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Messages - Technocrat

#621
The situation I've made has a camera that moves independently of the player character, which I've basically done by replacing all instances of "player" in the keyboard movement scripts with "cCam", who's an invisible dot that the view focuses on. As the player presses arrow keys, the camera slides around a large environment, and tells the main player character where to move by clicking.

So far, so good, but the problem I've now run into is in terms of walkable area. If I make the level into an environment of corridors etc, the camera will only move in places where there's a walkable area placed. Is there any way that I can get the camera character to move in non "walkable" areas, in a similar way to when telling a character to move "eAnywhere" when giving a move to x,y command?

Hopefully I'm being clear enough, and thanks in advance!
#622
The biologist in me is twitching about those bellybuttons, too.
#623
"Contrary to popular belief, eating the crusts does not make hair on your chest grow."

Alright, to be honest, all I can think of are tips like that, useful as they are!
#624
If you're making a Myst-style game, have you considered using something like this? Alright, to be honest I've never played Myst, all I know is it's first person.

For items near the edge, you could make them using objects rather than hotspots perhaps?
#625
Critics' Lounge / Re: Space Police...
Wed 15/10/2008 15:34:07
It'll be the texture making it look asymmetrical - after all, I built it by half, then duplicated symmetrically to make a whole suit. I've been doing some cleaning up on the textures and shapingsome bits of it. Stretched the helmet's visor out a bit. The kind of look I'm going for is a sort of "Master Chief meets X-Com", so you're right about Haloish!


Spinny rotatey woo
#626
Critics' Lounge / Space Police...
Tue 14/10/2008 21:54:11
While the scope of my ideas fluctuates somewhat, there's one feature that's consistent - space! In this case, my latest model is that of a law enforcement agent, in an armoured environment-suit. His role is to board disabled spacecraft and clear out those left on board, so the impression I'm trying to go for is protected, but flexible enough to move.




Something I'm looking to do is add detail - personal computer thing somewhere, rank patch on the shoulder pads, etc. The texture is mostly a placeholder, I need to do some work on it (especially the back), but I felt the blue is a lot better than the development pink.
#627
Quote from: zabnat on Mon 08/09/2008 07:59:36
You can make the colors a bit more consistent by reducing colors using a predefined palette. Just make a palette with maybe 16 colors (by reducing one frame to that color count), then save the palette and use it to reduce other frames. Of course coloring by hand will give you real consistency and control.

Ah, thanks! The automatic reduction I'd been using before kept coming up with different results, but defining my own palette with only 8 colours in has made it rather neater. I'll put something up shortly.
#628
Quote from: Evil on Sun 07/09/2008 20:39:48
Also, don't save as a jpg. That'll keep your images from adding any more colors or fuzziness.

Already sorted, .png is what I go for!
#629
I've made an isometric sprite which, in terms of its animation, works functionally with its environment. What I'm trying to do now though, is lower the number of colours it uses, make it look a bit more 8-bit. Other than that, I think they're alright for the purpose. I want to make it consistent, too - just dropping the colour count on Paint Shop Pro gives an inconsistent result on each frame.



#630
Fairly simple problem - I'm using the keyboard movement, character moves when direction is pressed. So far, so good. The issue arises when I try to walk on a diagonal - the animation sticks to a sideways. If I'm walking down-left, it stays animating left. When I stop moving, I can get it to face diagonal, so it stays in the diagonal standing pose.Does the keyboard movement module just not animate the diagonals?

Thanks for the help!



EDIT - Never mind, it seems that when only one diagonal has any animated content, it doesn't animate the diagonal movements.
#631
Nic models, but I think Cornelius' head-to-body ratio is a bit off, compared to the first. Even if you were going for a cartoony style, I think the head is just a wee bit too big anyway. I think it's a good shape though, would just need to be a wee bit smaller, to match the body. That is, unless all of the characters are going to have a consistent ratio, but there's the first one, with a better proportion.
#632
Completed Game Announcements / Re: The Vacuum
Sun 24/08/2008 18:03:02
Just finished it, and since I got the good ending, I think I'll have to play it through again to see at what stages I can make it go wrong!
#633
I'm with Candall. I use XSI to build characters, import them into source to take advantage of the nice lighting and physics for capturing animations, then finish it up in paint shop pro. This approach works best for me, since I also build my backdrops in source, but it also makes the nicest looking sprites I could ever hope to come up with.
#634
Hints & Tips / Re: Ben Jordan: Case 7
Thu 14/08/2008 14:35:15
So far, so good, but not I'm stuck. I've gotten into Bianchi's apartment and office, and I'm looking for justification to break in. I know it's something to do with the symbol on the suicide note, and the notepad on the desk, but how do I compare the two so it accepts it as evidence?
#635
It's my surname spelt backwards - I found it has a nice sound to it, tends to confuse people, and is very rarely used by others!
#636
Quote from: KhrisMUC on Tue 12/08/2008 23:38:23
a) Make sure your inventory GUI is called "gInventory".

b)
QuoteIn General settings, make sure that in the Inventory section, "Handle inventory clicks in script" is set to true.


This is very strange. After some experimenting, I found that setting the "Handle inventory clicks in script" to true meant that I couldn't select items in the inventory, but now that I've set it to false, the whole thing works fine...so far.
#637
I've tried to put this to work, and while it works brilliantly in the game, the inventory is still giving me trouble. I took out the buttons, minus the scroll ones, but it still won't let me select the inventory items - i.e. the scroll buttons work, move up and down through the list, but when I click on the items, the cursor doesn't change. I've put in the updated code, but I'm still unclear on how to fix it.
#638
Ooh...oooooooooh! I'm all tingly now. This is certainly going ot stop me getting any work done for a bit when it's out.

Hang on...*today*'s the 12th... ;D
#639
In my case, I'm having a decent intro, and decent outro for the various endings. To progress the story, I'm taking a System Shock 2 approach, and have it revealed by things that other characters (dead, naturally) have left written.
#640
The grainy style is giving me more "Silent Hill" vibes than comic book. Not that that's a bad thing, if it's a similar kind of ambience to what you're looking for.

Using source, by the look of it?
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