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Messages - Technocrat

#561
I like the sound of it, and the ideas of what's going in, but maybe just a couple of things about the GUI itself could be altered. It somehow feels rather...clustered up there at the top, it creates the impression of an awful lot of small units clustered together. I'd personally probably bring some of those things down to the bottom (maybe the head, and the gun). Or, if you're going for the 90's style, maybe put all of those things into an opaque bar, make it look more like they're all part of the same unit.

Still, it probably feels different when it's being played in a game. Nice concept you've got!
#562
Adventure Related Talk & Chat / Re: The THUMB
Fri 18/09/2009 14:41:55
I'd agree with Progz's shape in a way, I'd see it as something grippable in your hand with one's thumb along the side of it to reach the buttons.
#563
Well, lots of good ideas, but I think a recurring thing is the limitation of such a small sprite - so, I've gone for a different tack, which allows for more detail. Downside is, I'm now having trouble making her look a bit less androgynous, and I ought to find methods for doing so beyond bust-enhancement!



I've given her the apron for the back and 3/4 views to create an impression of its dimensions, and I'll get around to clothing her for the other views, to satisfy the prudes!
#564
No joy for me, either. I'm intrigued to see how much has changed!
#565
This...is baffling...I can't tell how ironic it is, but it's still a funny game! Not sure if it's funny for the reasons it's meant to be, though.
#566
For a moment there, I thought it was going to be the Daily Mail complaining about the state of modern society. Then I remembered biology!
#567
General Discussion / The Death Penalty...
Mon 07/09/2009 08:04:19

Well, they've finally done it, they caught you. After a month-long investigation of a number of bodies spread across the rural Southern states, and a harrowing emotional conflict for the lead detective as he finds himself understanding the murderer more than he's comfortable with, your career as the "Alabama Strangler" has come to an end.

For the sheer, disgusting and brutal nature of your crimes, the judge sentences you, of course, to death. However, because the local government in this jurisdiction is heavily sponsored by Rupert Murdoch, your death will be televised, and - even better! - you get to choose your own method!

So, two questions.

1) What method are the fine people at Sky One/Fox going to ensure justice by?

2) What are your last words?
#568
Quote from: KhrisMUC on Thu 03/09/2009 17:16:13
Here's my take on it. This was fun :)



I reorganized the layout and separated the energy/money/people display from the buttons. It's supposed to go into the upper right corner of the screen while the GUI is at the bottom.


I *like* that, that's a nice take on it...maybe I'll split it and move the resources thing to the top and the bar to the bottom. I may do something to the buttons, too.


@ NsMn

The Euro sign is an integral part of the game - it's the currency the whole world is using in the year 2300!
#569
Critics' Lounge / Re: Spaceship c&c
Wed 02/09/2009 23:01:37
It's got a nice 1950's retro-future kind of feel. I personally would have given it more than two "fins" (either three or four), thinking of it sitting on its tail for lift-off. Just strikes me as that kind of rocket!
#570
Hopefully this is a "simple" enough question to go in the beginners' tech forum. Anyhow, for various reasons, I'm attempting to use the DrawingSurface to make an animation in the background - it's impossible to do with sprites because the game complains about having a maximum of 50 in the room.

My plan is to use DrawImage to put the image onto the room, then every few moments clear and refresh the DrawingSurface with the new "frame" of this animation based on an increasing int, in the room's repeatedly_execute. Unfortunately, what happens so far mostly results in the entire screen going pink, and the game "Waiting" all the time, while both frames appear at the same time on the screen. Being a complete idiot at DrawingSurface, can anyone point me in the right direction?


* EDIT - also, side question that might sort my problem out if it's changed. I'm still using version 3.02, and I'm limited to 50 sprites per room - has this limit been increased in 3.12?
#571
Hey Matti! I suppose you're qualified for this area, since you've got T.E.S.L.A. on the go as well.

I've made a few tweaks, opted to make larger buttons for the construction and research to better fit more descriptive icons, and gone for a clearer font (since I discovered the font making program this morning!)

#572
I'm going to have to second Fahrenheit (aka "The Indigo Prophecy" in the USA) in terms of feeling, even if the story goes a bit  ??? later on. And naturally, The Longest Journey as well (just working my way through it at the moment).
#573
I'm trying to work with creating a GUI for a turn-based strategy section, and have been attempting to have a balance between detail and ease of use. It'd be hard (and dull) to have nothing but words in the buttons, so I attempt to use images to convey what each does - and wonder how illustrative it is.

On the buttons, I've opted for a spanner for "construction" and an atom for "research", but would like advice on how it could be clearer. When either are clicked on, they open the sub-menu appropriate (the big green one, not normally visible).

The Power/Money/Population sections are just labels, and next to that, I've gone for a clock motif for the "next turn" one. Unfortunately, the resolution's quite restrictive for detailed things without a lot of practice/trial and error.




Any and all suggestions welcome!
#574
That video looked *awesome*!  Is it a coincidence Harrison Ford makes such a good character to play as?
#575
I hadn't expected to open up such a can of worms with this! Hopefully in the near future AGS will allow alterations to the object names. I think for my purposes, I'll look for a workaround that doesn't use the characters, since the names aren't *necessary* (more aesthetic), but using the objects as room-specific helps my code work. Many thanks, though!
#576
Depends what I'm doing, but for an adventure game, I split the planning into several different types. I have a tree diagram for the puzzles, how they relate to other puzzles, and things that are needed for them. For people, I'd have small biographies, and with rooms - well, they tend to be on the fly. The descriptions for contents of rooms especially, after all, it's how Sierra did it in the 90s, so it's good enough for me!
#577
You'd better finish this, it looks like something I'd like to play!
#578
AGS Games in Production / Re: T.E.S.L.A.
Tue 25/08/2009 12:14:21
Oooh, interesting...I'm going to have to see if there are any features I can steal for the strategy I'm doing as well...
#579
In my GUI, I have an @OVERHOTSPOT@ telling me the descriptions for objects in my room. I'm aware that the "name" of objects is read only, but am I able to alter the "description" of them with the script, to therefore alter what it says in the GUI? I'll have to look for a workaround if it's not possible.

Merci!
#580
General Discussion / Re: Post from your work
Sun 23/08/2009 22:08:46
Lazy graduate, so as far as I'm concerned, this is the closest thing I have to work. Until next month anyway, then I *learn* to teach English to people!
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