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Messages - TheJBurger

#582
Quote from: dkh on Sat 02/12/2006 20:20:37
I can't figure out how to get by the locked door with a sign telling me to kill all evil beings nearby. There are two of those little blue guys around in both upper corners of the room, who send out a small and a big ball every few seconds. I can't reach them and I can't get up in the middle - not with the help of my buddy or with the double-jump.

A hint?

Hint:
Spoiler
You can jump up in the air and then press down to deploy the "star man" so he acts as a boost up high.
[close]
Answer:
Spoiler
I forget exactly how to do it, but you have to jump/double jump, deploy the star man, then you have to do another double/triple jump, jump on his head, and you will be able to get to the top.
[close]

Quote from: Nikolas on Sat 02/12/2006 20:41:37
(also btw, I'm 85% but can't seem to find anything different anywhere in the world... I guess it has to do with the door at 4.4 in the begining maybe???)
I think there's 2 things that 85% gives you, and both are on the final level.
Spoiler
The first thing that requires 85% is the secret level. The 2nd is a secret heart, also on the final level.
[close]
#583
I'd also have to agree about the savepoints. There were some places in the game where I thought it was unfair I had to go back so far and restart the level.

I'm playing the game through a second time (trying to get everything) and I got to 97% (I got all gems and found 3 secret levels). I didn't get an extra heart, or is that after the extra secret level?

Concerning the secret levels:
Spoiler
I found 1-6, 3-4, and 4-X. I'm trying to find the last one and I'm assuming it's in section 2, but I can't find it anyhwere! Help please?Ã,  :D
[close]

Also, I noticed the game is much easier the 2nd time through.
#584
Just finished the game. It was good, yet hard. Congrats on a job well done.Ã,  :D
Spoiler
The wind-sequence towards the end might be one of the most frustrating sequences I've played in a while.Ã,  :=
[close]

Also, does collecting the big gems have any effect? I collected quite a few, not all of them, and it never seemed to help me in any way.
I myself was kind of hoping for more moves, but it was still good.Ã,  :)
#585
Nice game BernieÃ,  :), I loved your other game kitty and was excited to play this one.

The throwing controls are a little frustrating to me, but I tried to get around it. Also, I keep dying and have to restart at the beginning of each level over and over. I must suck at platformers.Ã,  :o

I'm still playing it, so I might post more later.

Mordalles:
Spoiler
I was stuck here for a while too. On 1-1, go to the room that has a locked door and a key to the left. You have to make a running jump (which makes you jump higher) onto the right ledge, then get the bomb and drop it on the blue square to get the key.
[close]
#586
I also have this problem.Ã,  :-\

Unfortunately, I haven't found a solution around it.
#587
Idea - zyndikate
Atmosphere/Mood/Emotion - ildu
Storytelling/Authenticity - ildu

Design - zyndikate
Composition - ildu
Colours - ildu
Lighting - ildu

Camera Placement/Angle - zyndikate
Walkareas - ildu
Exits - ildu
#588
Spike Speigel from Cowboy Bebop:
3x

15 colors
reference
What exactly are the rules on reference pictures?
On this picture I didn't "copy," "paint over," or "trace" anything, but I tried to recreate the character.
#589
Here is my entry (I hope the irregular size isn't a problem):



#590
If I were to create a scene, where the main character has to go through a room, but the bad guy will see him if he walks out, should I allow the character to walk out and die every time? (The solution is not to sneak across the room, so timing puzzles are out).
Or should I just have him step back quickly and say "I can't go out there or he'll see me!" I myself, decided to choose the latter because I thought it would be annoying to see the character die for walking out into the open, or maybe because the player clicked there by accident and didn't save.
Is my choice bad game design or just one of two equal choices?
#591
Completed Game Announcements / Re: TiLTOR
Thu 28/09/2006 23:14:56
Congrats on making such a great gameÃ,  :D
It was thouroughly enjoyable and amazing to play.

The music, graphics, gameplay, and presentation were all excellent.

Looking forward to more of your games in the future.Ã,  :)
#592
Hints & Tips / Re: Tiltor
Tue 26/09/2006 01:22:52
Level 110.
It seems like I've tried everything (but evidently I know I haven't.) ???

Help please?
#593
Critics' Lounge / Re: Need extreme help.
Sat 16/09/2006 22:46:55
Quote from: Nikolas on Sat 16/09/2006 22:39:55
The problem for me is this: What if someone had placed the table NOT parallel to any walls? If the table was on an 30o ancle? What then? (ok trigonometry could probably solved this, and I would be able to solve it, also pithagoras would be able to help, but is there an easier way out of it?) just checking I guess...
Heh, there was a question liked this asked in the "Technical Questions, discussions" sticky. http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21021.0
Unfortunately, the pictures are now RED Xs (for me at least) and you cant see everything they were talking about. But Veryweirdguy did have one answer down the page.
#594
Critics' Lounge / Re: Need extreme help.
Sat 16/09/2006 22:36:16
Ok, here's a paintover with basic perspective.

