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Messages - TheMightyJodo

#1
Looks like I will have to abandon this game in a month or so.  I just don't have time.  If you want to contribute, here's something that came to mind:

1.) This space game can be very basic or very complex.  If we keep it basic, I would like to offer it as the Blue Cup Demo game.  I contribute sound effects and graphics for other projects, so if you could continue reading....

2.) For a Demo game, here's what I'm thinking: We copy Roger and give him a blue suit, green suit, and a third character has a yellow shirt.  We add one or two and provide some sample character dialog for the demo.

3.) A lot of Quest games have maps.  I was thinking of a map screen for the planet; which only shows if you command Ops to take the ship into orbit.

Your thoughts?
#2
Gilbot V7000a:
Both methods are interesting.  Thank you for your feedback!

I updated the game at the same URL above (clear browser cache to get latest file)
Changes:
1.) Game size really shrunk after removing the unused sprites. 
(Next step will be to reduce the sprite size even more by making the columns transparent in the sprites.)

2.) Added a sample interface screen for the Navigation side.
(Next step: make virtual buttons on the Navigation screen that pops up).

3.) Added more text.  The 'taste' and 'smell' icons might come in handy... the Taste icon could be changed to a wrench or tricorder (to fix the ship or get analyze something)

Actual next step for me is to sit down and come up with a Universe. :)  I'm thinking of using actual systems, then make up planets.  Lot's of design work now.

Thanks for helping me tackle these issues!
#3
Ah, you mentioned BMP, but I am using 256-color GIF.  However, I remembered that when I was creating the View, they were smaller loops than I anticipated.

But ALL ~347? images are still in my resource file.  The compiled game is including all of the sprites (even the ones I'm not using).  I'm 99% sure of this.  That would explain the bloated file size.  I can get rid of 300 of these images (or use them for other planets).  Thanks for your help!

I can use a different room for each 'system' (which can include 20 planets).  20MB works.

BTW: (Going Graphics Mode:) The pixelated effect looking out at a planet is very noticeable, since you are looking out of the window during the time a planet comes into view.  Here's a screen shot without anti-aliasing (vs. the test game, where it this is not seen).  For me, it's just something I have to do to keep up the quality level in the game (compensating for things I lack).



FOLLOW-UP: How can I use the new O-Code to make new areas of space?  For instance, I want to release the game, and then 6 months later, open up a new sector of space (with new aliens, etc).

Thanks ProgZmax!
#4
Thanks for the feedback.

4.) If I make this one room, will it load the planets from memory using this method, or will it load the next planet view from disk?

Using 1 room, I thought all of the planet views would have to load in memory.  I'm already at 22MB with 1 animation.

5.) The character won't walk behind the pillar, but the planet slides behind the pillar. 

Right now it's all one animation, but if I slide the planet behind the pillar, would it anti-alias against the planet in the background?


#5
If you can answer any of these questions it will save me time testing:

1.) Sprite Method is too big.  is there anyway to make it work with Sprites?  is slicing them up around pillars the only option.

2.) A Glide script that moves the sprites would be fine, but I would need to test the alpha-blending behind the pillars.

3.) Plan so far: each planet gets it's 'own room' with global ship functions.  Each room has it's own planet views.  Global ship objects (the interface panels) would have to be copied from room to room this way... any alternatives?

Thanks for your feedback. 
#6
Hi, I'm looking for feedback. 

The sample game is at:  http://www.bluefugu.info/private/Starlight_Alpha.zip

I have a general idea what I want: basically a space exploration game (ala SQ3) with updated graphics.

For each planet you come across, you will attain orbit.  But I want lots of planets.

The current planet animation plays too fast, and it's just too big.  I plan to manually change the speed of the animation in AGS (each frame).

Should I use 3 views and not render the 2 pillars? 

Can I slide the planets into view (like Flash with a Mask) or must I use sprites?  This is more of a graphics question for the game, not too technical, but the specs are definitely a consideration.
#7
Powerhouse is not Jodo.

LOL.  Blackthorne, your comments crack me up.  You pop up everywhere.

This is Jodo and I look down on these forums.  I do however like the software "Adventure Game Studio".  The forums are intolerable, but no one's perfect. 

I'll check back in 3 more years and see if it has improved.
#8
General Discussion / Problems with this forum.
Wed 28/03/2007 01:38:17
I'm restarting my adventure game work.  It's a hobby.  I have lots of people that I know that are helping me start up production again.

It has come to my attention that Blackthorne was working on a game -at the same time- he and his friends spammed, griefed and trolled any attempts by me or my team to work on the game.

Blackthorne followed us to this site, where we promised not to discuss anything that happened before.  Now we know that Blackthorne and his friends (Broomie comes to mind) continued to harass our team, even on this forum.

What happened on this forum?  It was locked.  It was a slap in the face for everyone on my team, and we were surprised this forum was unable to 'rise above the Trolls'.

We've all learned our lesson.  This is a good forum for technical issues (I posted in the technical forums without any problems).  That's where it ends.

The final nail on the coffin was the trolling caused by Mig.  Really?  what is the point?  It's just a hobby?  Don't get yourself bent out of shape.

- The Mighty Jodo
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