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Messages - TheSaint

#61
havent stoped before but i wanna tell u that i also like ur gui and sprites. drawings aint bad aswell, first one is more like anime than other. neither is classic manga but style is anime definitely.

cheers
#62
Kyle: mmmm no u cant say QFG rip-off :P tbh its qfg that we are both fans of and original idea was to make qfg sequel or something but rippin off chars and stuff was too much job so we started our own Hero project. Its not our fault that Sierra picked best outfit (colour) combination and since our current game setup has certain time/age conditions we had to pick one that fits it best. white/gray shirt/lether vest is logical choice.

and thnx to both of u for advices and pixelcat for paintover. hands ... we arent really satisfied with them thats true and this guy is just first painted pen/pencil char so it will get better with some more tryouts. :)
#63
hello everyone.
My friend and i have made this guy to be the main character in our future game.



its drawn as 3d character and i wanted to add certain shading but since this guy will have to be animated aswell, i was wondering if someone from here with ur experience can give me few tips how to shade/give him slight 3D looks, but not to overdo it and make a problem with future working on him. We thought even to try to modify him only sligthly in future (body position while walking etc, for example to keep body in same position and move only hands/legs and slightly body ) coz working on animation would be hell-of-a-job for drawing. and if we add too much shadings that game making will last too long. so what im asking is:
1) do u like him? comment him. (he is drawn like this - not really proportional - with intention )
2) paintover shading would be great if u have time or would like to help. so just slight 3D look with shading, but not too much shading to make animating him easier.

Kind regards,
TheSaint
#64
Beginners' Technical Questions / Dialogs
Wed 19/05/2004 22:13:04
hi.
i've come up to an interesting obstacle:
@S
EGO: "Hi."
SOMEBODY: "Hello."
return
@1
JOE: "..."
goto-dialog 2

how to avoid getting "hi"es from people involved in conversation when you return from lets say dialog topic 2 to dialog topic 1?
ofc u can make it in option 1 etc but if u want them to greet each other at start of each conversation? i think i saw some option to disable certain things from dialog if u dont need them, i suppose they can be used in this case - turn off then turn on at end of conversation, but is there any other option?

greetZ,
TheSaint
#65
ok, just few more:

u r using int itemNumber , afaik its declaration for variables in all programming languages so basicly i can use x,y... too right?

and something more player.activeinv this line is using object oriented programming, where player is class. where can i find declarations, definitions and functions that are pre-built? i need a list of those for coding.
thnx for help btw.

greetZ,
TheSaint
#66
right, thnx i thought that was the case but its better to ask if ur not sure, tho i think its better to learn on ur own coding mistakes. one more thing: can i just write code and then save it in some script so i can call it as procedure just like those events? in case that yellow key opens 2 doors, red 5 doors etc.

cheerZ,
TheSaint
#67
wow it looks nice :)
i am a fan of qfg so i guess ill play ur game aswell \o/

how are u making combat engine? care to share? im available on irc or pm.

greetz,
TheSaint
#68
Critics' Lounge / Re: C&C on intro screen
Mon 17/05/2004 21:21:31
really nice pic
#69
thnx for prompt reply,
1. i have used atm only 6 of eight character positions, but those are correctly placed for sure. can it be a problem that 2 arent defined yet?
2. how do i define conditional in this case? since its not followed by code but by 3 more entries(walk,face,newroom)

i've found this in manual(edit a bit):
if (player.inv[12] == 1) {Ã,  Ã, 
Ã,  Ã,  NewRoom (10);
Ã,  }
but if I'm not wrong it checks player inventory for certain item and if its there (==1 boolean right?) it does newroom(10)

are these entries walk,face, and new rooms just organized like procedures in pascal? pre-defined but user can write same thing without calling for them by writing in run script editor? and where can i look at code that these "procedures" are made from?

[edit: this thing i made works but I'm not sure if it will work for each item in inventory(actually I'm pretty sure it will) and i want for example it to work for one of 3 key I'm carrying, so i select key i want, i move it(cursor) to hotspot and click on it so it opens door.]

cheers,
TheSaint
#70
hi folks,
i have two questions that are bothering me atm.
1. when i use multi-directional system of character views (north,south,east,west,en,wn,sw,se) player character starts to behave weirdly - for example walking north backwards or walking to the right facing upper-right directions, or turns around couple times(2 circles) before starting goof-walking. anyone experienced something like this or has idea how to solve it? i was trying different approaches but had no success.
2. when i try to use inventory on hotspot using interaction editor - for example open door with key - how do i specify exact item/key i would like to use?
editor looks like this:
(-) Use inventory on hotspot
|____ Player walk to hotspot
|____ Player face hotspot
|____ Player go to next room

cheers,
TheSaint
#71
Beginners' Technical Questions / Re: rooms
Sun 16/05/2004 23:33:11
'scuse me but while i was reading your answers to viktor i noticed a phrase i dont understand "item closeup" and mp3 closeup. Care to explain please?

greetZ,
TheSaint
#72
Critics' Lounge / Re: Character draws his gun
Thu 13/05/2004 12:54:42
nice animation i agree Colossal, but i still think thats character, from a position he is in at start, will rather step back and draw gun, just try to do what u draw and ull c my point.

greetZ
#73
Critics' Lounge / Re: New Character - Need C&C
Wed 12/05/2004 23:13:35


right hip/waist area is like if someone had smacked her with a baseball bat leaving a piece missing,
legs/thigs should be thickened (blue lines) or the legs changed a bit so it doesnt give impression that parts are broken or too round.

i hope i helped a bit,
TheSaint

[edited: typo wrote thin instead of thick]
#74
Critics' Lounge / Re: Character draws his gun
Wed 12/05/2004 21:36:33
uh, u'll hate me but he should simultaneously grasp the jacket with left hand and start backing left leg a bit, then reach with his right arm and draw gun. not fast not slow, then straighten the arm and after that ur animation is allrite, u can get it back by puttin all images in reversed order.

cheers,
TheSaint
#75
Critics' Lounge / Re: New Character - Need C&C
Wed 12/05/2004 18:01:20
would u mind if i draw my criticism on ur last sprite(easier for me i think) or u prefer it written in words?

cheers,
TheSaint
#76
Critics' Lounge / Re: BG could use some c&c
Wed 12/05/2004 17:56:59
there are 2 problems with bed actually: with this view(perspective) its not parallel to both walls so it looks awkward, adn blanket looks round but it could be folded in some strange manner. nice work with the shadows DYDO
#77
Quote from: SteveMcCrea on Wed 12/05/2004 08:51:48
I've never met a professional game artist that knows any coding, or had any interest in coding.

idd, same here
#78
guys i think he just wants to do it for himself. if i work for NASA i cant take their shuttles and launch at will :)
AGS is free, he is possibly a fan of the game, maybe he drew/made/animated something and whatever he did he needs a coder to link it all in a game and stuff. Prolly he aint working on this as a company representative so stop flaming him ;)

regards,
TheSaint
#79
hehe nice one but still, why do u need a webmaster for a steady site? i do webmastering but when im not around my sites are still accessable. whats seems to be a problem? u dont have steady hosting place or something?

cheers,
TheSaint
#80
is it my conn or the site is down?

cheers,
TheSaint
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