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Messages - TheJBurger

#281
This game is surreal, and I mean that in the best way possible.

I've tried exploring and ended up dying a few times, and I still can't figure out what to do, but I don't think I am supposed to.
#282
Anybody else have a solution?
#283
Misj: You should totally do it. You might want to win the sprite jam though (if you enter, you'll win by default - there's no other entries!).

As for myself: I tried to do one thumbnail. Link.
#284
I downloaded the demo for PC and started playing it, but as soon as I customize a couple of attributes for my character, the game locks up.

Anybody know how to fix this?
#285
It in is the after_fade_in function entitled "function room_a()" of Room # 3 in my game. I should also mention that the original version of the game was compiled in AGS v 2.72 and I tried to recompile it when I upgraded to 3.0 so I don't know if that might have something to do with it.
#286
After my game was translated into Hungarian I loaded up the translation file to test it. All went well and was translated except for an introductory monologue. No matter what me and my translator have tried, this introductory text still remains in english.

This monologue is typed out in typewriter style using the commands:
Code: ags

StrCopy (typecredits1, "It's been one day since I parachuted down,    and I still haven't seen anyone else....");
typecredits1len=StrLen(typecredits1); // sets length variable to the length of the string
gTypewriter.Visible=true; // turn on a gui where you have a textbox
// etc

That's just the first part of the monologue, but the rest of it is executed in the same manner. I don't know if it has anything to do with the problem though.

The translation file for these lines is this:
Code: ags

June 7, 1944 1
1944
June 7, 1944 14
1944 Junius
June 7, 1944 140
1944 Junius 7
June 7, 1944 1400
1944 Junius 7.
June 7, 1944 1400 H
1944 Junius 7. 1
June 7, 1944 1400 Ho
1944 Junius 7. 14
June 7, 1944 1400 Hou
1944 Junius 7. 14 o
June 7, 1944 1400 Hour
1944 Junius 7. 14 or
June 7, 1944 1400 Hours
1944 Junius 7. 14 ora
It's been one day since I parachuted down, and I still haven't seen anyone else....
Mar egy napja, hogy leertem az ejtoernyovel, de meg nem talalkoztam senkivel sem....
Today I arrived at La Croix Pan. My squad was supposed to take it shortly after dropping and secure it as a crossroad to prevent enemy reinforcements from reaching the beaches..
Ma megerkeztem La Croix Pan-ba. A csapatom feladata lett volna, hogy elfoglalja es biztositsa, hogy az ellenseg utanpotlasa ne tudja elerni a partokat..
Even though the town looks empty, I still have to secure it and wait for Allied reinforcements..
Habar a varos uresnek nez ki, nekem akkor is biztositanom kell, amig a Szovetsegesek erositeset kuldenek.
If I could hole up in that tower over there, I could watch the main street from a safe distance..
Ha el tudnek rejtozni abban a toronyban, akkor biztos tavolsagbol tudnam figyelni a foutcat..
If any Germans come through, it's up to me to defend the town.
Ha a nemetek megerkeznek, akkor rajtam mulik, hogy megvedjem a varost.
They could take the western flank, and I can't let that happen.
Konnyen elerhetik a nyugati partot, ami nem tortenhet meg.

The whole part from "June 7, 1944, 1400 Hours" to "I could watch the main street from a safe distance" is still in English. After that however, everything else is in Hungarian.
#288
I finally got around to doing some study sketches but they're not very detailed. I really should've spent more time on them, but I was in a hurry.

All of them from reference, I think.

edit1:
I picked one of the designs (top left) and I tried to run with it, using the reference with a couple of small changes of my own.



edit 2:
Tried to work up a composition. I wanted a distancey feel to it. I can't figure out how to get both the windmill and the farm in the background without them colliding though.
edit 3:Wasn't satisfied with the first one at all so I tried to fix most of the problems with it. Feedback would be appreciated.
#289
Congrats, Mordalles. 'twas a good round.
#290
Quote from: Buckethead on Mon 12/05/2008 18:26:01
Quote from: kaputtnik on Mon 12/05/2008 17:20:27

Anyway, here's a more convenient link than the kitty counting one on rapidshare: Shoot!


I'm usually alright with rapidshare but Damn those kittens are getting on my nervs! 
Agreed. Those kittens are evil. Maybe you should put this alternate link in the first post?

I played the game and I liked it! A plus for the graphics and the nice walk-cycle.
Two things I didn't like:
- When you already have an inventory item equipped, you can't select another one until you de-select your current item.
- Some items don't give interaction messages. For instance, I was trying to use everything on the tater, but I wasn't getting any feedback, so it discouraged me a bit.

Overall though, it was a nice game!  :)
#291
Just a generic wizard:


9 Colors + Background
#292
Quote from: Akatosh on Tue 06/05/2008 20:32:31
...while we're at it, wasn't there some colossal Simpsons game upcoming back in '05?

I know Joseph Diperla was working on one a whiiiile back. I thought he had a lot of the characters and backgrounds finished, but I don't know. The demo can be found here.
#293

I have been playing a lot of Oblivion lately.

edit: touched it up a bit.
#294
Zyndikate is the winner of this round! Congrats.

Thanks to everybody who entered.
#295
I suppose it's time to vote, then?

The categories:

Idea - The underlying idea to the background. Doesn't
necessarily have to coincide perfectly with the theme of the
week, just strike you as interesting/amusing/inspiring; a place
you'd really enjoy visiting within a game.

Atmosphere - How well the image manages to evoke a certain feeling or mood.

Design - How well the elements in the image are designed,
such as landscapes, buildings, decorations, clouds, doorknobs,
etc.

Composition - How well the elements in the image work
together/are positioned in relation to each other.

Functionality - How well it would work when adding sprites,
including appropriate walking distances, a good angle for
character sprites, clever walkway solutions, easily understood
exits, etc.

Technique - How well the ideas are executed in form of
rendering.

Voting will last 48 Hours.
#296
I really like the idea of a 'workshop'--not so much a competition, but a gathering of members--where we could be given a specific topic and then all post our work in stages for critique and improvement.

I remember loominous suggested this in the Background Blitz multiple times, but I didn't catch on, maybe because I was too much on the competitive side of the competition to post my unfinished work.
#297
I'm still waiting for them to make a completely CG movie that is so life-like, and tell nobody that it was CG. Then after everybody watches it and comments on the authenticity of it, they spring the trap NOW!
#298
Okay, I finished my part, so I guess branch A-1 is completed.

Are we going to post it now or wait for the other branches? And if so, does anybody want me to e-mail it to them so they can host it?

Off the top of my head I don't know of any good hosting sites myself.
#299
Okay, I got it.
I just read through it once, but I feel I may need a bit of time to finish this up.
Don't expect something soon.
#300
Critics' Lounge / Re: Cowboy Bebop Sprites
Thu 03/04/2008 03:06:01
Quote from: Ultra Magnus on Wed 02/04/2008 22:14:55
And is it my imagination, or has Jet got two real arms there?
It's your imagination! He's crossing his arms.

Thanks for the edit ProgZ - Excellent points about the contrast. Also, I love the shine on the arm + the new hair for the girl.

I made an edit with most of the points you had in mind, although I ditched the cigarette and kept the old stockings:


@Progz - Just a quick question to go along with that: I noticed you shifted the hues of the shadows, particularly for the skin to more saturation + more red. It looks great, but what's the reasoning behind this?

Quote from: brokenbutterfly on Thu 03/04/2008 02:57:49
Now, a Vicious sprite please?  :-*
Maybe I will...  :)
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