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Messages - abstauber

#1401
Yeah, great topic! I'm not sure if I can meet the deadline though (with background, GUI, characters and stuff)... but I'll try :)
#1402
Adventure Related Talk & Chat / Re: AGS facts
Wed 29/09/2010 07:52:35
Quote from: Gilbet V7000a on Wed 29/09/2010 04:55:52
There're some factual errors about these facts though. It's common knowledge that Lassi Quest was the 1st ever made game (I couldn't remember whether it was still in AC era or AGS, but if it was AGS, then there was no single game compiled with AC) but none of the 'first xxx game' categories here listed it.

But how can you then explain that Lassi Quest uses the character from Alles Euro. That guy that I "open sourced" after my release.
Another proof is that Visy imported Lassi (who I named Mac) without blocking the palette, hence the strange colours.

Btw. that's a new fact: first public available character beside BeMan and Roger. :D

Need proof?

bam! ;)


@Arjon:
I think I've the orginial installed archived somewhere, I'll take a look.
#1403
Adventure Related Talk & Chat / Re: AGS facts
Tue 28/09/2010 20:19:33
Hey Arjon,

I'd just like to mention that I've released "Alles Euro" on Feb 24th 2000 ;)
The development started in December 1999 and I'm also pretty sure I've released a demo back then.
I even remember that CJ found it "pretty impressive", hehe.
</being show-off>
#1404
Quote from: cianty on Tue 28/09/2010 15:18:44
Quote from: abstauber on Tue 28/09/2010 11:40:19I even thought about adding ProgZ' awesome revisited Roger sprites.

Where can they be found? Currently I base all my characters on the Roger from the template (and then on the new sprites etc).

Why, seriously?!
This can be helped :) All awesomeness is stored here:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27959.0
#1405
@InC
Hehe, without Anti-Glide AGS would simply stop ignoring the delay values in the sprite views.
Spoiler
Besides I currently can't find that option in 3.2
[close]

With Antiglide you can still glide :D

@Andail
As Ben said, the char's movement speed defines how many px a sprite will be moved when a frame is changed. In my case, it's 3 px and each bigger or smaller step than that looks a bit misplaced.

@Ben
Thanks for clarification. I'm just a bit afraid that all upcoming cycles might look exactly the same.
By the way, it was you who brought this issue to my attention ;)

@mode7
That's the problem: I somehow can't create an uniform walkcycle with a stepsize of 3px that doesn't look at least a bit weird.


Concluding question: How to strech without having telescope legs and only 3 px for each step?

edit:
Regarding the leg stretching, we're talking about frames 3 and 7, right? Those could indeed show some more knee :)
#1406
Well, the first version only had one room. But then I've added the exit hotspot feature, so I needed a second room to show it.

I'm glad that my concept of two demo/tutorial/showcase rooms works out :)
But I can understand that it's annoying to remove Roger and Beman everytime you starts over a new game. Another option would be to provide an empty game template as well - which would not compile and therefore scare off potential users.

Hmm.. at least I'm used to remove Roger from the standard and the scumm template :) I even thought about adding ProgZ' awesome revisited Roger sprites.

#1407
@Armageddon
Whoops, sorry. I somehow forgot to reply.

Do you (and possibly others) still need a completely blank template?
And as a word of advice: I've you're completely new with AGS, you might want to start with the common Sierra style GUI first.
#1408
Just a quick question: How do you handle 2 point perspective? Does it still look good?
#1409
Hey guys,

here's my most recent walkcycle and I'm already pretty happy with it. It's also the first time that I've tried to add a torso twist :D



As you can see, each step takes exacly 4 px (if you don't count the shoe tip) to avoid sliding. This also adds a bit boredom to the animation, but at least I don't know any other way to do it.

But obviously the guys at LucasArts knew a way, because here's an animation of Sophia:


All steps seem to have different sizes, but I can't see any sliding in Indy4.  Is this just an engine issue or am I missing something?

Also please crit my sprite ;)

Thanks!
#1410
Wouldn't Puzzle Design better be taken to Sprite Jam? I remember an item combination competition, which was pretty informative. But just for one background? Maybe if we sketch the other backgrounds as well - but then we could also create some kind of MAGS workshop.

Hmmm... maybe we could do that as well ;D


But for starters I'd be fine with any workshop provided.
#1411
But pitching a female adult voice to a child's voice should work, right?
At least I've got the feeling that they're doing it all the time.

Anyway that's been a pretty interesting thread and I agree... doing that with a male voice sounds awful :)
#1412
Well, you forgot to add a walkable area for the lil man ;)

It's all described here:
http://adventuregamestudio.co.uk/acintro2.htm

#1413
Quote from: cat on Fri 24/09/2010 12:10:15
I'd love to make one, but I don't know any English-speaking girl of an appropriate age.

Audacity has a nifty voice pitch tool ;) I'm pretty sure that this will create convincing girl voices.
#1414
Wow Scavanger, Desiree's animation is amazing!
I'm dying to see her back walk animation :D

Awesome work!
#1415
AGS Games in Production / Re: Primordia
Sat 25/09/2010 21:58:21
Hey, looking great so far.

Good luck on finishing it!
#1416
Is there any chance in a  Background Blitz "Workshop Edition"

I know, that's a whole bunch of work for the tutors... but if it ever gonna happen again, I'll join immediately.

#1417
Hooray for Midi Drumkits ;D
Good job everyone. Like Ben already said, it's a charming little game.

I'm waiting for the talkie now ;)
#1418
Idea: Pinback - I already loved the style of your MAGS game
Design: Tier  - There's so much going on in your room. Definitely something I can't do.
Functionality: Tier - again, lot's of walkable areas, hotspots and an easy perspective for the chars to fit in.
Technique: Blue - Terrific water and sky and clouds. I also like the choice of colors.
#1419
Dawn at the docks




Yarrr, me first highres pic in ages! :D
#1420
A used, first generation Intuos isn't that expensive. They usually leave the bay for less than 100 euro. Okay, it's still pretty expensive for a 10 years old piece of hardware ;)
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