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Messages - Stickieee

#41
A waiter carrying a sword:


I thought I might throw in something dramatic.
#42
Regarding the game itself:

I just completed it after some thrilling hours. There is lot to be learned from a game as good as this. Sure there are mistakes, like badly placed humour, but as a whole this game is one of the best ever.

The characters are real, they react to the world, unlike most characters in amateur-adventures. Each one has a unique personality. In the beginning of the game I saw a lot in common with Agatha Christie's 'A Mousetrap'.

Sometimes everything's so real I forgot I was playing a game.

The plot, though not most original, is told well. The player is not told everything that happens, so that imagination gets activated. That's exactly like it should be in adventure games.

Graphics are innovative at places, sprites being rather high quality. The 16-year old kid looks much younger than the other players. I was impressed.

So, there's a lot to say about this game, but playing it will give you the clearest idea.
#43
Using your GUI gives the same error message. Is this perhaps a version problem? I'm using 2.55.560
#44
Quote from: GarageGothic on Sat 23/08/2003 10:17:45
QuoteFrom the few boards of Hitman I played I figured that he was gay. Does this matter at all to the gameplay? Not at all.

Ah, no, it doesnt matter to gameplay, but does it matter to story and character development? Certainly.

Think of Jake McUrk, a good-looking male in his mid-thirties. Why does he live alone in quite a big apartment? He has an attractive female companion at work, why doesn't he hit on her? Why is Jake such good friends with the scientist-inventor Lucas, and invites him to his own apartment? Maybe Jake has hidden thoughts! If I recall correctly, Jake isn't even interested in the Jenna.mpg file.

So, how does it affect Pleurghburg's story that the main character seems to be gay? Would character development be different if he wasn't?

All I'm saying is that minority characters don't have to be exaggarated. Being gay doesn't mean you are overly sexual. In fact, society's pressure might make you want to surpress everything odd you feel. Like with Jake?
#45
I've been trying to make a sliding GUI similar to that in Apprentice, and managed to do one using the SetGUIPosition function.

However, I can only make the GUI to slide from bottom to top (on the bottom of the screen) but I can't do a GUI sliding from the top of the screen downwards.  It says "SetGUIPosition: co-ordinates must lie in range (0,0) - (RMWID, RMHIT)" when I'm trying to set GUI to y-level -30 or so. (As explained in http://www.amazing-ebooks.co.uk/ags/tutorials/tut5-2.php )

So, is there another way to do this? Should CJ remove the co-ordinate restriction?
#46
Portals are funky. I did this pseudo-scifi thing, which does look quite --- interdimensional!


Step into the world of neurokinetics! (or whatever)
#47
Wow, I've got more replies than I've thought!

Most of you seemed to think those bgs are a tad empty. Well, you are quite correct, they need objects and stuff. And the walls on the first pic need cracks, dirt and stuff. imho it also needs more colour, I just couldn't think where I'd put it :D

Trapezoid: my gangsters are sort of anti-gangsters too,  I don't think anyone would want to play a character who calmly kills and tortures people. But there's still a lot of space to be different ;D

Quote
Just make sure when your warping raster planes you adjust the sharpness accordingly. On your second image - the warped ends have lost a little definition after being warped
That's a good point. I guess I should first make them hi-res and lower the resolution after warping. I can't think of other way to do that.

Quote from: Flippy_D on Mon 21/07/2003 18:36:55
It's nice, was it made in a 3D engine?
It's made with the Gimp, the king of all programs. I, uh, ahem, *cough* took a screenshot of the 6 day assassin and drew on top of that. Did anyone guess that? The "old masters" of 18th century learned to paint in a similar manner, so I thought it wouldn't be bad practise for me, either.

So, I'll be adding more stuff and junk to the bgs in the future. Thanks for great advices.
#48
I'm currently developing a game featuring two gangsters as protagonists (sort of like Sam&Max -style). I'm still in the script/plot phase, but today I had a feeling I should make some concept art for the game to set the mood for my imagination.

Here is top view of an apartment block. Similar scenes can be found in all great games, such as P:DA and Larry Vales 1.


And here is an indoor view.


These graphics are probably not used as such in the game, but with a little plot-forced modifications they might be. So, would you play a game looking like this?
::)
#49
Critics' Lounge / Re:Logo
Sat 19/07/2003 06:03:09
Minimi's lesser colours one seems best of those three, but it should be made clearer, less anti-aliased somehow.

