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Messages - abstauber

#1721
Have you read my post beginning with "Argh?" The solution is in the hidden tags.

Spoiler
Go to the christmas tree and freeze the generator
[close]
#1722
yay, my own spot at the fridge :)

@ashmc2
Great that you liked it. The easy way to answer your questions would be: just play the game already ;D

Quotethe doors are smaller than the characters are. Do you use scaling for this room?
Nope, I've just taken submarine doors as a base. Those are pretty small and sturdy so they can bear a lot of pressure. I remember being on a submarine once and almost hit my head on every door :)

Quotedo you save your rooms with this large black outline?
The final room in the game has an even bigger black area surrounding it (320x320). That's because the room shifts slightly up and down.

I've chosen the black void around the room to display it's small size. It also drags the focus to the room and strengthens the need for the player to get out of there again.

Of course I don't do this with landscape backgrounds ;)
#1723
Hi Erenoth,

which version are you using (you can see it in the readme.txt) ?

I just tried it in v1.1 and it worked both ways (Mascara->Waterbomb and Waterbomb->Mascara), but I remember that there has been a problem in older versions.

btw. you'll have much more fun in the arcade mode, playing the recent version ;)

@Dr.White

I've just realised that chains and powerups would need a complete new way of enemy spawning. If I limit the firepower from the beginning, it would get quite hard. For the next level of arcade feeling, I need to create enemy groups which attack in formations. Then I can give chain bonuses and or power ups.
But I'm afraid that won't happen too soon - of course if you want to make a low-res telespiel out of it, be my guest  ;)


I've just spotted this:
http://www.youtube.com/watch?v=WgGOhfSW6tw

Somebody made a video covering the first arcade level. Nice, Slumlord27 :D
#1724
Thanks guys! So all the spelling mistakes didn't prevent you from reading :)

@Indie:
This site is even better: http://www.colourlovers.com/ 
Kuler is just better arranged and easier to understand :)
#1725
MrCheminee, I smell bland characters and ponderous gameplay :D

@Grim Reaper
I'd like to test it too but apparently my license has been revoked.
(yes not being very mature myself)

Now we can all lean back and wait until Godwins law applies  :=
#1726
Critics' Lounge / Another pixel art tutorial
Thu 14/01/2010 15:19:50
Hi there,

I've just finished a pixel art tutorial covering this background:


I know, that there are quite a lot tutorials covering pixelart so I tried to move focus more towards the creation of a coherent background.

Here it is:
http://shatten.sonores.de/2010/01/12/how-we-make-our-graphics/

I hope you'll like it :)
#1728
I start to believe that there must be a connection between Iron Maiden and AGS :P

*looks at ShiverMeSideways, Jon_swe and possibly more*
#1729
QuoteI still don't see reason to add my games in a community that only digging the dirt.
That's not true either (which you know deep inside) ;D

Anyway I give your games a try for a more qualified discussion - but I bet when I'm through everyone has already calmed down...

By the way... this is one hell of marketing strategy  :=
#1730
@Harg:
Although I haven't played Cosmos yet (not a big fan of pre-rendered graphics), I think you're taking this a little too far and please, you don't have to defend your game as it would be one of your children.

Just think about why you are so annoyed by the feedback.
I think Ryan is making a lot of valid points here, so why not listening to users feedback. Let go of the idea that Cosmo's the ideal game and the world is an unfair bunch of loosers who don't appreciate cool game design.

If you have so much positive feedback and selling Cosmo made you rich: cool.
If not, I can't believe, it's the AGS game DB's fault. So just swallow your pride, sleep a night over it and make a better Cosmo 4 ;)


@Stanislav/Bai Karl:
Go fanboying another highres game please :P
#1731
Quotewhy not use a semi-transparent GUI with a sprite on it?
Dang, it is so obvious! That one good hint :)
#1732
QuoteI've never used vectors, does that mean that the lineart will be erased on the final outcome?
Err.. I don't get it :D


edit:
Phew, I've found some old files of mine, utilizing that technique.


This is just plain recolored line art. I've been even too lazy to recolor the outlines. Here's the flash file:
http://shatten.sonores.de/wp-content/uploads/2010/01/Film2.swf

The benefit from doing this is that you get really smooth lines, a high contrast and some more control over your picture. The vector program e.g. can distinguish between outlines and flood fill areas. If you're unhappy with some parts of the line art, you can easily edit it as well.
#1733
Quoteit is indeed inspired by Moonstone and yes, that should be considered a good thing

Since you want to sell this thing. You do know that Moonstone wasn't popular for it's game mechanics, right ;)

I think fighting games have evolved a lot since then, and I'm quite picky about this if I have to pay for it. But if you mix Warlords 2 with King of Fighters I shall empty my pockets at once ;D
#1734
When I used to work with scanned pencil art, I converted it to vectors first.
Ten years ago, Adobe had a programm called Streamline doing this, but I think nowadays it's included in Illustrator.

After having converted your work to vectors you can also begin basic coloring. Most of the vector programs (even Flash) can distinguish between outline and surfaces. So it's easy for you to get rid of the black outlines (which also have been smoothend for you due to the vector conversion process).

After the basic coloring feel free to get back to Photoshop and add the details.
#1735
That's a two point perspective with the vanishing point being outside of the image. Like in Ryan's post, right green box:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39837.msg524718#msg524718

edit: Sorry Mr. Space Pirate, haven't seen your post before :)
#1736
 :o
Amazing as always!
Great job!
#1737
Hey Crimson!
You're right, I've meant 3.1.2 :) On the other hand, the latest example has been compiled with 3.2 RC2, since I didn't pay attention, which editor I launched that moment. But the module works fine in 3.1.

Unfortunately the module itself depends on AGS' internal dialog functions. Lists or textfiles aren't currently supported.
I haven't tried these module (AGS 2.7), but it seems like they override the dialog functions or do something of their own.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25866.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=9528.0



@General Knox
QuoteIt would be nice to have highlight image and push-down image for the Up arrow and Down arrow
Sorry letting you wait - right now, highlighted images are not possible, because there's no way to refresh the dialog surface by hand. But Chris already knows about this, so when he adds this feature, I'll upload the new version
#1738
Hey ProgZ, thanks a lot (again) ;D
To be honest, before I started on Aeronuts, I've played Jonas Tapfer, loved it and made it my mags quality reference. Too bad I wasn't around the time you've released it...




#1739
Cool... I've enjoyed Moonstone very much (to be honest, the intro the most :P).

I'm looking forward to this!



(and add a cool intro :D )
#1740
@Helme: ...if the maggie-voters like to shoot stuff. That's why I try my luck here ;D
(abstauben = to scrounge sth.)
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