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Messages - Trent R

#861
Also, your spiky trees look WAY out of place due to their black outline. Use a darker color (same as the roofs in the earlier picture). Otherwise, I'm with Akatosh, this is a nice looking background.

~Trent
#862
http://ron.the-underdogs.info/resources.html

There's a Backgrounds section about 1/3 down. Read the file descriptions (one pack is by Big Brother, one by Krysis, and one of almost all of the other backgrounds to appear in a RON game. Also, it notes:
QuoteIt is not a complete archive of all possible rooms or versions of rooms, but it's pretty close and should be enough to get you started. Remember, you can press F12 in many RON games (AGS games) to get a screenshot saved in the game directory, or you can try the Windows clipboard using the "Print Screen" button on your keyboard.

~Trent
#863
I like and agree with what loominous was saying with the vignette effect, although I wouldn't go with such a yellow hue for it.

~Trent
#864
Critics' Lounge / Re: background practice
Wed 29/10/2008 00:35:25
Since I suck at real paintovers, I will instead point areas that could be small fixing.
Working on it right now, I'll edit this post soon.

[Edit]: Alright, here's a gif that switches back and forth between the old and new versions. I'll try to state clearly as possible about each of the numbered areas. (Red is criticism, Blue is compliments)


1) RED: In the new version, this seems like an empty corner. I preferred the leaves in this area as opposed to having them along the side of the pic. However, the horizon behind it does look good.
BLUE: Absolutely LOVE the leaves in the old pic, that's one reason I want them moved back. (just update the pixelation the same as the rest of the picture)

2) In both pictures, but the new especially a horizontal line is visible on the roof.

3) In the new version, these boards (and the rest on the front) blend in with the rest of the face of the house too much. The older version had more contrast. (Though I think the 'inspiration' one has too much contrast)

4) The new version is too dark. Wait--Just noticed that the tree's shadow is causing that. However, based on the rest of the shadows in the picture, the tree's shouldn't fall that direction.

5) On new version, where the door ends and the frame starts is too blurry. Just define where that line is.

6) Shadow so dark and so dithered that it's too stark and is distracting.

7) This goes along with TwinMoon's comment about the tree. Make it run parrallel to the frame, because right now it looks like the trunk is literally twisted. Make the bark run up and down too.
Also, I like that the new version shows more of the tree, but the bottom roots are choppy. Just rework them a bit (or cover with a bush, etc).

8 ) The two new slabs look great, but they run along the same plane, whereas all the rest are crooked from eachother.

9) Not necessary, but perhaps another slab could be added here. If this was your own, original background something like this would probably be thought out.

10) Again, with a properly planned background, this area would be defined and purposeful. (applies to the rest of the field too.

11) In the old version this was a hard line--good job on softening it!

12) Absolutely love how every part of this tree looks. Excellent job.


Overall, I love this picture, which is why I was really nitpicking. I'm also curious as to your process, I'd almost say that it looks like you start from 3D (or maybe I'm just crazy).




~Trent
#865
Well, I can't see your pictures anymore, so I can't comment on those yet. I will edit this post later. However:

1.) Andail was being constructive. He said what was wrong (in his opinion) with the pictures and why.



~Trent
#866
Quote from: Pumaman on Mon 27/10/2008 00:06:28
For those of you who haven't tried 3.1 yet, please do so now -- especially if you have a hi-res game.
Past experience with 3.0.2 was that everybody avoided using the new version until it was made Final, at which point a few serious bugs were discovered. So, please try this now so that we can get the bugs fixed before you start to rely on it as an official release :)

Since you asked, I tried it out my game with 3.1 and it compiled fine. Granted however, that my game is very simple at this point(although 32-bit and 640x400). But it's one more feedback for you.

~Trent
#867
Quote from: AGA on Tue 28/10/2008 15:51:51
Quote from: SSH on Tue 28/10/2008 08:31:50
I really think we should pitch together and buy agswiki.com or .org or something...
Domains cost almost nothing. I can get a shorter one if people are really bothered.

I don't think that even matters. americangirlscouts is a perfectly fine backronym for AGS, so it works. Having agswiki.com might be nice for those that don't know it exists, but if we linked it on the navbar, it wouldn't matter anyways.

Besides, adventuregamestudio.co.uk doesn't say much about what the mainsite would be.... (although there is adventuregamestudio.co.uk)

~Trent
#868
The GK games include a tape recorder that records the conversations. This is more necessary because it's about putting together clues and revisiting past dialogue helps you get the whole picture.

~Trent
#869
Yay!! It's finally released!
DLing now.


~Trent
#870
AGA-You got what I meant perfectly. It's nice to have the Recent Changes, but a lot of those can be so significantly minor (such as fixing a period) it gets easily muddled--especially if people don't check minor edit and type a description.
However, it doesn't appear on the nav bar on the Main Page (only) for me. Working!

