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Messages - Technocrat

#581
Reactivating a project I'd started around Christmas, I've gone and redone the catgirl-in-an-apron, except I've opted for a 320x200 resolution. My intention is to do it with a more "NES" style pixel art for the characters and backdrops, but it's of course a limiting size for shrinking things that formerly had more detail. Particularly the face, I think that needs improving.



And, of course, animated!

#582
Critics' Lounge / Re: First Room
Fri 21/08/2009 18:03:08
The room itself looks functionally sound, I like the light casting on the wall. Something about the chair doesn't strike me as quite right, though, I think the legs need to point inwards towards each other a little more.
#583
General Discussion / Re: The BNP
Mon 08/06/2009 21:19:15
As a British voter, I just have to say, it's *embarassing* that so much of the Right got voted in this time. It's this kind of thing that gives me qualms about proportional representation in elections.
#584
Ah, brilliant! Thought it'd be disconcertingly straightforward. Cheers!
#585
Probably something deceptively simple, but it's just something I've run into. In order to control the game, I've got a GUI that spans the entirety of the 320x200 screen, and just realised that part of my plan of selecting the room objects underneath the GUI has been stopped by the GUI getting in the way, so "interacting" doesn't happen. Is there a means by which I can return which object is underneath the cursor, *behind* the GUI?

I'm unable to make the GUI smaller, because it's covered in labels all over the screen showing a value relating to each of the room objects underneath.
#586

Hm...I think I've gotten the perspectives and such right, I just need to makethis shop seem...more full. Right now I'm having trouble making the shelves look better stocked when I'm using this resolution. Any suggestions?

#587
Hopefully this is a "basic" question rather than an "advanced" one. I'll see if I can explain this one more clearly...

I have an array (int growth[10]; ), and within each of the indexes the number will represent the stage of growth a plant that each index refers to is at. When the player moves on to the next "day", the value of the indexes need to increase by one.

If there are different values in each index of the array, firstly: is there a way to increase *every* index by one, rather than manually going through each in the script? Something to make every index in the growth array go up by one?

Secondly, is there a way to make the value increase based on what the value in the index was before? For example, "if growth[2] == 50;" set it to 7 in the script - except to run this for every single index in the array, once again, without having to tell it to do it manually to each index of it.

Hopefully that's clear enough!
#588
Gap in the market there, AGS needs to become iPhone compatible - or I need to learn how to code on the iPhone, but I'm extremely lazy.
#589
I have the annoying problem of, as I get through a game, my art noticeably improves. Because I do a lot of what I do on the go, I've been making use of my tablet PC a lot (a Fujitsu Siemens laptop with a screen that swivels around, and a pen), and kind of come up with a formula.

I start with the absolute basic features of a room (where the walls are, and the vanishing point), work out where the doors and windows will be, and then go to the basic colouring. Fill in the walls/floor, detail the walls/floor (make them bumpy, make them textured), then go on to furniture. It looks crap to start with, but eventually the more detail that goes in, the better it gets, until you have a decent room.

Since I'm actually trying to get this game finished, I set myself to do one room an evening, and it takes me on average about 3 hours to do a decent, normal sized room. Not sure about characters, since I've only gotten one done, but they've always taken longer for me.
#590
General Discussion / Re: 3d Realms
Tue 12/05/2009 18:24:44
Bugger...first I lose Daikatana as the constant, then this...what is there now that can be hilariously overextended?

Although, echoing much of the sentiment on here, I think Rockstar are one of the few people who could get a Duke Nukem game right.
#591
Wow, that was surreal. I think I could see potential for this concept if there was, perhaps, a newer game that placed more emphasis on cooperation, but AGS doesn't seem to have much in the way of networking aspects.
#592

Bah, I take a two-month break from AGS for education, and I get back to find I've forgotten how to draw. I've been trying to do the outside of a cinema (on the left), old-style three sided ticket office and such, and have found my brain stuck when it comes to working out how to do a decent-looking exterior.

(the vanishing point is faaar off to the right, since this is going to be a long, scrolling scene)

Does anyone have any suggestions for how to make a decent sandstoney brick kind of look on a wall, or failing that, can anyone recommend me a good tutorial for this sort of area?

