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Messages - Teh Crabe

#41
Well of course I'm going to rely on the cliffhanger to keep people absolutely HAVING to see what happens next.  I plan to not release an episode for sale until the next is at least 25% done, so there won't be too large a gap between games.
#42
After reading a few of the threads on here about commercial vs. free release, it seems people are fairly divided, and I think I have a workable solution.

What I plan to do is break my game into a number of episodes (3-5 depending on how the plot pans out).  The intro and a minimal demo (showing off the caliber of art, 1 or two puzzles and the interface) will be free to download.  Each episode after that will be $1.00 to download, payable via PayPal.

If you don't like the demo, don't buy the game.  If you don't like chapter 2, don't buy chapter 3.  If o one ver buys chapter 2, I won't have to spend my time making chapter 3 or 4.

Does that make sense?  I'm pretty much betting on the idea that gamers like me are willing to pay a couple bucks for a few hours of interactive entertainment, especially if it comes in bite-size chunks.  Something you could get into during your lunch break or just before bedtime.

Eventually, if sales of the game are supportive enough for me to finish it, I'll probably make a "Deluxe" version, with all episodes in one game, with some nice bonus stuff thrown in that will go for full retail.

Does anyone think this is workable?
#43
Advanced Technical Forum / Re:GUI Sub-windows
Wed 03/09/2003 04:33:02
I actually thought up a clever way to do this involving transparent buttons with the same functions as the gui below.  I'm working it into the design and it's a pretty clever solution.  Not what I wanted technically, but it will look just like it.

Thanks for helping me "think outside the box" Scummy.
#44
Advanced Technical Forum / Re:GUI Sub-windows
Wed 03/09/2003 04:06:30
I'll try this out and let you know if and how it works out.  I thought the z-order might be something to tackle.
#45
Advanced Technical Forum / GUI Sub-windows
Wed 03/09/2003 02:29:26
http://www.geocities.com/colintheriot/interface.html

This is the interface I'm developing for my game, and I currently have it set to scroll up from the bottom of the screen, kind of like in Apprentice.

This GUI comes up in the center of the screen.  What I'd like to know is if it's possible to have a sub window popup on the left when you click the inventory button that would then let you interact with your inventory.

Options on the right would do the same.  If it is possible, what approach do you recommend when I start to code it.

Thanks.
#46
There's been an update since I first posted.
#47
http://www.geocities.com/colintheriot/interface.html

This is what I've designed to use as an interface for my game.  Left clicks move you around, but a right click will bring up this inteface, kind of like the Verb Coin concept.  I'm not looking for coding tips yet.  Just from looking, I think I can cobble this together by combining parts of the default interface and the Open Source Verb Coin.  

However, I'm not at the coding stage.  I'm still drawing everything and doing design, so my question is this:  Is this possible?  Are there any problems with what I want to do with this interface that I'm going to run into later?  If so, I'd like to modify the design now, rather than later.  Once I have all the art for the sprites, I don't want to have to enter that phase again.

Thanks for the help.
#48
Quote from: Flippy_D on Sun 31/08/2003 22:21:23
Skillfully done. Keep up the good work, it's a heady mix of realism and cartoon. I like this alot, despite the somewhat RPG-feel I'm getting from the screenshots. But it looks good.

So it's clear that you don't like RPGs, but that's not what I'm shooting for.  What is it that feels like an RPG to you?
#49
http://www.geocities.com/colintheriot/interface.html

I updated it.  I like it a lot better now.  Thanks for the input.
#50
http://www.geocities.com/colintheriot/interface.html

I intend for this to work like the CMI Verb Coin kind of.  Be default, you walk everywhere, but if you right click, this interface will appear, allowing you to change modes, open the inventory menu, or save/load/quit menu.

2 questions:  Is this going to be very complicated to code?  And is it clear and simple?

Thanks for the feedback.
#51
Critics' Lounge / Re:Tablets
Sat 30/08/2003 21:40:34
I use a Wacom Graphire exclusively.  I have a drawing and painting degree, and I work as an artist professionally.  I have not touched actual art supplies in well over 4 years.

If you're looking to start with a tablet, the Graphire 2 is excellent, and comes with Photoshop Elements and Painter Classic, both of which rock.

For $100 you can't beat it.
#52
Actually the front walk cycle is a second draft (with help from Mr. Colossal) while the side walk has yet to be updated.  I shifted from doing character animations to backgrounds and plotting, which is why I haven't updated it yet.  Thanks for the words of encouragement folks!

More to come.
#53
http://www.geocities.com/colintheriot/

I added a character sketch of (left to right) Minion 13 (in uniform) Minon 7, and Doctor Destruction.  Also have another painted background.

