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Messages - abstauber

#1361
@cat: oops, right! I've fixed that.

@markbilly: I've tried to adjust the shading on the up-walkcycle. But on the whole sprite? Do you mean the arms?

@Andail: Thanks a lot :D Although I've to admit that I had a very close look at some artwork provided by ProgZ.
I haven't tried the sprite inside the game yet, but if reducing it to only 6 frames might be an option.


#1362
Critics' Lounge / Re: Screening Test...
Fri 22/10/2010 09:40:29
Same here, the new ones are pretty dark. Have you ever tried to calibrate your monitor? Here's good test picture to set up your screen.

http://www.photoindustrie-verband.de/_files/ftp/texte/dqtool/DQ-Tool_Monitor.jpg


btw. my screen is incapable of displaying the light-gray boxes on the bottom right :P
#1363
Another trick is be to make the dialog GUI's background completely transparent and only let the text appear.
Then a GUI behind looks like it's the actual gui.

If it's about scroll buttons or other customisations, take a look at this module. http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36313.0
#1364
From the faqs:
Q: Why don't you want people to register?
A: I'm not in this to make money, I'm in this to do my bit to help revive the 2D adventure genre.

Q: Won't you at least accept a donation?
A: If a future situation was to leave me in financial hardship, I would consider accepting donations. However, for now, I have a full-time job and it's not an issue.


I'm sure time is a bigger issue than money here, so please start a poll for deciding whether to pay or not :P
#1365
Very neat game you did there. I especially liked the cyberspace implementation.. so SystemShocking :D

Also quite challenging for such a small project - great work!

By the way, did you draw all ground tiles on your own or is there a special trick (like perspective tiling) ?
#1366
Update!
I hope for the next sprites I can do it all alone, but for now I need your help.







Thanks to ProgZ, I came this far, but especially the upwalk looks a bit stiff.

Any thought are appreciated :)
#1367
Yeah, even though I would pay, I don't know about all the students and other poor people.

If AGS has to make money, I suggest selling a snob pro version that compiles games for smart phones :D
#1368
Oh dear, that update took way too long.




Thanks again for all your input. I suppose for the next version I take it easy on the grain shadows ;)
#1369
http://www.plasticanimationpaper.dk/files/PAP4.0_INTEL_TEST3.dmg

Known bugs/issues:
- The close/minimize buttons on the window don't work - still trying to work out why. If you're a Mac developer, please step forward. Smile
- The top bar menus disappear for some reason - again, ideas as to why this is happening are welcome, we will happily provide technical details.



Although I'd rather stick to the Win Version.
#1370
I've just found out that the former 700 euro app "Plastic Animation Paper" is now free as in beer.

http://www.plasticanimationpaper.dk/

Seems to be more fun than animating in Flash :)
#1371
Idea Ilych

Design Oraxon

Functionality Oraxon

Technique Ilych


Too bad, I wanted to enter but had no idea beside a western topic. So I'm glad that at least these two entries came along. Nice!
#1372
Super-Wyz  strikes again  :=


Just in any case you feel like leaving that project please make sure that you find a successor for this wonderful plugin.

....if just scorporius would have done that with his rain plugin.
#1373
@Monkey_05_06:
Those projects are successful because of the commercial interests behind them.

e.g. php became popular because of 100k webshops and phpnuke spinoffs. Also it was the only good & free solution and ran on Linux.
[/uncited rants]

But with game engines that's a whole different story, there are a lot out there even offering dual licensing. I'm not sure that Dave, Vince or the JBurger would hire a freelancer to add certain functionality to the engine, because Indygaming makes them rich ;)

Also I think the editor is already in great shape - if something has to be open sourced, do it with the engine. That way AGS might get interesting for these hip and cool smartphone devs and could benefit from it.

But my real favourite would be that you'll find an assistant and keep it closed sources but controllable.

#1374
QuoteWay too short legs.
For a while there she had the proportions of a midget. It's better now but they're still really short.

I assumed she had slightly bended knees, since James wrote ""fear of imminent danger". But agreed, with extruded knees my legs were too short. :)
#1375
AGS Games in Production / Re: The Second Man
Mon 18/10/2010 08:24:58
Finally you show us your project ;D I've been excited since you've posted an image in a different thread.
Especially the two last backgrounds look amazing and the roger-vibe over the characters is pretty cool ;D


Good luck with your project! And it seems like the first "bigger" project featuring the 9-verb GUI.
Hooray :D
#1376
I'm using some kind of wrapper to avoid too much error checking

Code: ags

function isControlDown() {
  if (IsKeyPressed(eKeyDownArrow)) return true;
  if (joy!=null && joy.Valid() && joy.> 10) return true;
}


Once you have all those functions done, you never have to look back again :)

#1377
Look, even less colours ;D

 

Although I've to admit, the shading on the 2nd 3rd sprite is a bit sluggish. Generally I'd suggest that you start only with 3 tonal values of each area:
Here we have the suit, the skin and the hair. Now create a palette with shadow, midtone and highlight - or better start with the midtone and then make it darker and create shadow. After that add the highlights.

What also helps: select a global light direction at the beginning of your game for all your sprites. Or better - cheat and light everything from the top ;)

A nice tutorial about sprite shading is here:
http://steve.neonstar.net/fighter1.htm
http://steve.neonstar.net/fighter2.htm
http://steve.neonstar.net/fighter3.htm
http://steve.neonstar.net/fighter4.htm
http://steve.neonstar.net/fighter5.htm
http://steve.neonstar.net/fighter6.htm

(on site navigation seems to be broken)
#1378
The Rumpus Room / Re: Happy Birthday Thread!
Fri 15/10/2010 10:45:24
Happy Birthday, cat! I hope the weather is as good as the forecast.



#1379
@Ponch
Wait a minute.. is Prick killing Johnny 5?!
But yeah, that was most insightful. I already assumed you did your design choices on purpose on not on lazyness ;)

Oh and of course congrats on your Necronomicon :)


Not to mention GreenBoy, this years master of horror!
#1380
@Harg: to be nominated, there has to be something in the database ;)

I'd also like to see the p3n1s award back in action, maybe even an ic3y P3nix  :=

Anyhow the last years' IRC/Skype combination was a hell lot of fun and I'd say: make it Live again. Is there a way to reserve bandwith on Stickam? The typical performance might not be sufficient - I'd even donate a few bucks.
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