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Messages - Trent R

#881
I don't think that translations should be allowed for AGS Awards. If the gameplay, characters, and plot are absolutely excellent, the translation basically has nothing to do with it. Besides, that can be exploited in the future as a way to resubmit games.

However, if there is a translation available for a game that is nominated for Best Writing, it should be included in the description with maybe a short review, ie. "Blah Quest has both Spanish and Czech translations, but are lacking in correct grammar for the languages."

~Trent
#882
If I were to de-make a game, it'd be QFG5. But then again, I love every little thing about that series and never got into KQ (except 6~!!)

On another note, check out THIS de-make!! Too bad it's Chinese...


~Trent
#883
I get what you're saying, but that could be avoided by changing where you're allowed to save. In the RE games, I believe it's a typewriter (with the limited ink too!) and in classic RPGs it's usually an inn.

The game I plan on is an adventure/RPG hybrid like QFG. Therfore, you can pull up the save dialog (saving from frustration) at any time, but the actually number is limited. This is what Zelda did, and it was perfectly fine.


~Trent
#884
The AGS default for selecting an inventory item uses the eModeInteract.

[Edit]:Side note: I personally would switch your inventory action to if == iVinagre, and use the else for "I can't". I think it makes more sense, and then you can add other interactions (which many games do for comedy or immersion purposes) if you so choose.

~Trent
#885
I was thinking that I read something in the manual that will return how long a string is in pixels.... but I can't find it. Maybe I'm smoking something :(

If it does exist, you could use that to set the width.


~Trent
#886
I wish you luck that someone will come by and give real answer to you. Otherwise, you may have to choose which split-second flash you'd rather have: one of black before the video, or one the room after.

Also, have you looked at the ags_theora Video Player? I just know it's a new plugin for playing video. A forum search didn't reveal any others....

~Trent
#887
I've always thought that if I create a horror genre game (which I plan in my multi game series--as if I'll ever get there!) I might design it to have a limited number of saves. As kaputtnik said before, they create a sense of security, and so by limiting it can create a sense of panic.

As for multiple players per system, I thought that with the external File capabilities of AGS you could create multiple profiles available to choose from at a main menu, similar to NES and SNES RPG or Zelda games.


Did that make sense?
~Trent
#888
I actually first got into AGS through QFG style fangames (which is why I'm making one myself finally) that 'never were' such as:

Heroine's Quest by Corby (although he announced at AGDI that he's starting to work on it again!)


Hero6 by [huge list of people... many of the original having moved on]


Struggle For Life and Honor (aka SFLAH)


Also worth mentioning:
Quest For Infamy by Infamous Adventures
Project Katrina (though I always thought it was a poorly managed project)
#889
Adventure Related Talk & Chat / New Wiki page!
Sat 25/10/2008 15:32:01
I don't know if I should post this, but I just created a new wiki page. It's a list of acronyms and they're meanings (because they're soooooo prevalent in the adventure genre).

But you should go check it out and improve it. My brain's fried (It's 8:30 for me and I've been up since 3. Couldn't sleep) and so it's fairly short.


~Trent
#890
I think the problem with the rocks is that I don't get why I'm seeing them... Is it a cutaway of the hill or is that how the hill would really appear if I was walking on it myself. (If the latter, the grass looks like long chunks of sod). It's confusing for the player.

As for your sprites, I really do like your short anims and I also understand that trying to hard gets less work done. However, I think the walk sprite should have 3, maybe 4 frames. One standing, one with his right leg forward, and one with his left leg forward. That would keep it short and simple, but also flesh it out.


~Trent
#891
There's a RON resource site where you can find BGs, Characters, music themes, and even past RON games.

~Trent
#892
When the video starts, does it fade in from black? Or does start immediately and is affected by the background (I'm thinking GK2 style)

If the former, perhaps you could switch rooms (and turn on a screen filling black object as Khris suggests) before your video even starts. If it's the latter, then I'm drawing a blank.... :( :-\

~Trent
#893
Look into the parser function from the manual. If designed right, it can lead to a great game (one AGS that comes to mind would be Trilby's Notes). If designed poorly, then it simply causes frustration and unwillingness to play your game.

Also, you can create both a straight text adventure, and one with a main graphic depending on your room. I'm almost curious as to which that you wish to make.

~Trent
#894
Trent Robertson is my real name, but I used to use Sirus Squire as my internet alias. I liked the name and it later became a GURPS character for me. Also, the name 'Sirus' came from the name 'Cyrus' in Chrono Trigger.

~Trent




Quote from: Stan on Mon 20/10/2008 12:41:09
Stan from Stanislav
Eminem's song of the same title.
#895
Either way, I think it's pretty hilarious.
~Trent

http://answers.yahoo.com/question/index?qid=20080412213155AAz53EX
#896
Quote from: Stan on Mon 20/10/2008 08:33:48
Picaroon, Fallen Legend, Cosmos Quest...
Unreleased, Demo, Demo...

I'm pretty sure mrsix wants to play some games....
~Trent
#897
Quote from: Siddd on Thu 23/10/2008 20:06:35
and who said using the points for money is easy?
You're not using the points system for money, you're creating your own integer. They're completely different things.
And if you're using AGS 3.0.2 then I'd go with CJ's advice.

~Trent
#898
Quote from: Gilbet V7000a on Fri 24/10/2008 02:38:34
But Morgan is no starter!

JPEGs are actually okay, but it depend on what kind of graphics it is about, if it's more complicated or photorealistic it saves more trouble to load a JPEG file than a huge PNG file from the net; but if it's more simple or with flat colours lossless PNGs are preferred (especially when you want people to help by editing the image).

Judging from this background, it's much  better to be saved as PNG though, as the artifacts are quite visible, possibly due to heavy compression.
True, but like you said. They're very visible.

But to be positive, I love your sprites. I'd say add more to the walk (at least 2 frames) and perhaps to the wink/sleeping one. I kind of like the others with short animations.

As for the character himself, I don't think his sweater looks like a sweater. But it doesn't look like a trench coat either. It looks (to me at least) like a grey suit jacket with coat tails in the walk animation. Yet in the other anims, the 'tails' are in front, so they look very odd.

~Trent
#899
For starters, don't use jpegs. They create artifacts throughout your image. Save them as pngs.

~Trent
#900
I'm going to take a unique (and perhaps confusing) route of CC your picture.

Because I suck at paintovers, and because you are already commenting on Khris's compared to yours, I present the following.

You said that the shading of the arms between both is "only about 3-4 pixels different". That may be true of the position of each pixel, but your colors are completely different. One of the color modes in Photoshop is HSB (Hue, Saturation, Brightness). With the HSB of the 2 arm colors in Khris's paintover they are 28, 57, 97 for the light color and 27, 53, 68 for the dark. The H and S are fairly similar, whereas the Brightness is a large difference.
Your picture on the other hand, 27,41, 99 for the light and 25, 52, 97 for the dark. Sure the hue is changed and it looks darker, but on a small sprite there isn't enough contrast (gasp! It's that word again!). Now, I would suggest picking your colors this way, but it is another way to look at it.


~Trent
PS-There is nothing incorrect about the sentence "the sprite is far from finished", so why bother trying to fix what's not broken?
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