Merci beaucoup!
#593
Critics' Lounge / Re: Lawrence-style character
Wed 25/02/2009 17:48:16
Quote from: Dualnames on Thu 19/02/2009 14:54:56
He appears too gay or is just me?

Well, Colonel Lawrence was gay, but I suppose he's supposed to look a little more soldierly.

...alright, I've nothing much to contribute, beyond history lessons.
#594
Alright, I guess I was being unclear. I suppose what I'm more going for is: Why is it alright to have preventive mechanisms that stop someone committing a crime such as a police officer holding you back from assaulting someone, but why does she feel that having something that physically prevents you from committing crime because your body won't allow it is unreasonable?
#595
A philosophical question if you will, and because I think this place would produce some interesting answers.

In debate with an associate of mine, I asked her whether she thought police and law were a restriction of free will. After all, they serve to prevent actions of a certain nature (which would be detrimental to society), either preemptively or punitively. She said they were not.

I then asked her whether the technocratic idea of laws violated free will - i.e. ones that could not physically be broken due to mechanisms in place. For example, you can't hop on to the train without paying, since you can't physically get on to it. She said no, once again.

I posited the third option - if a person is physically incapable of breaking the law, either because they break down wretching when they consider doing so (a la Ludovico process in a Clockwork Orange), or because of drilling and conditioning. This, she feels is violation of free will.

I find it hard to agree - after all, it acts as a means of preventing a crime before it happens. Whether that's because a policeman is holding you back from assaulting someone, or because something in your brain has given you an adverse reaction to attempting to do so seems merely to be a difference of method. What do folk here think? Is it a restriction of free will? Is any kind of law enforcement a restriction? Is it desirable?
#596
It's a lovely game, and I'm sure she'll appreciate it. The grammar Nazi in me is tingling though - any reason why "story" is rendered in hiragana (す と- り-) rather than katakana (ス ト- リ-)? It's a foreign word after all. Or maybe something like きだん (a kind of story that's romantic or colourful).

It's good, though!


EDIT: And if I'm being ultra-Nazi, I'd put "の" after kuma, to indicate it's the story of kuma rather than two unrelated nouns.
#597
General Discussion / Re: Snow!
Mon 02/02/2009 15:04:18
Moving further out Westwards, Reading (a bit farther out from London) is also subject to a couple of inches. I only woke up at mid-day, wondering what all the kids were still squeaking about outside. I'd have gotten up earlier if I realised!
#598
Critics' Lounge / Re: Pilot in flight suit
Sun 25/01/2009 23:47:18
Well, with a bit of tweaking, I've decided to settle for something closer to ProgZmax's green flight suit, and built some walkcycles out of it. Now I'm getting round to making backdrops fit with Mr Pilot...



Don't mind the pink dot, that's just the vanishing point. Usually when I've built backdrops, they've been very...blocky affairs, but I've been experimenting with a bit of anti-aliasing, hopefully not too much. Three things I think I definitely need pointers on, though...

1) Trying to make the privacy screen on the left look more like fabric, as I'm having difficulty visualising it at such a low res.

2) Trying to create the illusion of glass in the windows on the right, might opt for some "reflections" hanging on nothingness

3) The walls. Something about them doesn't quite seem right to me. They're supposed to be smooth walls, but they look almost *too* featureless somehow.

Much obliged for everyone's assistance!
#599
Sounds like you want a Broken Sword style of cursor, if you want the icon to change depending on the context. Fortunately, this question has already been addressed before, and works like a dream in what I'm building so far.

And although I've not actually gotten anywhere near finishing anything I've ever done, I recommend waiting until at least being 50% of the way through, otherwise the "upcoming releases" section would be full of nothing but the first two rooms of anything everyone does.

Good luck with it, though!
#600
I'm fairly sure this question belongs in this section, and although the search brings up many related topics vis-a-vis the use of resolutions, they're usually quite old/pre-version 3/pre-directX 9, and I've been reading in more and more topics about peoples' monitors not being able to run games in certain, smaller, classic resolutions (320x200), and the solutions for getting around this on the player-end seem horrifically complex, technical and off-putting to the casual player.

For maximum playability by default on modern machine and under modern circumstances, should I therefore actually use 640x400, with the contents merely scaled up double if I want to create the old-style look, or am I being needlessly paranoid about odd grey-and-black hatching on text boxes that I've seen?

Much obliged!
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