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Messages - Technocrat

#121
Hurrah! I'll get my adventuring hat.
#122
Critics' Lounge / Re: Lunar Landing
Fri 05/10/2012 16:06:34
Bilmey, that's a lot of buttons!
#123
It's certainly a start! Make sure that plant pot and stall on the left aren't defying gravity, though. I'd also give the floor some texture, too - draw it as a grid, as if it's tiled or paved.

Also, think of things you might see lying around in a mall - posters on the wall, vending machines, public phones, signs and adverts, even trash if it's that kind of mall!

Making a "people spawner" is an interesting idea, but remember there's a limit on the number of objects/characters you can have in a room, so it probably wouldn't be quite as crowded as that scene in TWEWY. If you don't mind not having conversations with them, you can make them objects (which, in my opionion, would simplify it a whole lot), but you'd still have to draw walking views for all of the people.
#124


Quote from: Fitz on Tue 18/09/2012 20:06:09
I'd say Mudder would be a good name for this Fokker -- in the best tradition of naming planes after one's mother combined with unintentional innuendos. Notable examples include the plane that bombed Hiroshima -- Enola Gay.

Hm, that might be a good name for the enemy planes! Sounds a bit more like something the Luftwaffe would have than the RAF.

Quote from: Sslaxx on Tue 18/09/2012 17:47:27
Heh! Sequel to the Perfidious Petrol Station at all?

It's kind of a sequel, just set seventy years earlier!

The first part (of three) is essentially complete (by my standards, so that means it's full of holes). Just two more, some mini-games, tidying up the graphics, the sound, the voices, the playtesting and the marketing to do. Almost there, in a manner of speaking.

Given how much I like money, and my desire to legitimise what I'm doing, I'm probably going to make this a commercial game. HOWEVER, I'm going to need a lot of voices/playtesters, and I reckon that anyone who participates as such can end up with a full-on finished version when it's done. Does that sound reasonable to people?
#125
Quote from: Anian on Thu 20/09/2012 13:32:18
Funny thing though, there was a game on Greenlight that was actually a lot like FTL, but even more elaborate. You could make corridors (so you can have people guided and evacuate when there's a fire in one of the rooms), hire crew, block of parts of the ship when you're being boarded and sending soldiers.
Guess FTL beat them to the punch.

I do these things already - much of my ship's time is spent with rooms full of vacuum, and upgraded blast doors. Intruders arrive, and obligingly suffocate before they can cause many problems.
#126
Oh Lord, I've got to stop playing it!

I keep thinking they should have  of Mass made the spaceship parts of Mass Effect like this, rather than all the mineral probing.
#127
My next soon-to-be-banned-in-Germany game, coming eventually. Here we go, it's




Nefarious pirate U-boats have been terrorising Allied shipments of treasure and spices throughout the Caribbean, and Fighter Command resolves to put their best man on the case - Johnny Hurricane, ace pilot! His mission to recover the Enigma machine is, however, complicated by the similarly difficult and vague task given to a young woman who won't stop following him around and taking anything not nailed down. Now, if he can just get out of this ruddy airport...


Defeat BUREAUCRACY and PHYSICS to make your escape from the town of Port Regis!


Make friends with amicable locals!


With a planned release at some stage in November or December, this game is still in its early phases, but as long as I don't suddenly find myself with a job, the progress on production is going remarkably quickly.


Mr Hurricane's trusty aircraft does not yet have a name! Can you think of something ADVENTUROUS and EXCITING and most of all NOT TRADEMARKED?


Tally-ho!
#128
It must be fate, I shall be in London then, so there's no sensible reason not to go! Sounds like it's going  to get a little crowded!

Quote from: m0ds on Thu 13/09/2012 10:09:10
Sounds fun! Though I doubt I'll be able to make it. Have a good time!

Don't worry, I can represent the whole Summerbatch!
#129
While that sounds like a delightful theme for a game, the pictures aren't showing up!

[edit] Ah, that's better! Nice art style you've got!
#130
No problem. Also, "ancestor" has an 'o' in it.

"They must be the witch's ancestors!"
#131


I can see use of perspective for the room's walls, but the legs of the table don't line up. Also, don't forget the shadows on and made by the walls cast by the light.



[edit] Ah, you've changed it while I was typing. In this case, you want the legs on the table to be in the other direction.
#132
It's a relief for them to be so well received! I shall keep working on this approach, then.

