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Messages - Ted Anderson

#1
Okay, this is probably an intensely dumb question, and one that's been answered many times before. But here goes:

I've started planning and writing my very first game, and now I want to start building it. However, I need some temporary graphics for the characters, backgrounds, etc. My hope is to find some talented artist-types and entice them to draw ~pretty pictures~ for me, once I have enough of a build to show them (and prove I'm not a complete hack), but until then I just need some stick figures. What's the best way to go about making some very basic stand-in graphics? What kind of resolution do I need to scan at? What file type do I need to save as? Any recommendations?

Please treat me nice. I'm dumb.
#2
As I'm currently thinking, it would only come up in a single room at one point in the game, with a single object. That should simplify things, I assume?
#3
Quote from: Khris on Thu 20/01/2011 03:29:23
Btw, your question isn't dumb at all, it just shows that you need to do lots of manual reading and lack AGS/scripting practice. This isn't a bad thing, I was there once too, of course, just saying that you're going to have to learn AGS anyway in order to get anywhere with your game, and by the time you get that far, you can easily answer questions like this yourself.
I get that you want to know if AGS is capable of realizing your vision, if you will, before you start investing time into it. Believe me, it is :)

Thanks for the help! And yeah, right now what I need to do is sit down and play with the editor for a while. My problem is, I've got this idea for a game, but I'm spending all my time on the big-picture design stuff, the story, the dialogue--in short, everything but actually making the game.

I know that there's a general ban on trying to organize a team game, at least until you've got a solo game or two under your belt, but what's the consensus on posting a design doc and seeing if there's any interest?
#4
Quote from: Khris on Wed 19/01/2011 17:27:08
Is this for a static cutscene? In other words, is the GUI supposed to still behave like normal, reacting to buttons and all? Because if it isn't, Gilbet's method is the way to go.

Yeah, it'd be static, so Gilbet's method should work just fine. Thanks, everybody! It's great to have such a responsive and helpful community.
#5
And yet another dumb beginner question! I'm going for the record.

Is it possible to give a hotspot different names depending on which verb the player is using? I've got a standard LucasArts 9-verb setup--'Look at', 'Pick up', 'Talk to', etc. Say there's an anomalous object on the floor. Player chooses the 'Talk to' verb, the word line says, for example, "Talk to seashell." Player chooses 'Push', it says, "Push surge protector." Player chooses 'Look at', it says, "Look at peg leg." I'm not talking about changing an object by interacting with it; I'm talking about the object showing up as something different depending on what verb you've got "active."

Thoughts?
#6
Another one of those possibly-dumb questions from a beginner...

Is it possible to alter the buttons of the GUI partway through a game? Say, for instance, that I've got a standard LucasArts 9-verb setup--'Look at', 'Talk to', 'Give', etc. Halfway through the game, my character gets his vocal cords cut out, so he can't talk to anyone (for example). Is it possible to change the GUI at this point so that the 'Talk to' button is now blacked out, or changed to 'Gesture at', or something?
#7
Yeah, I figured I might have to do something like that. Of course, the problem is, the player can only have zero or one object in their inventory at the time, otherwise it won't necessarily match the background GUI image, and they'll notice something's wrong...

Thanks for the help! I'll probably have more possibly-dumb questions soon.
#8
Hello! Very, very beginner user here, so this might be an extremely dumb question. I'm working on my very first game, and I've got an idea for a cutscene, but I'm not sure if it's possible.

The game as a whole will use a LucasArts-style interface--nine verbs, inventory, etc. However, in one sequence, I want to have the character walk over this interface, as if it were part of the background. Kind of a fourth-wall-breaking moment. How possible is this? What would I have to do to make it work?

Thanks in advance for the help!
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