasty, holding together the whimsical and immature little princes and drama 'queens'.
#1406
AGS Games in Production / Neofeud
Sun 05/10/2014 23:09:30
[embed=1020,630]http://www.youtube.com/watch?v=VQAMJgs5euA[/embed]

Get Neofeud here:



If you have any issues with figuring out how to buy the game, or with playing the game, please let me know.  If you're interested in buying the game directly from me or with cryptocurrency such as Bitcoin, please contact me and we'll sort out a deal ;)

Synopsis

2033 - We create AI. Sentient robots arrive, but not as our Terminator overlords or our Singularity saviors -- conscious machines are humanity's unwanted bastard children. A few are geniuses who design flying cars, beat cancer, invent teleportation, but millions of defective prototypes roll out of factories -- mentally challenged, motivationally-challenged, criminally-inclined. Legally conscious, but unhirable, these "Defectives" are shuffled through public housing and welfare assistance, straining the already overburdened back of the meager social safety net. The robots who don't end up in prison are dumped, as a last resort, into a massive landfill known as "The Pile".

Humans engage in perfection of their species -- or at least the powerful and well-connected -- genetically engineering children with human and animal DNA. The failed eugenics experiment "Frankenpeople" are discarded into "The Pile" as well. The new dynasties, 'Neofeudal Lords', live in towering neon glass castles, shuttle around in pristine nanotech-enabled pods, minds and bodies full of cyberware, spending most of their time taking selfies and "optimizing their monetization schemes". A race of supermen concerned only with their own status, their prestige, their success. Where machines have become all too flawed and human, people have become flawless, perfect, cold machines.

Karl Carbon is an ex-cop, dishonorably discharged from Coastlandia PD for disobeying an order to shoot an unarmed sentient humanoid. Karl is exiled to "The Pile" as a lowly social worker. There he counsels gangbanging foster-kid robots and confiscates chimera-children from deadbeat half-wolf parents. Till one day a case goes horribly sideways and Karl is drawn into a sordid conspiracy that could threaten the strained fabric of Human-Robot-Hybrid civilization -- or save it.

FEATURE TIME
- Tricky yet satisfying, point-n-click detective work, interspersed with action shootouts.
- Handpainted, uber-gritty, noir futureland. Makes Mad Max and Rick Deckard crap their pants.  1366x768 resolution for MASSIVE, fully realized backgrounds.
- Endless bombardment of witty one-liners from a veteran hardboiled cyberpunk writer.
- An original world and story that will (hopefully) make you question some of your core beliefs. Or at least my sanity.

Silver Spook Games

Patreon Site

Facebook

Twitter

Itch.io Store

[embed=1020,630]http://youtu.be/wVxUMWqIGIg[/embed]

















#1407
Hi, I have a hotspot that I was using as a temporary placeholder for a character but I want to get rid of it now.  Is there a way to delete it?

Also, how do you set a character to show a description when the player uses "look" on the character?
#1408
Looks excellent!  I like the return to classic SF, almost Assimovian feel that I'm getting from it.  Refreshing in a game/film landscape where sci-fi tends to be used for its trappings and backdrop, rather than taken seriously.

Good luck to you!
#1409
Critics' Lounge / Re: Identity Crisis
Mon 22/09/2014 23:01:33
What gave it away?  Was it the droplets of purple rain beading off his hair? :)

The face and hair were actually based on the master of sulk himself: Game of Thrones' Jon Snow. </Dev Commentary>
#1410
Critics' Lounge / Re: Identity Crisis
Mon 22/09/2014 19:44:46
@Cassiebsg:  Fair enough!  Good point about the darkly sinisterness.  I was thinking more of David Bowie, but there is definitely a resemblance there.
#1411
Critics' Lounge / Identity Crisis
Mon 22/09/2014 07:59:29
So I'm trying to decide on a couple different character looks.  I have not yet completely fleshed out the sordid backstory and such, and anyway don't want to spoilerfy everyone so early, but let's just say this character is going to be a pseudo-antagonist, possibly frenemy type flamboyant member of the New Monarchy.  Mostly I'm just looking for which rendition strikes you more, you'd be more interested in... I suppose what I'm asking is, if there were two sold-out, 30,000-seat stadium concerts and you were offered one VIP ticket to see either Icon A or Icon B, which would you choose?

Additional suggestions / commentary welcome as well!



#1412
Looks fantastic!  Sign me up for this Apocalypse, now!  I also admire your gumption in attempting to mold AGS into an RPG.  The art is crisp, the idea refreshing; like a well-preserved, newly-opened bottle of Nukacola.

BTW I'm sure the second coming of Wasteland (II) had absolutely nothing to do with the posting date... :)
#1413
Korean BBQ kimchee soup + choi sum + half gallon of coffee = WRECKIN' THAT GAME DEVELOPMENT CHECKLIST LIKE A WRECKING THING
#1414
Critics' Lounge / Re: Character + Animation
Fri 12/09/2014 01:17:33
Thanks Cassie and Ghost for the feedback and tips for improvement!

Glad to know that you'd play the game in the event it is completed!

Yeah the more I look at the animation playing, the more I see the sharp edges and strangeness popping up, I'll have to go "iron out" his suit a bit later...
#1415
Critics' Lounge / Character + Animation
Thu 11/09/2014 14:05:05


First ever character drawn 2D.  Protagonist/CEO Clovis Stanniston -- esquire-turned-neofeudal lord.  Fully armored in stature suit. 

Plus my first ever 2D pixel-by-pixel animation!  I've been just duplicating the original image and moving the arms and legs around with the lasso.  Then saving out each frame as an individual PNG.  Does that make sense or is there a pretty simple easier way to go about animating?
#1416
Didn't quite want to start a thread for this so figure this is a good place to ask:

How much do you think the average Adventure Game player would be willing to read?  As in, how wordy do you think things can get before most would get frustrated?  I have more familiarity with cRPGs, so I'd use something like Planescape: Torment or Arcanum as a "Pretty wordy" game that is more writing centric.  Lots of elaborate description (some multi-page lore-stories), long dialogues, etc., all the time.  Something like Resonance appears to be medium-to-lightly wordy, with mostly short lines and one-sentence or shorter descriptions. Written or electronic documents have longer pieces, of course. 

Is Resonance pretty representative of the adventure gaming scene, do you think?
#1417
Critics' Lounge / Re: Art Style Suggestions
Tue 09/09/2014 22:25:29
Thanks Lasca for the illustration of your suggestion for the spotlight. 

You're right too about putting the brush down for a bit and letting it go.  It's been a source of enjoyment and inspiration but also frustration, and I do have a creeping OCD-spectrum disorder that drives me to make adjustments constantly.
#1418
Critics' Lounge / Re: Art Style Suggestions
Tue 09/09/2014 10:48:51


Latest version:
-Reconfigured buildings / railings so the result has less overlapping lines / edges.
-Added high heels: kind of looked like a footless hovering obake-ghost without them.
-Added Victorian wrought-iron balusters. 
-Fixed broom-like spotlights illuminating the castle's crenellations.
#1419
Super excellent!  Something about the look of this game feels very surreal-New Orleans for some reason.  Really looking forward to it!
#1420
Fascinating idea!  I envision a French fashionista arch-nemesis named "Alfa Chanel" (Sha-nell).

Good luck to you!
SMF spam blocked by CleanTalk