A question:

I realize that I'm doing domething different here with higher res graphics and the painted, high color style.  Is there an audience for this?  I notice lots more people use the 256 color pixelated look.

With AGS, I'm basically looking for a way to bring my artwork to life as a game, rather than trying to re-create an old-school graphic adventure game.  Is this an effort that will be accepted or frowned upon?

Has this style been tried before?

Thanks in advance for any comments and suggestions.
#54
Quote from: KANDYMAN-IAC on Mon 25/08/2003 12:47:50
YES... yes it does remind me of "little jonny evil".... mmmmm sue!!... copyright infringement!!! copyright infringement!!....


hehehe... it looks cool man keep up the good work.

just dont rip me off  >:(,  :P

I haven't played your game yet, but I will.  From the plot synopsis though, there isn't much similarity.

Here's my plot:

Tonight's the night Professor Destruction's evil plot goes into effect.  He's going to hold the moon for ransom.  I fhe doesn't get paid 12 bajillion dollars by midnight, he'll carve his skull insignia into the moon with his gigantic laser.  And since his fortress is protected by the most advanced and evil security system on earth, there's nothing the League of Good can do about it.

However, to make sure his plan doesn't cruble from the inside, The Prof. decides to clean house.  He cuts back the staff to only key personnel.  Minion 13 is let go for not being evil enough.  

That's the intro.

The first chapter of the game involves you cleaning out your locker and trying to recieve delivery of the pizza you ordered just before termination.  In the process you will turn off the security system,at which point the League of Good will bust into the fortress and start with the thwarting.  

That's going to be the demo.

The rest of the game will involve getting back into the fortress, defeating the members of the League of Good, and successfully holding the moon hostage.  I have a few different endings in mind, depending on how Evil you can prove yourself to be.

Who wants to play?
#55
Quote from: YakSpit on Mon 25/08/2003 02:17:20
maybe you're looking for Bicubic, Mr. C?  Anyway, I hafta disagree with the face comment.  I really like the bland-face look.  It's rather distinctive and allows for some liberties to be taken with animation.  If you (Crabe) can pull off a decent "surprised","angry" or "excitied" animation without having to add a mouth, so much the better.  Most people here are all for 320x200 games (I prefer them myself for the most part).  However, with the hand-painted backgrounds I would so love to see these in higher-res.  

On another subject, have you considered doing a background tutorial?  Very few of the talented people around here are willing to share their knowledge.   ;D

This game is at 320 x 240 as well, but I may consider doing the higher res stuff.  As far as a background tutorial, I don't think I'm doing anything special that I wouldn't do for any other piece.  I made it in Painter with a digital drafting tablet, which makes it pretty much like actual painting.  I'm not opposed to giving painting tips, but I'm not doing anything special to make this a "background" or anything.

I am considering scaling back the artwork for the sake of being able to produce a game quicker, but the way I produce my work it would involved basically creating the work as normal, then simplifying it, so I may not really be saving time that way.

Got a couple more backgrounds I'm working on.  Keep your eyes peeled.
#56
Wow, thanks for the corrections.  This was the first animation I'd ever attempted, and the walk cycles were a first draft of sorts.

I'm going to implement the bobbing walk and the increased bend in the knees on the downward view.  I'm still not happy with the sideways walk, so I'll work on it some more.

As for the abundance of colors, I'm going with a hand-painted look rather than the retro-adventure game look.  Are there issues (performance or filesize wise) I should be aware of with using too many colors?  I'm going to go with high color.  I paint everything in Painter 6, then bring it into Photoshop to scale it down and clean up the blurry edges.  I'd like to keep the finished game in its entirety under 20 MB though.

When I said I was a newbie, I meant at making games and animation, not at art.  I draw for a living. :)

With the character design, his mouth appears mainly when he talks.  I'm trying to keep the main character vague facially as its a cartoonist's trick to help people identify themselves with the character.  The other character sketches have more detailed faces.

I'll post more stuff to this thread as I move along with the game.  

BTW, are there any resources for guidelines for designing the actual game, plotting, puzzle-design, etc.  I've tried searching here and googling, but maybe I'm not hip to the proper terminology for those things.  Also, I'm no musician, but I'll ask around when I get to that point.

Thanks again, all.

#57
I only downloaded AGS a couple of days ago, but I'm already knee-deep in it.  I've started doing some backgrounds and character animations.  I also have a loose plot that I may put into a complete game.  

These are from an as-yet nonexistant game called "Minion 13", about a supervillain's rebellious henchman.

Whaddya think?

Edited: Apparently my free web space don't like direct links.  Here's some URLS:
http://www.geocities.com/colintheriot/








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