~Trent
#871
Gah!! I'm an idiot!!
In my global script I have a function that hides my GUI windows (including the aforementioned Quit and Restart) and in there it does a check to set the player as cEgo if it's not. (Cause I have two inventories for the player, so I used that workaround).

However, in this room I have a third character as the player, so it was messing that up completely.

Sorry for the pointless post, but thanks nonetheless Gilbet.
~Trent
#872
I have a vertical scrolling room (640x700) in 640x480 resolution, and my character moves around perfectly fine with keypresses and the room scrolls with him.

However, once you press Ctrl-Q or F9 to bring up the related GUIs, the screen gets locked to the top section of the room (where a normal sized room would be). How do I fix this?


~Trent
#873
In that case, check out the IsCollidingWithChar and IsCollidingWithObject functions to check when the rock hits a specified character or object.


~Trent
PS-I'm usually more helpful than this, so I apologize due to my brain being fried.
#874
Try the .Visible property for objects, and the .x and .y properties for characters. Read them in the manual for more information on them. (I've linked the online manual entries in this post too)
[Edit]:You could also try the .Transparency for characters.


~Trent
#875
I was wrong, he was asking about a cutscene.

For a title screen make a room,
set it as the player's starting room,
set 'show player character' to false in the rooms properties,
create objects or hotspots and add the scripts (see ChangeRoom, QuitGame, and RestoreGameDialog in the manual)

And that should basically be it. The rest is up to you ie. graphics, cutscene after that screen, so on so forth. But I'd make the bulk most of your game first, then add that stuff in as you go.
~Trent
#876
Did you check the sprites in-game and see if they are alpha blended?

For the clicking, it depends on your scripting ability. If you feel confident (but judging by your other questions, I'd guess not) you can pick the empty template. Or you can choose the default and change what you don't want. The one-click mode is fairly popular and "modern" (which I think is a stretch too far) so there should be plenty of help available.

For the Title screen, just do a forum search or Wiki search and I'm sure something popped up. I think a n00b newbie recently asked it too.


Also, I haven't officially welcomed you. Welcome! You should find the AGS forums very user-friendly IF you are kind (which you are being so far in this thread) and do a little bit of work yourself (writing a bit a script and asking for help or even just specifically tell what you need--which you have are also doing).


~Trent
#877
1) Check out the scripting tutorials yourself before you start asking "can you do it for me?" It will help you in the long run and you will understand scripts that others write. And you may figure it out yourself. (Look at custom GUIs and transparent GUIs)

2) When you import the images, does it say "This image appears to have an alpha channel. Do you want to use it?" ?

4) What will be more troublesome? The verbcoin? There is one built-in into the Verbcoin template. Or are you talking of changing the mouse cursor mode to one-click mode (I think most refer to it as the Broken Sword mode)? That's also doable, with scripting of course (but you can probably find forum threads about it previously).


~Trent
#878
My ideas, sorry if I ramble a bit:

1) Just as old articles are marked for revision by having at the top "This article was written for an older version of AGS" in a red box, perhaps we can have a blue box that says "This article is current with AGS 3.0.2" (such as for the manual). That way, if the article does get outdated, it will be easy to identify and update it.

2) I have recently enjoyed reading through the game theory discussions, but a lot of them are really muddled. Perhaps a summary could be written, but this would be a large project.

3) Along with the game design note, I'd like to see articles published on game design or even links to one on other sites. Ideas include Adventure Architect by Josh Roberts, Depressingly Common Adventure Game Design Flaws by Yahtzee, Why Your Game Is Broken by Vince Twelve, or any others. The Wiki should be the place for AGSers to publish those articles!

4) Can the main page of the Wiki include 'Recently Made Pages' automatically? If not, it may need to be a manual process, but by doing so it will help monitor the quality of the articles that get published.

5) Revamping the categories! They're great games and all, but does the Chzo Mythos and Ben Jordan series really need their own categories? They should just be under AGS games, then add a heading on each page that states that the game is part of a series and links to the others. This can be one of those fancy boxes that's at the bottom of most wikis.
[Edit2]: Just saw that SSH has his own category for Modules by him....


I think that's all I got for now... Perhaps I'll go study up on Wiki formatting and start doing some of the things I mentioned.
~Trent
[Edit]: Oops, fixed my bbcode.
#879
I almost competed in an Apple Students 24 filmfest about a year ago. But then I had to stay up all night to work on a report the day before the comp, so I had to sleep (no sleep for two days hurts when you're trying to edit)

~Trent
#880
General Discussion / Re: Who is this?
Sun 26/10/2008 18:27:25
A cyborg with a 24.3.06 serial number.

~Trent
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