Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Tramponline

#301
The Rumpus Room / Re: *Guess the Movie Title*
Tue 19/03/2013 09:47:42
Is this Catherine Breillat's 'Romance' (1999)?
#302
The Rumpus Room / Re: *Guess the Movie Title*
Mon 18/03/2013 20:26:42
Quote from: Crimson Wizard on Mon 18/03/2013 19:39:20
Okay, no interest here? Should I tell the answer?

Noooh! Don't deprive us of the opportunity to come up with twisted & nonexistent movie titles! :tongue:

Some more hints or another screenshot would be nice though! Darn difficult that one!


edit: "Innsmouth incision nightmare and the hunt for the Golden Fleece"!?
#303
Hey DKH, tuned in pretty much every day at some point or another and just wanted to give you some thumbs up! (...both of 'em!)

Can't emphasise strongly enough how valuable these streams are to us novice scripters.
They are very intersting to watch and at the same time, both inspirational and highly motivating.

Inspirational, because your whole approach to problem solving reminds me, once again, that we've a fairly open scripting language at our hands.
There never is just ONE way of going about stuff, when it comes to scripting and overcoming obstacles.
People starting out learning the AGS scripting language tend to get wound up in minor details and forget that! (...me! :tongue:).

Motivating, since it is reassuring that even an advanced scripter, such as yourself, has to go throught that same 'feedback loop' of scripting, try-outs, searching
AGS help, database and the forums in order to succeed. And, especially, that patience is a key factor in all of this.

So, thanks again for doing this!     

#304
The Rumpus Room / Re: Happy Birthday Thread!
Tue 05/03/2013 06:12:41
Happy birthday, Cogliostro! Best wishes.
#305
Yeah, I see what you mean. Totally missed that one.

Also, I realized my shoulder axis rotation explanation is rather more confusing than helpful.
What I actually meant was, that you have this 'snakey, breakdance-like wavey movement' of his shoulder and arms in your front view walkcycle.
That's brilliant, it suggests that he has to permanently counteract his stomache's 'gravitational pull' :tongue: while walking.

If you're able to transfer that snakelike motion to the shoulder and arms in your side view, I'm sure it'd make that walkcycle much more dynamic.
Yeah, that's it what I meant (I think!?): His arms don't seem to sway quite as much in your front view, as they do in your side view. They rather seem to
execute a snake-like motion, and thus his shoulder axis should not just be rotating, but 'go into some kind of tailspin motion'.

edit: Also Salmiak's observation is spot on, I think.       
#306
Quote from: Scavenger on Sun 03/03/2013 10:37:59
I can't seem to replicate it in a side view, however, and it looks absolutely awful.

First of all, yeah that side view animation is horrible! (...is this the 'Rumpus Room's lie thread'!!?? :tongue:)
I think you're being overly critical to yourself here, that's a fantastic animation. Just a few minor hick-ups, that's all!

Please forgive me, if I disagree, Tabata. :cheesy:
The stomache seems fine actually (you can see the navel rotate). It's rather the shoulder axis movement that is not in sync with the rest.
The shoulder movement seems too static, taking the front view as reference.
From top down-view, it'd probably look something like this: (fairly exaggerated, of course...)
[imgzoom]http://img837.imageshack.us/img837/9479/topviewshoulders.gif[/imgzoom]

Also the shoulders extend too far to the left (huntchback thing). There'd be only one single frame where his shoulders might be in such an extreme
postition and that is when he is rotating "all the way" to his right side.
Perhaps you could move his shoulders in a circular motion forth and back, to indicate upper body roation.

One last thing, I checked each respective frame of front and side walking view and the head in the side view is about 2-3 Pixels too low and small in most frames.
That's why I suppose his head looks slightly 'squished' und even enhances that impression of him having a (slightly too extreme) hunch:
[imgzoom]http://img213.imageshack.us/img213/5765/guideline.png[/imgzoom]

Usually, I'd put each 'pair' of those corresponding view frames next to each other and check height and my placing of single elements with the help of such guide lines.
Thus comparing each respective front and side view frame (same leg, same "pose" etc.) for consistency.

