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Messages - Victor6

#201
Quote from: Mr Matti on Wed 04/11/2009 12:16:45
What couldn't possibly 'go as planned' ? Do you think all the people would start to smoke weed all day just because it's legal?

There's a chance some people might. We can't take a rosy view based on our own current experiences, we have to look a the bigger picture. As you pointed out, the drug isn't the problem, people are. If the state can't trust society to use it responsibly, they can't risk legalizing it.

For example alcohol is fine in moderation, it's the binge drinkers who start fights in the city center at 3am that get the press (and society) moaning. It is a mind altering substance, it does affect peoples judgements, and with that comes the potential risks of wide spread use resulting in disasters.
#202
Quote from: Calin Leafshade on Wed 04/11/2009 11:00:36
I really see no argument for canabis to be illegal if cigerettes and alcohol are legal. If it were legal it could be regulated. The trade would be taken away from criminals. The tax revenue would be a much needed boost to the economy. plus many more benefits.

Unfortunately there's folks out there who think alcohol and cigarettes should be illegal too, however that's a tough thing to do (Prohibition was a mess in the 1930s). Just because society has accepted these 2 recreational drugs it doesn't mean it should accept any more.

As long as cannabis remains illegal it restricts the rate of consumption, which in turn lessens the overall damage it can cause to a society. Once you remove the restriction there's a potential risk, and you'll have a hard time putting the genie back in the bottle if things don't go as planned.

[For the record, I smoke, drink, and enjoy cannabis responsibly]

Regarding the criminal element. If they lost cannabis they'd just move to something else, or import greater quantities of say, heroin. Alcohol and tobacco are legal and they're still sold illegally due to criminals dodging the tax duty.
#203
Very quickly modified, left side changed, right side normal:-


As TerranRich said, the arms look like they're in front of the the chest. curving the line of the shirt outwards slightly towards the top helps give a better impression. Likewise clothing bunches up at the joints, so the inside edge of the armpit, and the elbow.

Lowing the shoulders helps the image look a little more relaxed, and less like it's standing to attention.

The proportions did look a little off (don't listen to me though, I work with pixels), part of this seems due to the position of the crotch shading, but the length of the torso (and arms) is also a factor.
#204
AGS Games in Production / Romancing the blade,
Mon 26/10/2009 19:37:57
So....After 2 years of reading the forums and one project lost to harddrive annihilation, I seem to be getting somewhere with AGS for once, so no more lurking for me.....

Romancing the blade (Working Title).

Falling about mid-way between ripping off Princess maker 2 and Quest for Glory, Romancing the blade follows the final years of the protagonists life before he comes of age. Weather he chooses the path of a scholar, studies the arts, climbs the social ladder, or battles the evil that lurks beyond the city walls, his actions over the next few years will set the scene for the rest of his life...

Random Screenshots:-

Magicmissilesc spellcasting (probably required by rpg law or something.)

Late night violence\entertainment.


Shopping.


City map (with assorted testing icons again....)


Sleeping through class.


Interface screens (7/1/10) :-

Equipment screen.


Skills screen or bar-chart nightmare.


Some of the kingdoms residents:-



Progress wise, the main structure of the game script is done, however I'm taking a modular approach towards development, so I honestly have no idea when it'll be complete.

Update (7/1/10).
Actually most of this was done months ago but the whole 'christmas' thing got in the way  ::).
*Main interface fixed, correct date, cash, and time displayed.
*Central interface (skills, stats, equipment, map) makes sense, as opposed to just spewing numbers across the screen.
*50% of the study events implemented.
*Combat system now correctly uses modified stats, and more to the point, the right stats when calculating hit and damage.
* Reputation system actually works correctly (well....mostly.)

Update (30/5/10).
Traditional post-new years PC meltdown has occured. On the upside I found an old backup to work from....
Changes and general implemented stuff:-
* Combat system is done. I mean it.....well ok, so the fireball spell still doesn't do any damage, and maybe the spell-crit animations don't go off right, but the math \ coding part is done**.
* Pre, and post-battle trash talking.
* A combat output box that actually works....
* It's now possible to beat numbers out of people, however they can also beat numbers out of you.
* Unfortunately this means it's now possible to lose (Previously the combat system politely let you keep on hitting your opponent until they lost).
* Getting your ass kicked now effects your reputation.
* Pretty transparency effects put in.
* Expanded spell selection, now up to 8 (+5 if you count the spell-crit animations), so that button in the middle of the combat options actually does something.
* Physical combat idle and attack animations now change based on combat skill.
* New icons *ducks flying rock from the shaman forums*

**Done. as is 'working as intended'.
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