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Messages - WHAM

#2701
I like to use Audacity, the free audio file recorder and editing program, to work on my sound files.

Then I got myself a Vista...

Now Audacity crashes every five minutes, and I've been unable to solve this problem so far. Anyone have ideas on what program to use as a replacement? I like the visual look of Audacity, how it shows you the sound you are editing as a graph and so on, and would like to have this in the future too.
#2702
Here's my character sprite (version 0.5, not final) to show you the scale.




EDIT: Here's an animation example of the airlock on the right in action. (Sorry, it wont loop as I saved it wrong in gimp)
http://www.whamgames.com/images/Forumsht/airlock_right.gif
#2703
An idea: If your inventory has a flat single color background (which seems reasonable, as I'd like my inventory to be as clear as possible), why not make the inventory items background with the same color and without transparencies? If you have a cool picture or a gradient in the inventory background, then this might not work, but I think it might actually be what you're looking for.
#2704
Quote from: KhrisMUC on Fri 01/08/2008 11:31:22
Where's RTFM-Maaaan!?

I will NOT read the entire manual, and I thought it was a different function! Therefore I have been looking for it in the wrong place! Mrraaawrgh!!!

>:3   <- A lion! RUN before it eats you alive!
#2705
Quote from: DazJ on Fri 01/08/2008 11:21:21
All you need to do is drag the top half of the picture (from about halfway through the doors) up. Then fill in the missing pieces in the middle of the picture.

Won't I get complaints about the perspective going bad if I do that?
It would look something like this. Personally I dont think this is out of the question, but what about you?

#2706
Looking for 2-5 Voice actors

Male only (sorry girls), english speaking people(can have accent, jus as long as you speak medium-good  or better english). If you have a funny voice, it doesn't matter. I want the voices of real people, not machines!

Description: Need 5-25 lines per person, mostly military-ish radio chatter in the line of "Tango-four, this is Foxtrot Six-eight, do you copy, over?" This will be used as a part of an audio trailer for my next game, the Infection - Ep II - The station. If you are interested, a part here may mean a part in the final game, where you may have a lot more lines if you are interested.

PM me for more information.


All places filled for now. Thanks!
#2707
well then, I guess I'll join in with two pictures of myself.

This one is the newest picture there is of me:

I had a bad hair day the day I graduated...

The second one is my favourite, although it is about a year old:

FEUER FREI!!!
#2708
I just realized, again, that I am the biggest idiot in the world!

I spent quite a bit of time making this (it takes me a while, as I'm a beginner with Paint Shop Pro) and just realized that I can't use it. AT ALL! I accidentally made the rooms and doors too low, and now my character sprites aren't going to fit in there!

I guess I'll draw the whole thing all over again, with some all new ideas and tricks. Will return then, with some better material.

Sorry folks!
#2709
Is it? I'm just getting into designing my GUI first, and thought it was a specific function or something like that...
#2710
Critics' Lounge / Re: Space station - Exterior
Fri 01/08/2008 09:44:23
Quote from: tube on Fri 01/08/2008 09:33:00
The station looks good. The stars would probably look nicer if their brightness varied a bit more, and you could make the empty space more interesting by adding a colourful nebula or something to spice things up. Maybe you could show (part of) the gas giant you mentioned?

Admitted: I've never been to space, but I've watched quite a few documentaries of the old MIR station and of the new ISS station. None of the images showing external views or images taken through windows showed any colorations in the space, just a deep blackness with millions of stars dotting the background.

Showing a bit of the gas giant is not quite possible, as it is always ABOVE the station, and we are looking at it from an angle from ABOVE the station.

Varying the star's brihtnesses might be a good idea, though. Some brighter, some dimmer. Perhaps even one or two distant planets showing as dimmer, coloured dots?

To get a better idea on what I'm using it for, visit www.whamgames.com and see for yourselves. The empty space will be filled in the future versions.
#2711
This may be a silly question, but I can't seem to find a way to do the following:

I need to pause the game: stop all animations in their tracks, if an animation was running, I want the animation to stop to the frame it was in.