These animation are awesomely smooth, man!         

#307
They look absolutely gorgeous, Ali!
Is there any chance of seeing some short in-game footage, or isn't it at that stage yet?
Much energy for this ambitious project!
#308
Quote from: Vince Twelve on Fri 01/03/2013 18:15:54
Watching over my lunch hour!

Watching right now. Enjoy following your thought process... 
Maybe you could include 'daylight envy' as some kind of theme in your game. Coz that's what I got right now! It's BLEEDING dusk
right now and Vince is having lunch :shocked:. (He basically just stole OUR sun!)
Thinking about it, 'daylight envy' might become all the latest rage! *wave hair in an affected gesture*

Ahh, too late, a cop game!:) :tongue: 
#309
Man, those screenies look friggin' AWESOME!

That barn scene and the outskirts street are simply amazing. It literally dares
you to jump right in and get sucked into that world you created.

Fantastic job, sir!


* ...and why the heck do I sound like a "friggin'" teenager! :tongue:*
#310
That would work perfectly, selmiak, cheers.
Though for this particular experiment I gave myself some self-imposed restrictions. Using a 2-button interface and letting the player navigate the scene as 'intuitively' as possible, without too much use of regions, hotspots (and other 'gimmicks') for navigation purposes. My major focus was for the player not to feel as if he was 'led' by the game, but navigates where he wants to go. At the same time keeping it as simple and as intuitve as possible, though (if possible) without 'compromising' vantage points and/or the graphical representation of scenes.
Basically, just playing around, making it more difficult than necessary and learning a lot on the way. :wink: ...and cursing a lot too! :tongue:       
#311
Thanks a lot, guys. I definitely didn't take into account that you've the x/y and the eModeWalkto command. Also I seemingly do suck at producing mock-ups :tongue:
The real scenario I'm experimenting with in AGS is a corner shop in 2-point perspective with a back alley next to it. You can't actually see the back alley (only
the gap between buildings) and the storefront itself is one big hotspot covering pretty much every space where the player would click in order to enter
the back alley.
Anyway, it is merely a hypothetical scenario, to be able to get to know the limitations of a pure 2-button interface. But your are perfectly right Snarky, if I'd
design a room from scratch, I'd definitely not go about it in the way of the mock-up or the back alley for that matter. Thanks again.
     
 
#312
Maybe someone would correct me and tell me if my logic is faulty (...or if there's some ninja way of solving this, in case it isn't)

I studied Snarky's script and played around with it (great help by the way!).

If I understand properly, then there are certain scenarios where this two button interface would cause some problems.
Basically every time a hotspot area is overlapping a walkable area?

Made a quick mock-up, to demonstrate what I mean.
[imgzoom]http://img35.imageshack.us/img35/4426/sidealleytrek.png[/imgzoom]
If I wanted a player character to walk up and down the stairs (selfcontroled, without the use of regions), I'd have
some problems, wouldn't I? Since the 2-button interface would only register Hotspot 2 in most cases?

I do apologize in advance in case that I'm just being a bit slow and not seeing the obvious?!

(also if this is hijacking the thread, I'll create a new topic, but I thought since these topics are closely related?)   
#313
Bleeping HELL, man! 'Driving while intoxicated' sounds like a MAJOR euphemism here!

That's like like calling a GTA road rage scenario 'Driving Miss Daisy'!

Really sorry for you, Nicky! Hope that guy has a good insurance policy to cover your damage.
Man, reality is strange sometimes...

#314
Quote from: CaptainD on Wed 27/02/2013 08:41:26
Wow... I was going to vote, but there are such good entries here that I genuinely can't decide between them at the moment.
Darn! Same thing here, CaptainD. Just realized I caught myself staring at each scene for about 10 min, while trying to weight the pros and cons
for each respective category. There're just so many 'pros' and so little 'cons'! ;)

Strong competition this time around and seriously beautiful scenes, guys!

