To me, his legs seem too short in proportion to his torso.
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Show posts MenuQuote from: Rui "Puss in Boots" Pires on Sat 01/01/2005 15:21:29
Those are good considerations, Snarky. But I believe that the walkbehind problem and the character problem can be worked around. How, I'm not sure, but I guess it would involve a hell of a LOT of trial and error.
Quote from: Rui "Puss in Boots" Pires on Sat 01/01/2005 15:21:29
I didn't know 3D rendereds could render like that! Could you please give me an example of one, so I could check it out, maybe get this thing off theoretical ground? I used Blender once, but I don't remember the ability of rendering like that (not that I was even looking, tell the truth...)
Quote from: Babar on Sat 01/01/2005 00:20:44
And no, your avatar does not show either. Not even in a new window
Quote from: Nightquest2 on Sat 01/01/2005 12:44:41
Yes, but you see that is for already made games made
with pocketSCUMM, i want to put MY game on it made with ags...
(not to be rude..)
Quote from: Scuthbert on Sat 01/01/2005 14:07:06
What i meant was that thread explains the downsides of pocket pc gaming (Different Resolutions etc)
Quote from: Babar on Fri 31/12/2004 22:44:11
One way to overcome the problem with not having a mouse over hotspot activated statusline (at least for touch sensitive screens) is to drag the stylus across the screen. When it is over a hotspot, the statusline would show its name.
QuoteI think the verbcoin GUI would be great for a mobile. You tap on a hotspot, and the verbcoin shows up. You then tap whatever action you want to do.
QuoteHelpful Hints Running Curse of Monkey Island
1. Make sure to assign a button for Rt-Click in Options.
2. As usual, tapping the stylus acts as the Left-Click. Tapping
on an area of the screen that causes the cursor to turn Red means
that some action can be taken. To do that, hold the stylus at that
position until the Action Interface (also called the Verb Coin)
comes up. It will have on it a 'Grabbing Hand' to pick up, push or
use something, a 'Skull' to examine objects, and a 'Parrot'
to talk to, eat, drink, taste, blow, or bite. AT FIRST, IT WILL
SEEM TRICKY USING THE VERB COIN- the best way is to hold the stylus
on the screen until the Verb Coin appears and then, without taking
the stylus off the screen slide it over the Hand, Skull or Parrot,
then withdraw it.
QuoteAs for keypads, you could have the arrows move the characters around and the numbers (on the mobile at least) represent different actions, such as talk, pick up, etc. To perform an action on something, you would have to go up to it using the arrow keys, and then press the appropriate number. Admittedly, "looking" at something would be hard. Perhaps when someone clicks the look button, the game will pause and a pointer will come up which can move with the arrows. You move it over what you want to look at and click the look button a 2nd time.
QuoteAbout the playlength, yeah, they would have to be pretty short, easy games to hold the players attention, and to be playable in comparitively short lengths of time.
By the way, the 1st pic in your post (presumably of a pocketPC with an adventure game) is not showing up
Quote from: Fawfulhasfury on Fri 31/12/2004 18:17:34
If the company does such a thing, snarky, the game will be removed at once.-
For original games, I see two challenges here. First, many devices have non-standard resolutions, meaning that it would be difficult to release a game for many different devices. Secondly, most handheld screens are portrait-oriented (taller than they are wide), and not all can be tipped over as easily or elegantly as the iPAQ (think flip-open cell phones). Is a tall aspect ratio suitable for adventure game backgrounds? I have my doubts. I expected that the small physical size of the screen would present a problem. In fact, I found it difficult to play Indy 3 because the text didn't show up well on the iPAQ (too thin, not enough contrast). However, other games were just fine, even when I tested them on another device with a much smaller screen. So if graphics are designed with this in mind, I don't think it will be a problem. |
Quote from: Tom Henrik on Fri 31/12/2004 13:40:28
(It is kinda like listening to a CD-player in public, or borrow a friend a CD or a movie. Both are illegal in terms of copy-rights. Listening to a CD in public (without head-phones) is considered public broadcasting - something only radios are permitted to do. And borrowing something to a friend is distribution - if your friends want to see a movie or listen to a record or play a game, he MUST (according to the laws) BUY IT!)
Quote from: Rui "Puss in Boots" Pires on Thu 30/12/2004 17:44:11
Thank you for the link, Babar. Just in case Evil doesn't stumble upon this thread, I'll PM him about it.QuoteDoing the perspective effect itself seems simple enough, both to work out the formula and to do the mapping.
I'm sorry, but I don't quite understand. I mean, I can understand doing that for a single image, but not for umpteen images... which is probably not what you meant, anyway. I get the feeling you have a solid idea of how to do it, though. Could you please expand?
Quote from: Pumaman on Thu 23/12/2004 18:20:29
As the lip sync is linked to the speech files, if a translation is in use the speech won't play, so neither will the lip sync.
Quote from: Radiant on Thu 30/12/2004 07:59:32
Snarky -> it's not what you think. There isn't any actual relationship between these projects, save for the coincidence that I am involved in both of them. Actually I am one of the few people to be involved in both, despite both teams being 8+ people.
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