@DudleyDoRight:
Spoiler
Go back one screen on the Siren island. There will be a stick on the side. Pick up the stick, combine it with the mesh, and use the net catcher to get a scale.
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Show posts MenuQuote from: Nostradamus on Thu 30/08/2007 21:03:07
How do I get the Ouzo from the greek guys at the bar?
Quote from: dragoonking on Thu 30/08/2007 21:13:12
How do I get past the siren's song? I've tried using some of the stuff in my inventory as earplugs but that didn't work.
Quote from: GarageGothic on Thu 30/08/2007 11:23:51Definitely agreed.Spoiler
1) Due to the larger emphasis on natural backgrounds, it's rather difficult to make out where the exits are - or rather which screen edges doesn't have exits. Perhaps a highlighting of exits similar to the highlighting of hotspots (for example labelled "To bungalow") would help a little.[close]
Quote from: GarageGothicYes, this would've been very nice. It was a tad annoying to go between certain areas like the kitchen and getting back on the boat knowing it would take forever.
2) A walk-skip function would be very welcome. After a while, traversing the beach does get a bit tedious, similar to the path to the village in BJ5.
Quote from: GarageGothicYes, I thought the same thing when I did it. That would be a nice feature.Spoiler
3) The drinking contest was a fun idea (and any illogical part is forgotten after Simon's comment on the silly rules). However it would be nice if you could "cancel" the game and place the mirror after the guy explains the rules. Of course you can place it beforehand, since the function of the nail is so obvious, but it would be nice to do things in the natural sequence instead of going through a drinking game that you know you will lose.[close]
Quote from: Radiant on Tue 28/08/2007 18:02:02I played WADF and was confused by the completely unrelated intro, then I hopped around until I became frustrated with the control scheme and killed myself 10 times.
I'll check it out. I found WADF to be an awesome game (it's on my top-twelve list), although I found the original Knytt rather boring.
Quote from: Kinoko on Mon 27/08/2007 10:54:49
Firstly, everyone should play this game - The Desolate Room: http://tigsource.com/articles/2007/08/24/the-desolate-room
Quote from: loominous on Fri 17/08/2007 06:02:19Can you give me an example? The only way I could see of doing that would be to obstruct the picture by putting a big pipe in front of the machinery (closer to the camera).
I especially like your design of the consoles in the foreground (quite a distant foreground, perhaps add a pipe or something closer to the camera to have multiple foreground layers.
QuoteNo, it's not included for a reason. However, I'd like to keep the picture at 320x200. I tried adding a solid black area to the top above the pipe, but I don't think it looks very good.
It could use some cropping though, as the upper region seems very redundant, unless it's included for a reason. I'd crop it at the lower end of the big pipe I think.
Quote from: Hudders on Fri 17/08/2007 13:44:54Thank you, and yeah, I'd probably agree about the raised platform. If I thought about it earlier I probably would've changed it, but I got to a point in the drawing where it seemed it would do more harm than good by making such an alteration.
Wow, this looks awesome. Great transformation.
One thing I would do though is switch around the levels; I think it would be more realistic if the pods were on a raised platform rather than a sunken one, (particularly as regards the location of the door - if it opens onto a raised platform, is there a step on the other side?).
Quote from: radiowaves on Fri 17/08/2007 18:01:51If this was to be used in a game, yes, I'd probably scale the character.
The second one looks best!
One question though. Are you going to scale the character sprite as it moves across the room? If not, you may want to consider changing your viewpoint again and giving the place very minimal walk area..
Quote from: AGS games pageAlso, they are defined as being able to complete in under 30 minutes on the voting page.
Short adventure games, good for a quick play when you've got some spare time.
Quote from: AGS games pageOn the voting page they are defined as taking at least 30 minutes to complete.
Most AGS games fit this category - should take up to a couple of hours to play through.
Quote from: AGS games pageI really don't know if I'd agree with that statement.
The elite of the amateur adventuresThese games should keep you playing for a while, and are mostly very high quality.
Quote from: Seleceus on Wed 15/08/2007 19:54:44Thanks, and yes, I do use photoshop and I am experienced in layers.
First off: Very nice for an early stage.
As far as composition goes there's a little perspective tweaking on the left hand units that could be done, and another console, table, or somesuch wouldn't hurt in the middle of the room. It's quite a large space to be so empty on a space ship.
Using a graphics app. that allows layering would help keep you from needing to change your editing approach so often, if at all. By placing your pencil sketch on the bottom layer, then using a different layer for each room component (ie: walls, pipes, lighting, computers, individual cryo units, etc...) you can edit each without having to redraw entire areas.
Quote from: loominous on Thu 16/08/2007 01:49:39One reason I use one point perspective is because I'm afraid of how sprites interacting with the background will look on a 2P perspective.
I think it looks nice, and when refined it would probably work well.
It doesn't pull me in though, and if I was to see it pass by, it would go unnoticed. That's fine if you're content with functional backgrounds, but if you want to go beyond that, then I think some of these things might be worth considering:
Perspective
- It's uses pretty much a one point perspective, which has this theater/sit com feel. It has a friendly look, but it's not very interesting.
QuoteThat's true, but I haven't really assigned all the values I've wanted to in my sketch.
Values
-The values are more or less the same over the whole background, which doesn't give any subdivisions or pull the focus to any area, which gives a static impression.
QuoteGuilty here
Design
-The room is a large box, which is probably the most boring room design you can pick.
QuoteThank you for clarifying. Foreground objects to me, at least, seem to be added in there just for the sake of "this is a picture. It has foreground objects." Whenever I add them they usually just feel tacked on to me, so I haven't fully utilized them.
-Most of the space is empty floor or room, which is also uninteresting.
Composition
-The lack of overlapping elements makes it look flat.
-The lack of foreground objects further reduces the depth. Foreground objects aren't just used to frame the environment, but to also give the illusion of depth. This isn't because it's a painting, but because we're dealing with a flat surface that is supposed to trick us into thinking it's a 3d space, so this is stuff that cinematographers and photographers also have to deal with, as their medium is as flat as ours.
QuoteThose are some excellent ideas. I'll try to see what I can come up with.
Ideas
The pods look cool, and I'd probably focus the whole composition on them. I'd do this by rotating the camera so we'd see more of the wall they're attached to, push closer to it (decrease the room size as well probably), and perhaps use the console thing on the left as a foreground. I'd make the light predominant around the pod area, or possibly by making them have some bright leds or lights or whatnot to pull focus, and keep the other areas dark, save for a console perhaps.
Quote
I'd also make the room more interesting by breaking the box design. An easy way is to simply add another box, though offset, like so:
In this design, I used the inner box outlines to form a vertical division (so the room would have two different levels, though with a small vertical difference). This is another easy way to add interest, and I try to use it as much as possible. It's easy to miss the option to include vertical divisions, but they can really enhance the layout.
Planning out the room like this when you have several things to include is a nice quick way to solve issues, and it will also make you less prone to make the space around the camera clear of objects, which happens easily. By first decorating the room roughly like this, you can then look for a good place to put the camera, and use whatever is there as foreground, which can make it much more spontaneous than if you start empty and simply place objects after you've determined the position.
Anyway, this camera placement is more interesting, but it's also more movie like, and lacks the feel of classic adventure game one point perspective. So whether it enhances the style or not is up to your taste.
Hope it helps.
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