I've had a go at altering the hangar on the runway, which gave some room to make a bit more interesting background detail, plus a couple more things in the foreground. I've also tried using shading to give the mountains and trees a bit more volume.

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/Airport2.png[/imgzoom]


In the hangar, I've put up a few posters on the door - there are going to be more objects later on, animated and puzzle-related.

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/hangar-1.png[/imgzoom]
#133
As you've probably guessed from the title, and if you've played Nancy, that I'm trying to get closer to emulating Steve Purcell's venerable style, with mixed levels of success. I've been trying to apply various techniques - limited colour palettes, composition of scenes to maximise utility, making the purpose of rooms extremely clear, making sure there's something happening everywhere that's possible. However, it still feels to me like it's a bit...well, sterile, I guess. Especially the outside scene - perhaps a little artificial, I think. I also think that one of my computers has a different opinion on colours to my other machines, making things look washed-out on one that aren't on the other.

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/outside.png[/imgzoom]

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/hangar.png[/imgzoom]

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/controltowerinside.png[/imgzoom]

[imgzoom]http://i116.photobucket.com/albums/o33/Nedraed/cafeDEMO.png[/imgzoom]

So, hopefully I can get your objective opinion on the matter - anything to improve it will help! Personally, I think I'm the most satisfied with the control tower, and the bar.
#134
The error is that "GUI.Y: co-ordinates specified are out of range." Looking at it, I realise now that it's giving me problems about the Y being out of range, which shouldn't even be an issue here, since it gets the same instructions for its Y position no matter what room it enters.

[SORTED] Ah, I figured out that it was because of a completely unrelated matter - turns out the room change had been sending the player to the wrong room, where the whole mechanism for making sure the GUI was in the right place wouldn't happen properly. Thanks for your help, anyway!
#135
My game has a GUI that, when the mouse moves over it, it jumps out from the side to full length. This has worked well enough so far in most of the rooms, in four games now, but I've run into a problem that I've never seen before. In particular, there's a GUI that's designed to track the position of the sliding inventory, and this is what's been crashing it. When a particular room loads, the game crashes, telling me there's been a problem with this line

Code: AGS
if(SlideInv==false){gSlideLabel.X=gInvSlide.X-300;gSlideLabel.Y=225;}


The room is wider than normal - it's 500 wide, when the rooms are normally 320. When the character appears on the far right, the game crashes. When he appears on the left, the game does not crash. This leads me to suspect that it's something to do with the GUI thinking that its position is out of its range - does anyone have a suggestion about how this can be resolved?
#136
General Discussion / Re: LET'S CROAK TOADS!!!
Wed 05/09/2012 22:10:26
Quote from: Dualnames on Wed 05/09/2012 07:38:51
No guts no glory, no pain no gain.

I keep thinking I'd like to do a game in the visual style of eighties cartoons, but I'm just not that competent an artist! Which is a shame, since I've got so many concepts clawing their way out through my ears.
#137
General Discussion / Re: LET'S CROAK TOADS!!!
Tue 04/09/2012 19:30:49
I always liked the Galaxy Rangers. It left a lasting impression on me that Thundercats just didn't.


[embed=425,349]http://www.youtube.com/watch?v=k3EoBl5uBfU[/embed]
#138
I've a shameful confession, I've got to catch up on the first four before I can get on to this one!
#139
That's an interesting technique, though I don't think I'll be able to make much use of it since I'm still a slave to Paint Shop Pro 5.

I've always stuck to having a vanishing point on a layer, lines towards the VP on another layer, and drawing on the third. However, to make a nice-looking (non-squashed) background, it's a good idea to keep the VP outside of the area that's being drawn, when doing two-points.

I seem to have unconsciously gotten into the pattern of using one-point when doing an indoors scene, two point outdoors, and three if looking upwards at something really tall!
#140
Hints & Tips / Re: Nancy the Happy Whore
Wed 29/08/2012 22:51:39
Quote from: MiSaNtHrOpE on Wed 29/08/2012 21:25:54
I need water for the fuel synthesizer, but I don't know how to

Spoiler
activate the sprinklers, and I cannot go in the bathroom because the robbers are there (Nancy immediately walks out). I have the DVD player, a DVD, a burning magazine, condom, vodka bottle, bowling ball, the fuel synthesizer, cleaner fluid, Viagra pill, and the car keys. What should I do next?
[close]

Something you're carrying will set the sprinklers off! What do they usually react to?
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