Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - abstauber

#1221
Happy B'Day OSD. Snarky, that's too cool to fail. I press my thumbs that you'll get it done and please let Dennis visit the Geyser of Buttcheek Island ;D
#1222
Quote from: SN1984jm on Fri 13/05/2011 18:59:01
If you change the resolution to say, 800x600 in the very beginning of setting up your game, how can you best fix the GUI (It's all over the place now). Is this done in the overall script of the template, or do I need to change many GUI options inside AGS?

You just need to adjust the GUIs inside the editor, no need to alter the code for that.
#1223
Quote from: Diegan on Sat 14/05/2011 09:09:05
- At 0:07, the char goes out of the car. WHat is that? Everything is a background, but what is the door and the character shadow moving? A view?

Well, nowadays there are a several ways to show animations. I suppose, it' been done with an object here:
You create a room with the option to hide the main character here. Then you create an object, assign a view to it and start the animation.

Quote
- At 0:20 a rope with a grapplinghook enters the room. What is that? WHat kind of object/animation is that?
- Inmediately after, the character enters, and the window closes after him. That would be a view of the character placed in the window? SOrry for my dumb questions but it's hard for me to understand how to make it all flow together (character entering in that spot, rope dissapearing and window closing).


It could have been done like this:
All you need is one big character view - (the character animations are always centered at the middle bottom line). You create a view with the width of about 100px and make the first frame completely blank. Then you assign the view to your character and place it where it should stand at the end of your animation (eg. where Trilby stands at 0:27).
On your view you can now play the entire animation (open window, grapling hook, climb in, closed window). Now you just need an object of the closed window and reassign the default view of your character.

Quote
- At 2:04, there's a TV animation. Again, what is it? A view (I mean a new character with those frames) or something else?
Yup, that's a character in form of the turned on TV screen.

Quote
- The fire in the next room, is it several backgrounds with small changes that form that fire? WOuld that be the best way to animate stuff that's always animated in a room?
I'd do that with an object again. Assign a view to it an let it animate repeatedly.

Quote
Finally, 3 questions not related with that video:
- If I want a room to be bigger than the size of the window, for the character to be able to scroll to the right for example, can I just import a bigger room and establish where the character starts? What would be all?
Sort of, yes. You'll also expand the room's boundaries and the walkable areas. But it's not a big deal.

Quote
- In the completed games forum I have seen the tag [MAGS]. What does it stand for?
Monthly AGS competition, just take a look at the first post here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43192.0

Quote
- WHat's the meaning of 'verbcoin'?
http://americangirlscouts.org/agswiki/Verb_coin


Quote
Anyway, as you can see, my questions are very n00b, but pretty important for me to understand how everything comes together.
Thank you!
You're welcome :)
#1224
Actually, the 'just-one-hour-deal' sold the project to me ;)


What about the General, does he need a closeup too?

#1225
The Rumpus Room / Re: Happy Birthday Thread!
Thu 12/05/2011 14:23:00
Happy Birthday, Kweepa McCrea
#1226
O' art consistency, where art thou  :-[

Anyway - here's the doctor, time ran out on the body, though.




#1227
Quote from: Mods on Wed 11/05/2011 14:02:27
I usually email Yman a couple of times a year, but haven't had a reply since 2008.

you two must share the same mail provider :P ;D 
#1228
Quote from: Hudders on Wed 11/05/2011 08:45:35
It's like you're in my head. Can we have a laughter animation where he throws his head right back?
Hehe, I see what I can do. First I'll have to come up with something independent, yet stereotypical ;)

EDIT:
I still don't see if we're doing comedy or tragedy. This is pretty important to do the character design of the villain, don't you think? :)
#1230
@Baron: I can't loose the feeling that Merrick = Riddick ;)

Anyway, your second experiment is pretty close to the provided description.

Another paintover: how's this?


OR: we drop the marine like everyone else says and go with a variation of anonymous (preferably Sephiroth's with the yellow vest)


edit:
Yet another try:

#1231
Incredible how much effort you've put into this - and even more that I'm currently highly entertained ;D
#1232
Hmm... maybe we should also think about which type of vampire we want to have:

Something like: Nosferatu  vs. Edward Cullen

Anyway I made a cleaned version with reduced colors and details:



But if we go for a toon style, that sprite is completely misplaced ;)

Edit: What I miss in the anonymous solution, is the marine part - the slacky pose reflects the opposite and his cyborg arm is also invisible.
#1233
Just for the consideration:
and yes, I know that I'm sort of too late

The main character has these main characteristics:
* vampire
* cyborg
* marine

For me, typical keywords are:
vampire: pale complexion, fangs, cape, but also  pride, sleek elegance, creepiness, arrogance

cyborg: artificial limps, metal 'n meat symbiosis, wires, hydraulics, but also inflammation, defacement

marine: Rambo, muscles, guns, testosterone... okay, I can't come up with anything original here  :-\


By all means, I don't want to ruin the fun and after all I'm just a volunteer/drone, but the current sprite has about 10% in common with the plot.

Currently we have a very stereotypical vampire with an artificial eye. I don't want to say, that my pixel-mess is any better, I just can't loose the feeling that we aren't fully there yet.
#1234
Hey,

I've tried to dissociate my draft from the current "Count Borg" sprites ;)




This sprite has a bit more of a cyborg than the typical Bela Lugosi type of vampire.



PS: Sephiroth, your cybat is plain awesome :D
#1235
I'm looking forward to it. To both actually  :)
#1236
Yeah, I'd say integrate 2.72 into ScummVM and let the 3.x branch alone. Of course it won't as easy as I wish it would be.
But if people really wish to create a multi-multi platform game, they could simply use that old editor.

#1237
The Rumpus Room / Re: Happy Birthday Thread!
Fri 06/05/2011 07:14:54
Happy Birthday Igor and ddq!  ;D
#1238
Palette rotation might also be your thing, since your backgrounds don't have thathigh color count.

Here are some example how powerful palette rotation can be:
http://www.effectgames.com/demos/canvascycle/

And a free (and awesome) tool which can export palette rotated backgrounds is here, so there's no need to create an 8-bit game for this effect.
http://code.google.com/p/grafx2/


So in order to archive the effect, you need to add a  gradient in the palette with all the colors of the running down raindrop: e.g. a ramp from light gray to your sky's color.

Now you draw little stripes, containing all the colors of your gradient on the window - you can also do that on a separate layer if you wish.

Now start the rotation and see for yourself :)
#1239
@Mode7: Absolutely terrific! Now you have to excuse me, I need to play Another World again until you get the full version done :)

Spoiler
the last door only only let me in after I tried for about 5 times
[close]
#1240
The Rumpus Room / Re: Happy Birthday Thread!
Wed 04/05/2011 13:03:32
Happy Birthday Sephiroth!
SMF spam blocked by CleanTalk