Idea: Snarky         
Atmosphere: selmiak
Design: Anian
Composition: Anian
Functionality: waheela
Technique: Anian

Uhh...seriously, that wasn't easy at all...

edit: After Snarky's elaborate comment I feel the need to explain my descisions a little:

Idea Snarky's rendition is the most original in my eyes. Not a 'traditional' sea shore per se, but a beautiful off shore view of a rather surreal landscape. For me, the most unusual approach out of all entries and therefore best idea. The addition of those seemingly derelict posts in the water enhances that already eerie atmosphere even more.
     
Atmosphere Selmiak nailed the atmosphere category in my opinion. I looked at every entry for for the same amount of time and selmiak's scene sucked me in the most. Pure gut feeling and very personal, I admit.

Design Had an incredibly hard time voting for either Snarky or Anian here. Went with Anian's version in the end, because literally every element in his scene appears crisp, clear and rendered to perfection.

Composition Again Anian, since his scene elements seem to form the most harmonic entity and all focal points are very distinct.

Functionality Saw wheela and Anian head to head. Anian's image is lacking clear entry points and because of the bumpy beach, it'd be more difficult to put a proper walkable area in. Chose wheela because I simply loved that viewing angle, high up and open, but clear entries/exits at the same time.

Technique Once more Anian, since his scene seems to be the best rendition in the respective chosen style, with Snarky as close 2nd, as those rock formations seemed at tad too blurry in my opinion.

@Creamy Until WHAM mentioned it, I never assumed Creamy's pic was supposed to be in perspective at all. It simply seems to me to be a more painterly, art-like approach. Would work perfectly with a kind of Dadaistic game setting. Maybe Creamy would be so kind as to enlighten us?

@Sane Co. Love the shadow of that bench. Keep it coming.               
         
#315
Good to hear you guys are still keeping busy in the background.
Was almost convinced the project was in hiatus since there were no new posts.

Sounds like I was wrong (fortunately!) and you guys made some massive progress in the meanwhile.
Best of luck!


#316
Yeah, I can understand your problem. Spraying water is not easy to animate in a way that looks good.

Don't know what your scenario is precisely, but does it actually have to squirt out like that?
Given fire hydrants do that, but the pressure inside radiators is not that high.

It would probably produce at very short and tiny squall (when the radiator is opened or raptured) and then it'd trickle down
the pipe and produce a puddle on the ground that gets larger and larger.
That's way easier to animate at least.
#317
Critics' Lounge / Re: Want to learn to tablet
Tue 26/02/2013 09:09:02
Those balls look unhealthy! (...sorry for that crappy pun - really couldn't help it, some freaking urge..eh :tongue:)

Love the scene with the car. Looks awesome!

Please tell me you're going to use that one. Want to see it animated riding along, maybe make a panorama screen, several screens long out of it?
That's some fecking progress, dude! :cheesy:
 
#318
To quote the Sherpa, one of 'recent' pop-culture's most iconic products:
Quote...man's most positive positive tive, is a nega-tive, is a mega-negative...

Aahh, Monkey, keep smiling! Try not to focus too much on the negative tives, or at least make those nega-nega tives*!

Never healthy to concentrate too much on the discrepancy of one's alleged should-haves & must-haves and one's own faulty self. We've ALL been there, are there or frequently come back to it with some kind of masochistic pleasure.   

Relax, man. It sounds a little like you want to overtake yourself, two times at best, while kicking your own arse at the same time. FOR THE LOVE OF GOD, don't try it, I tell ya, it physically impossible! :wink: :tongue:


edit: Or, are you indeed trolling? ...which would make this question instantly redundant - f**ng bleeding liar's paradox! :tongue:

*...that's your nerdy kid's geek-humor way of saying it's a positive tive after all, in case you didn't get that, oi!? :tongue:
#319
AGS Games in Production / Re: A Golden Wake
Mon 25/02/2013 09:47:55
WOW! Too 'niche'...? What's not to like about this premise!

I can already smell seedy speakeasies and 'dirty pictures blackmail deals' :tongue:.
(So that's where that screen shot in 'Produce Something 2012' came from, eh? I was wondering.)

Looking awesome, Grundislav!
#320
Lovely trailer, guys.
I especially like the animation during the 'heist' sequence. Very 'ninja' :wink:.
SMF spam blocked by CleanTalk