While the game is paused, I want to be able to take input from the player, allow the player to interact with GUI's and so on.

And finally, I need to be able to continue running the game from where it left.

EXAMPLE SCENARIO: Player is being attacked by a monster. The game automatically pauses, allowing the player to select an appropriate action from a GUI that opens automatically, and then continues seamlessly from where it left, with the new information it gained from the player.

How is this done? I'm pretty sure there is a code to do this, but I cant find it... :(
#2712
Critics' Lounge / Re: Space station - Exterior
Thu 31/07/2008 16:55:02
Quote from: DanielH on Thu 31/07/2008 16:45:36
Looks great to me. Except one thing.



Where's that shadow coming from, if it's underneath the only (major) light source in the scene? I'm not an expert in these things, but this shadow looks really out of place.

The light source is on the side of the pole, so it is bound to create a shadow of the pole it is attached to. At least that's what the street lamps here in Finland tend to do in winter.

The station orbits a gas giant and orbits it in a way that the orbiting movement itself produces gravity (approx 0,7-0,8 G's). Basically the stations "roof" is always pointed at the gas giant in an angle to maximise the effect. It's not a realistic solution in 2008, but It could be in 3118 with some new technology to amplify the artificial gravity. The point is: I dont want to give up the cool modular construction method, so I will just ignore the problem of gravity with vague explanations.
#2713
Critics' Lounge / Space station - Exterior
Wed 30/07/2008 17:12:50
Second thread about the same matter...

This time I want some developement ideas on the following picture:



IDEA: A modular-built space station in the making. This is the first part of a series of pictures, each of which will expand the station with new modules and materials.

What I want: Ideas on how to:
-> Improve the background. How to make the stars better? Is there a NEED to make them better? What do YOU think?
-> Improve the station's looks. What kind of details should I add? Should I add anything? How to better shade and light it and so on...

Any and all input is welcome!
#2714
Here's another test I made with the room. The idea with the station is to have every piece of it standardized, so that everything is the same and everything fits together. This kind of floor would be built of standard sized pieces and welded together. Also added a drain for the water that might be created as ice crystals melt off the suits of astronauts coming back from EVA and a small electrical maintenance panel.

What I want to know now is: would you play a game with this level of room graphics? Is there something that sticks to the eye as being wrong? Something to improve?

I decided to go with the "straightened" look, as it will also make animating the doors much simpler in the end.

#2715
Critics' Lounge / Re: Sluggy walkcycle
Fri 25/07/2008 13:52:32
This... thing... is... too... friggin... CUTE!!! ARRRGH!!!
I love it!
#2716
Alas! I have not succeeded with my quest!

Fun little game, and I like the simple music very much! Great job altogether!
#2717
Lets have a small vote:

Which one do you people think would be nicer to play. The original more 3D-like version, or the straightened out version proposed by ProgZmax? I'm still trying to make up my mind on which one I should go with.
#2718
Quote from: ProgZmax on Tue 22/07/2008 22:30:08
What looks wrong with the room is that it slopes outward as it moves up, rather than maintaining a square shape, and this skews all the doors and angles strangely.  I made an edit to correct this as well as to add some variation to the floor to make it pop up a bit and look like it had some bars at different depths.  I've placed the vanishing point based on your image to just above the center door.



This does look much better, actually. I also like the pipes under the floor. With a little shading and adding of details they will look GREAT!. Will post more soon...
#2719
Critics' Lounge / Space Station - Test room
Tue 22/07/2008 19:49:26
The idea of the room is to test everything out (scaling, how the doors fit their places and so on) and then use it as a base to build all of the games room on. With small modifications, adding items and so on, this one room can be modified to act as dozens of rooms. I made the image first in Google ScetchUp to be sure my perspective is correct, but it still seems a bit wrong to me. Any ideas?

Also, what the heck should I do with the floor here? I'd love to make it out of metallic tiles, but I just cant do that with my skill level! The perspective would go all wrong...

#2720
Great job man! I like your style, and the only thing about the talk cycle is to make it longer and make her nods less frequent. Simple fix.
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