It's nowhere near custard's original idea, which in my opinion was quite good looking. White canvas always gives a bit of freshness.

If I was making this logo, I'd enlarge the moon to fill about a third of the screen and remove the text. Then using AGS's amazing transparency-features I'd make the FADING MOON SOFTWARE text appear on top of the moon.

Then you'd hear all sorts of cool atmospheric sounds et all  :D ;D
#50
The morally correct choice, of course, is the GPL-licensed The Gimp. Get your windows version today at http://www2.arnes.si/~sopjsimo/gimp/

Besides being totally free, it's also more comfortable to use than, say, photoshop.

#51
Critics' Lounge / Re:Manga-styled picture
Mon 07/07/2003 08:29:15
If it were manga, her hair should be way more colourful. And messed up, too. And longer! There's something wrong with the shape of the head, too. It's... too oval. Try to make it rounder. And she's almost bald with the forehead having no hair.

It looks good - just not mangaish enough.  ;)
#52
Quote from: Sluggo on Mon 07/07/2003 06:18:40
What bugs me, or rather, what I'd like to see more in games is animation. I haven't actually played many of the newly released games so I'm just assuming that there isn't much in them.
I just played Sam n' Max for five minutes, and I'm inclined to think there's more animation in the first three rooms than there is in ten average AGS games counted together.

So I too want to see more animation in games. It makes the world feel so much more alive. Like in The Trials of Odysseus Kent.

Another point which bugs me is the textboxes saying "Look at that <object>! Doesn't it look badly drawn? Wow, it's wonder you can recognise what it is!" And understatments of that sort. Makes me feel like there wasn't even the slightest effort put in it. Yuck.
#53
Hints & Tips / Re:Stuck at Chez Apa
Fri 04/07/2003 15:32:35
Combination for the safe? This is a really illogical puzzle, don't include one like it in your own game.

Spoiler
Spend time in the room with the safe and the parrot until the parrot starts repeating itself. It should mention names of three drinks. Then you go and ask the new bartender-dude their prices, which are $1, $2 and $3.

Beyond all reason, the combination for the safe is 123. There is a connection, but, as I said, it's not logical.
[close]

And to get back to the room with safe:
Spoiler
Use salt on the nuts you picked from the counter and use your salted nuts on the sad man sitting in the table.
[close]
#54
Quote from: Raiden on Thu 26/06/2003 05:30:16
Oh the three biscuits thing. This is off topic, but what was the whole thing about three biscuits agian and a password to what?

I always say "Kent sent me" to locked doors.
#55
I've had my real name in the Internet for ages. Lately I've been trying to put even more information about myself to the net. If someone knocked on my door and said "hey, you're the guy from the Internet" it would be just too cool.

I have my diary online at http://stck.daug.net/ and pictures of my home (with address) at http://www.uta.fi/~elina.maria.mattila/webortaasi and so on, so I think it would be silly NOT to put my name in the credits.

I want to be found and known, and having a unique name in the whole wide world (as I do) helps it quite a lot.
#56
The best one has to be The Trials of Odysseus Kent. Not just for the great animations and graphics, but the jokes are hilarious and the overall feeling is great.

Either that or Pleurghburg: Dark Ages. PDA has more plot and character development than most games counter together, only the puzzles are sometimes a bit illogigal.
#57
Funky name for a game, eh? Anyhow, it's the first game I've ever made. I wanted to try out the AGS -engine so I used ready-made graphics, which actually are pretty good.

The game itself is humorous and simpler than three-piece jigsaw. Somehow I still like it, though.

It's at http://www.uta.fi/~iikku.mattila/so.zip
(Notice the changed address, the previous host didn't allow international connections.)

Made in about a week.
#58
Critics' Lounge / Re:standing rock...
Thu 05/06/2003 06:48:00
It looks really cool, but demands quite a lot from the sprites, too. It's pretty hard for me to imagine a good-looking character animation behind that grass, etc.

However, if you manage to do that, this will be the best-looking adventure I've ever seen.
#59
You could also use the run-script X conversation-feature, so you wouldn't have to split the dialog in two. I'm not sure which ones clumsier. Inline-scripting in conversations could be quite handy.
#60
I love the picture where Cherry is disguised. In case you haven't figured out every detail of the plot, you should add heaps of disguises similar to that. You know, every one can see that's the same Cherry, but the fact that he is "disguised" and npcs can't recognise him is just hilarious.

He does look a bit rectanglelish, though.
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