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Messages - Victor6

#181
At risk of kicking off some horrific debate; Define 'third world'.

Regardless, it's got nice definition, although you could do with using the shading to define the shape a little, particularly at the joints.
#182
*Comments effected by blood-alcohol*

In short:-
An excellent combination of genres with lovely characterization.

Long version:-
Each update has steadily polished the original concept, even if I did love it for its original faults.  The recent improvements to the arcade section ironed out the major (ten thumbed) bugbears. There's wonderful room for expansion, turn the clock back 10 years or so and this would've been the kind of shareware demo that would've encouraged me to break out my credit card for the full version.

but....1995? 1942 was ported to 8-bit if my memory hasn't faded.

Any chance of an extended version Astauber?
#183
Hints & Tips / Re: Aeronuts
Sat 28/11/2009 02:20:25
Quote from: David Hallowitz on Sat 28/11/2009 01:10:10

I've been playing for an hour (no kidding), and I cannot get past the arcade sequence.

Spoiler

I mean, give me a break, I haven't seen this much cheap-ass action crap since the early days of 8-bit nintendo games. I've been playing games all my life and this is really tough. Way too many enemies and projectiles!

Why the hell does she scream "OUCH" and the game pauses whenever she gets hit? What is up with that? Why does the plan suddenly transport back to the bottom center of the screen after it gets hit? Why isn't the plane invincible for a few seconds after it gets damaged, like in almost all arcade-style games?

These elements make the sequence pretty difficult and frustrating. Can we just skip past this garbage please? I mean, I play adventure games to get away from this action crap.
[close]


Spoiler
The shooting part isn't perfect, probably due to the quick development time. I suspect most of the issues are due to the original code being designed for a 1-hit death style of game. However it's pretty easy by all standards providing you kill things quick enough. If not......there's a difficultly slider in the options to tone it down for the 10 thumbed folks.
[close]
#184
Hints & Tips / Re: Aeronuts
Fri 27/11/2009 20:24:32
Spoiler
Use the ink bomb with the guy in the tower (Stanley?). I think you might have to exhaust all Stanley's conversation topics first.
[close]

#185
Yep, that's WOTES. Classic CRPG stuff. Not the sort of thing you expected to find on the megadrive but, impressive for it's time.

Probably very doable with AGS too.
#186
Well, technically he\she\it's non-caucasian....

Tired of cat-burglars snatching priceless artefacts, or just sick of schoolchildren chewing gum close to priceless works of art? The solution is Eddie. A reliable and fully programmable employee to act as tour guide, nursery attendant, and nightwatchman. Eddie also mounts a small arsenal of heavy weapons to ensure your staff never have to spend time cleaning vomit off a priceless statue again!* 



*Your experience of model ED-13 may differ from that advertised, possible scenarios include mechanical failure, god-complex, chicken impersonations, and the destruction of everything in a 6 block radius. Please read the manual before contacting our helpdesk.

This wasn't a jibe at the bonus rules, it's just where my mind went.

Edit:- sized for 320x240. It's supposed to take up half the screen, because that's half the fun....
#187
Quote from: Crimson Wizard on Thu 26/11/2009 16:15:18
No, not really. I don't want fights in first person view. I want only wandering around in 1st person view, and fights in either top-view or isometric projection.
On second thought I was considering making travel in 3rd person view as well.
i.e. The SSI gold box games or the Realms of Arkania series?

WOTES is another good example, although that combines both perspectives for different parts of the game.
#188
Congrats Misj', well deserved. The game concept (while not my cup of tea) is exactly the sort of thing I could picture being developed somewhere in the religious games industry.
#189
It might also be worth turning his head a little towards the object, people generally look at their hands if manipulating something unfamiliar.
#190
For some reason my PC's setup to run 2 versions of windows, I have AGS on one version (with the .net framework), and internet access on the other.

While this sounds annoying, it means I do all the art \ alt-tabbing on one setup, and thus cut out all my distractions when I need to knuckle down and do some coding. I'm used to it now so I doubt I'd accept it any other way...
#191
An easy way to play around with it would be to draw the solid outline as a separate layer then just alter the transparency until you get the effect you're after.

you can go for multiple layers too, for different colours \ levels of transparency.
#192
Quote from: Technocrat on Wed 18/11/2009 16:00:41
So, not the Roger Moore kind of Saint? 'cos I'd have gone for that.

Ian Ogilvie is fine too.

No Val Kilmer?
#193
Critics' Lounge / Re: Obese surgeon...
Wed 18/11/2009 16:56:19
I think your light source is partly the problem. the highlights are very thin, so everything looks very flat in comparison.

A good way to add depth to the image is to use the shade rather than the light, Increasing the size of the gaps between the levels of shading to give an impression of depth. It's the same logic as using double-thick lines for the outline.

Somewhat hasty example:- (right side of the image)


Cloth ripples and flows, add a few extra curved lines of light \ shade to give a better illusion of a figure underneath. So for example the mask should have an impression of the lips if it's tight enough.

Additional :- Surgeons masks normally cover the nose and chin.
#194
Quote from: Crimson Wizard on Tue 17/11/2009 18:04:54
2. No chicks with large boobies. I won't let you desecrate this sacred thread, you, sinful infidels!  >:(

What counts as large? 3 pixels or more? I'm kinda curious.....My last sprite-jam entry began life as an angel statue.

Bah. 1 sex-changed sprite coming up:-



Not 100% sure if using the alpha channel is allowed, if not I'll upload a flat version. The blur's nice for creating soft-focus effects though.

Any more sprite-jams like this and I'll have to implement a summoning system....
#195
Quote from: Arboris on Sat 14/11/2009 11:15:15
I was planning on making it with enemy waves. At the moment I can send enemies forward in sequence rather then the randomness of the asteroids demo. The only problem I have with it is that the function that will handle these events will become a giant 'else if' statement.

I wrote a flash shooter once and encountered a similar coding issue. I got around it by keeping track of the current 'wave' of enemies, and storing the spawn data in a 2d array.

That way you only need to check the timer against the timer value for the next wave each time.

I believe AGS doesn't support 2d arrays, but you probably can use multiple arrays to simulate the same effect.
#196
Token demonic female sprite:-


#197
Quote from: ColtonPhillips on Fri 13/11/2009 10:44:28
The hand is merely green because it's weird.

Any chance of a explanation of 'weird' in this context? For example is that blood or sasquatch fur?

It would help because regardless of the colour the hand seems distorted. Particularly regarding the length of the fingers, and the inside edge running between the finger and thumb.

#198
Well, the upside of a remake is you know you're working on something good. If the original is solid then it's unlikely you'll end up wasting your time.

Also there's clearly defined project outline. For an artist this means less chance of time wasted drawing 100's of sprites \ backgrounds that the project leader decides he doesn't need once he 'revises' his vision.
#199
Critics' Lounge / Re: Writing issues
Tue 10/11/2009 11:48:27
I've not had time to give A night to remember more than a quick glance, but the dialog complaint seems to stem from the lack of character. The lack of small talk and the bluntness of the sentances, which may be intentional, causes the conversations to jump in a very wooden fashion with little emotion.

Pacing the dialog a little would help smooth things out a bit, and give a better impression of timing.
#200
Quote from: Bulbapuck on Fri 09/10/2009 12:40:20
"-Go for their weak spots!
-What weak spots?
-Their weak spots are.. err.. I forget"
  :P

Gitaroo man, Bad to the Bone track.
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