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Messages - WHAM

#2361
But then, as the game moves primarily from left to right, the player would have to move up or down to get in or out of the craters, which will just delay the player for no obvious reason.
#2362
Originality is good. Mercilessly ripping off material from someone else, such as SquareEnix, is just not right.
A good example is that website of yours. Crudely ripped and drawn-over sprites, SquareEnix's name and logo everywhere.

Nobody is saying you can't like their stuff, but you really need to try harder to separate your style from theirs, or the accusations of plagiarism will never, ever end. If you really want to stick with this SquareEnix stuff,  you should keep to SquareEnix fan forums or something and keep that attitude there.
#2363
Oh... I was not even aware of that website, the anly AGS archive I knew about was the AGS games database. :D
I will be silent now, and just wait for the proper Beta release or something.

In any case: this seems just awesome!
#2364
This idea seems great! Can't wait to get to add my own games to this one day.
#2365
Does anybody here play ye good olde Combat Mission 2 anymore?
I would be willing to reinstall my old Windows XP just to get to play this classic again.

Also: If we can find more than two or three players, we could have a small tournamen or something!
#2366
Quote from: Khris on Mon 18/04/2011 10:27:42
You can do it using purely some calculations; in before fadein for each room, put the center coordinates of all craters in an array, then inside rep_ex, calculate the z.
Basically, check the character's distance from all crater centers (roughly doubling the y-distance as a first step to reflect the perspective distortion), and if they're close enough, turn the distance into z using a function whose graph reflects a cross-section of the crater.

Might be too complicated for me, but then again just might be doable, but my idea of having three different sized craters will add to the workload a bit.
As this is for a MAGS game, I'm still thinking of taking the simple / easy way out to meet the deadline.
#2367
<Celebratory post>
LaSol made pick of the month! Holy shit! This is the greatest thing I've ever achieved! My game is up there with games like Technobabylon, Journey Down and Airwave!
</Celebratory post>

Also:
http://www.switched.com/2011/03/31/submerged-lasol-avoid-the-rising-tide/
and
http://www.adventuregamers.com/article/id,1287

Just decided to release a "Special edition" of LaSol if it gets 1000 downloads within 2 months of release (sooo cloooose). I'll try to be like Yahtzee and add some sort of commentary to it, as well as some extra clarification on the storyline for those who might want it. Feels great to see how such a simple little game has gotten so much attention in such a short timespan.
#2368
I feared I had to do something like that. There will be about a hundred of these craters in the game, though, so I'll have to see if doing anything with regions is worth the effort. If all else fails, I will just leave them as-is and accept a slight graphical shortcoming to save hours and hours of work.
#2369
I'm working to polish animations and backgrounds, and scripting like crazy. However, some madman seems to have purchased Dragon Age 2 and is forcing me to play it all night long, which is hindering my progress!
I hope to have a proper proof of concept out for testing by the 20th, after which it should be easy to add the few extra levels and finish up in a matter of days.

This is all theoretical, of course!
#2370
Anyone have ideas on how to fix this? I have made a walk behind as seen in the picture below, and it works as long as the player is in a very precise position. Anyone have any ideas on how to make this look better? As you can see in the third picture, if the player walks to the side of the crater, you can see some unsightly clipping taking place.

#2371
Great to hear from more people, and even greater to hear that they liked this game!

I'll try to keep productive and try to get a new, bit different, game out for the April MAGS.
#2372
Critics' Lounge / Re: Game concept graphics
Fri 15/04/2011 10:03:32
Quote from: nads on Fri 15/04/2011 02:44:09
I like the new edit you've done there WHAM. It's shows a bit more detail on the character. Love the added armband you put on the right arm, thou you forgot to put it on the front view.

I'd forgotten it from the front view as a mere oversight. This has now been corrected.
#2373
Critics' Lounge / Re: Game concept graphics
Thu 14/04/2011 18:29:35
Khris's edit on one of the soldiers got me testing stuff out, and I ended up with this:

Left is old, Right is new. In the middle is Khris's edit, which I still thought was a touch too bright.
#2374
Critics' Lounge / Re: Game concept graphics
Tue 12/04/2011 12:37:03
Back from the dead! (the thread AND me, that is)

I'm still not warming to Khris's craters when I see them en masse, but the darker concrete blocks and the slab floor of the trench are looking interesting. I'll be snatching those and moulding the concept around those, hopefully even improving as I go.

I'm starting to work on playable demo, in which I would have a controllable main character, working medkits, working shooting and two of the basic hazards working, along with the cover system.

If all goes well I'll have that sent off to the testers by the end of the week.
#2375
I'll finish it, since I like the idea. The deadline might prove a problem, but then I'll just take an extra month to polish and make an even better non-MAGS game if that happens.
#2376
Great to see this finished! Good job!
#2377
Just lost a week of time on my game due to pneumonia that got me hopspitalized for a week. Will start working again in a day or two, as I start to get back to my senses. Might not be able to finish in time.

Also: I need someone to work music! If you are interested, PM me!
#2378
Yeah... I had a BG in mindbut Im stuck in an actual hospital! So much reference material wasted by bad timing.
#2379
Critics' Lounge / Re: Game concept graphics
Mon 04/04/2011 20:29:49
Fiddled around with Khris' suggestion, but I just couldn't get it to look right. :(
In my opinion the edges of the crater shouldn't be nearly that bright and all attempts at redesign and lightening of the edges has, in my opinion, looked a little less natural.

I'll see if I can come up with any more edits, or perhaps I will just leave the craters as they are now. At least I think the player should have no issue identifying what he is looking at. Next I'll try to improve and expand the indoor map elements a little, as well as add some more scenery I can gleefully copy and paste all over the battlefield, to make it bigger and better!
#2380
Critics' Lounge / Re: Game concept graphics
Mon 04/04/2011 19:35:36


Lightened the rims a touch more.
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