It's basically what Nikolas and Evil said. All objects should align to one point.The vanishing point is the point in the middle. I used the bookshelf on the left to create it and tried to match everything else up with it. You can see that the table in the middle is slightly off and the table in the bottom right. You can try to match it up with the rest. You can basically check each object and see if it's aligned, and then correct it.

I'm not an expert on scaling but I think this is correct.

If your character is the size of the orange man at the right, you can set him up to find the size of the back door. I copied him over to the left, and used the vanishing point to scale him down to the door. The red outline should be the correct size for the door.

Hope this helps Ã, :)


#595
Quote from: EagerMind on Sat 09/09/2006 23:34:06
Actually, JBurger I think you originally had the right idea with the coastline. Unless you're trying to show big waves crashing onto the shore, I think the way you have the water "thinning out" at it washes up onto the beach is more accurate.

However, I think the foam should be a thin but intense white strip running along the beach, with the water being pretty much completely blue right up to that point. I guess ikari captured some of that in his edit, but I think he made the waves a little too billowy. Also, I'd get rid of some of the white cloudiness/haze in the water as you move away from the coastline. Finally, you might also think about making the water a slightly lighter shade of blue as it comes into the shore (as the ocean bottom gets shallower and shallower). I'm not sure though, since it's dusk in this picture, it might not be necessary.

Here are some random pictures I googled, so hopefully you can see what I'm talking about:
http://www.ibiblio.org/gio/iw3c2volunteers/www2003/www2002/coastline.jpg
http://www.sonoma.edu/photogallery/Images/huge/sonoma_county_views/coastline.jpg
http://k43.pbase.com/u21/srijith/upload/16937132.coastline_1.jpg

Actually, now that I look at it a little closer, there might be a little bit of a perspective issue with the coast. The lighthouse, sitting up on a cliff, should be the closest thing to the viewer, with the beach farther away and lower down. But it doesn't really look like it. I'm not really enough of an expert to suggest how to fix it. Perhaps removing the waves by the lighthouse (I'd think the cliff would completely block the coastline from view) and thining out the foam along the beach (so it looks farther away) might improve things.

Finally, let me just say what a beautiful picture this is. Makes me wish I was down by the beach now! (Well, if it was warmer here ....)

I see what you mean about the waves and I'll probably change it.

And as for the perspective issue with the coast... well :).Ã,  Originally, I wasn't sure how to do it, especially because the background was so wide, but I tried something and it looked okay to me so I kept it.
#596
Quote from: Xellie on Sat 09/09/2006 11:13:28
I think it's great... would personally still make the edge of the surf have a more gradual fade to the beach... but that's just me. I LOVE the water texture as well... what application are you using?
ThanksÃ,  ;D, I'm using photoshop CS for this.
Quote from: i k a r i on Sat 09/09/2006 19:59:10
This is what I meant with the edge of the ocean. I personally think it looks more real. :-\
Maybe less foam..
Heh, yeah thanks for your edit. I was a bit confused about the shoreline/waves thing and how to make it better. Now I see what you mean.

As for the size of the lighthouse, I'm not exactly sure how big it should be.
#597
Thanks everybody for your kind words and comments.

I tried to edit what most of you said and heres my 2nd version:


I made the buildings "slightly" bigger and everything pretty much more orange. Also, I darkened the clouds.


Tell me what you think.
#598
This isn't specifically for a game (hence the irregular size), but I wanted to get some c&c on it. It is based off an actual location using my memory/pictures. I would post it at [2x] except that it would scroll a while, which would be a pain.
Comments, crit, paint overs, are welcome.
[1x]
#599
General Discussion / Re: Gaming...?
Mon 24/07/2006 20:43:25
Have you ever tried Millenium: Return to Earth ?

I thought it was awesome, but maybe it was just me.
#600
Hints & Tips / Re: Duty and Beyond
Sun 16/07/2006 21:54:30
Quote from: Mordalles on Sun 16/07/2006 13:35:13
Spoiler

in mansion's backyard, examine window above nest  :-\ (1) this point might have been a bit unfair.  :P
[close]
I think I probably missed this one.

Quote from: Mordalles on Sun 16/07/2006 13:35:13
stan:
Spoiler

it is possible to save stan in three of the worlds. if you saved him in the underwater area from his prison, he will be somewhere in the village age.  ;)
[close]
Ahh... I didn't realize this. Now I gotta go back and try it.  :)
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