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Messages - Virgil

#41
Its hard to find a good friend who can tear into your work, but its possible. Its just easier to pull a random person off the street.
#42
Critics' Lounge / Re: new background 2/5
Wed 23/06/2010 13:21:37
Adventurous Gays Society.
#43
Critics' Lounge / Re: ignore this
Sun 20/06/2010 00:56:39
Ignore this? Pfft, whatever.
#44
Critics' Lounge / Re: background try 1/5
Thu 17/06/2010 23:48:36
The back wall feels slightly off, like its leaning back. But that might just be me.
#45
Quote from: Dualnames on Thu 17/06/2010 18:32:42
Quote from: Virgil on Thu 17/06/2010 13:49:31
Quote from: Babar on Thu 17/06/2010 08:33:17
I haven't played that 0.1% of games that don't do this. I don't think I've ever been scared by a videogame.


What do you think would scare you then, Babar?

Babar is so badass, that he could kill Nemesis and Pyramid Man, without bullets.

He laughs at your fragile dependence on bullets and weapons!
#46
Quote from: Babar on Thu 17/06/2010 08:33:17
I haven't played that 0.1% of games that don't do this. I don't think I've ever been scared by a videogame.


What do you think would scare you then, Babar?
#47
Well this is embarrassing, I'm making a one room game right now. But I won't be able to finish in a week.
#48
I think its interesting to play with things that are out of the realm of traditional scary antagonists, but it all boils down to fear of the unknown. Just off the top of my head, have the walls come alive. Something that we are used to providing safety and security really turns things on its head.

Also remember, explaining the mystery can lessen the amount of fear and horror, or even negate it entirely. Much scarier to simply not know what is going on.
#49
I don't think its sudden shocking stuff. There's a difference between startling a player and scaring them. You might scream when you are startled, but it passes. If you reuse it too many times it can get old and tired.

But when a game is scary, it creates that 'Oh no oh no oh no oh no oh no' feeling that I think is harder to achieve but makes for a better game. A lot of that is sound cues; games use sound to indicate when you're being attacked or if an enemy has spotted you. If you play with when that comes up (whether there are enemies or not) it can be terrifying.
#50
Quote from: dkh on Wed 16/06/2010 18:50:11
Blender is famous for its user interface which 99% of all people (including me) find HORRIBLE and 1% actually appear to LOVE. I find Cinema4D to be the easiest 3d tool, followed by 3ds max, never used Maya but I assume it's similar. Blender I just never got used to.

I disagree. I'm don't feel either way for Blender's interface. Instead of Maya/Max where a lot of the tools are menu buttons, Blender has all of its tools within keystrokes. I use the button menu far less when modeling. A month ago I would have agreed with you though.
#51
Quote from: anian on Wed 16/06/2010 16:02:31
Quote from: Virgil on Wed 16/06/2010 15:50:07
I don't think Blender has that much of a learning curve. I went to it from Maya and picked it up within a few hours of furious tool cross checking and key guides.
You do realise you basically said "if you know how to work in a 3d software already, then it's easy to learn it"?  ;D


Truuuuuueeeee...  ;D

But Blender won't make any difference if you have no 3d experience at all. Any program will have a steep learning curve. I still say use Blender.
#52
I don't think Blender has that much of a learning curve. I went to it from Maya and picked it up within a few hours of furious tool cross checking and key guides.
#53
AGS Games in Production / Re: Dead Seven
Thu 11/02/2010 04:03:30
I was playing Uplink when I thought of it, but this is much less clicky and more focused. Uplink is great though.
#54
AGS Games in Production / Dead Seven
Thu 11/02/2010 01:23:15


Dead Seven
by Virgil

Story

2048. Space exploration has been heavily privatized and the two leading companies, Lunar Corporation and Sky Industries, have already several bases on the Moon. The average citizen has been on a orbiting space station.

The DEAD Enterprise is the leader in software development, and has just released their latest flagship product: the Dead Seven Operating System.

Gameplay

Dead Seven is a hacking game, where you navigate through networks and complete objectives. At times you may be occasionally short on time, others you'll have to find clues to discover what you'll need to do. Everything takes place entirely within a GUI.

Screenshots




More Info

I don't plan for the game to very long, only a handful of missions at most. There is a story, but not much of one, something you can easily ignore. I plan on putting in an option to automatically skip cutscenes if you so choose.

The game runs at 800x600, and as previously mentioned is all within GUIs, so a lot of typing. There are specific commands (and a manual with them all) but I'm working on getting as much of it as seamless as possible so you don't get stuck. I hope to have it finished by the end of the month.

Progress

Story - 85%
Scripting - 65%
Music - 35%
Art - 90%
#55
Critics' Lounge / Re: Little Help with door
Tue 09/02/2010 04:36:30
If I think correctly the little part in the middle is inset? If so you don't have it in perspective, the reason the two outer doors look right is because they fall back into a vanishing point, moving away from our view. You'll need to do the same to that hallway to make it look right.

Thats if I understand what you mean.  :D
#56
Yes, specifically the part saying: unless plug-ins can some how pick up whatever graphics are on the Desktop and overlap it with the game's content, which I think is not possible at all.

If you're sure its not possible, fine then.
#57
No, I mean being able to see the desktop behind  the game window itself.

And I can obviously take a snapshot of the desktop and use it, but ideally I'd like to have it in real time. I don't have much going on in game so I would hope that any graphic requirements wouldn't be an issue.

Is not possible even with a plugin?
#58
Hmm... I had not thought of that. I might take a stab at doing it myself but have no idea how to go about it.
#59
I know it seems like a very, very backwards question, but I'm interested in a transparent background where I can see whatever is behind the game window.

I know its most likely impossible for the engine to pull something like this off, but I figure I would ask anyway. Is it possible?
#60
The text box automatically takes text. Run your game and type stuff in. To retrieve the input, use the code textboxname.Text

Really, please read the manual, most everything is in there.

Save games are run automatically through the engine but there are custom ones available. In a button click function declare SaveGameDialog() and the window comes up.

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