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 - amateurhour

#101
AGS Games in Production / Re: Finding Shepard
Wed 08/08/2012 16:18:13
As a fan of the ME series, I can't wait to play this.
#102
This looks amazing. As a newbie to the series I'm actually getting all of them now for a big marathon this weekend. Congrats on #8 !
#103
I think it's a really good looking background.

My only real critique is the graffiti art on the half pipe, it's way too cluttered.

I'd put less actual graffiti on the half pipe and more on the wall. Graffiti usually doesn't cover an entire area unless it's an area that's been abandoned for a while. Typically artists in an area know each other and kind of respect space so things are placed a little further apart, and often times share color schemes to create one solid work of art.

Aside from that I like it and don't see why you can't reuse it.
#104
General Discussion / Re: how far is too far...
Fri 13/07/2012 23:11:52
Quote from: mkennedy on Fri 13/07/2012 22:44:20
That's part of the problem with "South Park" in my opinion. It's like the writers are just trying to be provocative rather then actually being funny.

The problem with South Park (as it is now) is that it's still 100% controlled and run by Matt and Trey, which is fine, that's awesome, but they're both REALLY, REALLY busy with other projects, and they shoot an episode in a little less than a week, but only do 14-20 eps a year, so it's rushed.

When they took their time back 7 years ago, it was priceless.
#105
General Discussion / Re: how far is too far...
Fri 13/07/2012 21:15:43
HC:2 was less about a creepy story and more about shock value, hence the MASSIVE plotholes that the first one didn't have. The first one was actually interesting and pretty entertaining. The sequel was Tom Six's idea of telling the world "you watched one of my movies, so this is the meta effect it has on you and you're terrible for watching the second, or critiquing it, or really even talking about it...."

He's got a third one planned for this year, and his movies have been banned in like 20 countries now. I hated HC:2, but honestly I'd love to see him make one so ridiculous and nonsensical, but grotesquely violent, that it gets banned in the US, which is all but impossible compared to other countries.   
#106
General Discussion / Re: how far is too far...
Thu 05/07/2012 22:46:39
Personally I think it's overrated compared to modern film standards but for it's time I'm sure it made jaws drop in the theater. Honestly, I'm not a huge fan of Kubrick though. Most of his stuff doesn't appeal to me, and like Tarantino, he's a really talented man who's perpetually short an editor who's not a yes man. (i.e. their films are always like 40 minutes too long)
#107
General Discussion / Re: how far is too far...
Thu 05/07/2012 01:34:18
For me "too far" is when a director takes a left turn and lets the villain get away with it just to fuck with the audience and say, "well, you guys didn't see that coming, see this is secretly a message about how we're desensitized to violence and root for the hero and everything has to happy ending BUT MY MOVIE DOESN'T!"

Like, an example where it's done right is Natural Born Killers, an example where it's done wrong is Funny Games. I hated that movie, and not just for the fourth wall breaking, but just in general. It didn't make me think, it just pissed me off, which is what the director said his intentions were. I think if you're making a movie just to piss people off (i.e. Human Centipede 2, the first was actually enjoyable) then you're doing it wrong.

Then again, I'm not a director, so whatever, to each their own.
#108
General Discussion / Re: Slender Man
Wed 04/07/2012 04:39:27
Quote from: Armageddon on Wed 04/07/2012 04:05:38
Quote from: amateurhour on Tue 03/07/2012 17:05:12
That's awesome.

The guys who make Marble Hornets are actually based in the South East USA and I've run into them at a few conventions I've exhibited at. They're really cool guys, the most goofy three college kids you could ever meet.
They actually filmed them in my town. I had to stop watching them, creeped me out too much. Slender Man is too scary. :(

You're in the Tuscaloosa area? I grew up there. Small world. : }
#109
General Discussion / Re: Slender Man
Tue 03/07/2012 17:05:12
That's awesome.

The guys who make Marble Hornets are actually based in the South East USA and I've run into them at a few conventions I've exhibited at. They're really cool guys, the most goofy three college kids you could ever meet.
#110
That's actually a few really good points.

Honestly to start I'm just planning on making a few short three or four room games and there won't be a lot of detail action wise so I might even consider that simple three action interface (2 left click/1 right) to start.

Also mapping the 9 verb to the number keys works well too.

Thanks again for the advice.
#111
Thanks for the quick reply and the shot of reality Kris. : )

So people prefer the large menu with all of the different options as opposed to the right click in general?

I guess for me it's that my first PnC adventure game was Maniac Mansion on the NES (I know, I'm a heathen) and having to continuously switch controls by clicking a new action was frustrating, as where when I played Apprentice 2 the other day I LOVED the ability to just right click to cycle.

I could see using both though, and I definitely see your point about incorporating the right click only with the 9 verb being an inconvienience to a lot of people.

Thanks again, I guess this can be closed!
#112
New here, so I apologize if it's been asked 40 times, but I've been lurking except for the art competition threads and searched for two days now and haven't been able to find an answer to this question. Also for reference I've read the tutorials and the wiki but I haven't spent a lot of hands on time with the editor yet. 

I want to start working on a game, and I want a gui system for interaction like the Apprentice series or (I think) the Ben Jordan series where when you hover over the top of the window, you get the drop down for just save/load/quit, and during the game, you right click to switch between interact/walk/look/etc.

I can't see how to do that, and I was looking for some good starting points. Again, sorry if I've just missed it somewhere else.

BONUS POINT LIGHTING ROUND!

Is something like what I listed above also possible with the 9 verb system? I'd like to have the options in future games for give/take/push/pull etc as well.

Thank you!

(aptly named) - amateurhour

(also no, I won't sign all of my posts, I promise)
#113
One last question? (also THANKS for the reply, glad to see that PS isn't a bad idea in this case)

With your BG's are you going to have the standard menu drop down or use the "mouse right click to change actions) format? I'm just curious because you put a lot of detail in the top and bottom of your screens and it seems like it would be wasted with a menu bar, or does that go on top/below the bg?     
#114
First off, these look fantastic.

I had a few simple Q's I didn't see listed above. You said you're working at the minimum resolution, but what's the width of those rooms you're making? is it like 320x900?

Second, what are you using to create the environments? I've been using photoshop but honestly I think it's overkill for what I'm trying to do with low res sprite art and I wanted to see what others are using.

Third, (two parter) what's the resolution/size of your character sprites and what are you using to put the animations together? Again, I've been working on walkcycles in Photoshop and saving as .png but it seems like overkill.

Looks awesome!
#115
This was a tough vote.

I think that Nicky had the best looking sprite, but in the spirit of an Ultimate Attack, Tabata wins for the unique weapon that I would be terrified to throw.
#116
Just found this thread and wanted to chime in with my .02.

I got AGS installed and did a build of the demo game, it defaults to DD5 @320x200 and I can't really make any changes in the winsetup without it crashing.

I'm on a win7 64 bit with Intel integrated graphics. I've tried adjusting screen resolutions, messing with winsetup, compatibility troubleshooter, etc and nothing seems to work. The demo game looks horrible in full screen, and it's too small to see in windowed mode.

edit: nevermind, easy fix.

Just go to winsetup, check the "4x multiply filter" option and check the "run in a window" box and then it runs @1280x800 and looks fantastic.     
#117
Here's my go at it

The Drone

The Drone (MK-II) Is capable of taking off at alarming speeds once the button on the side is pressed. Utilizing a tiny ARM processor and an database updated through local wi-fi, it can detect enemy hostiles at a range of five miles, constantly patrolling the perimeter until it runs out of fuel, which is roughly after an hour of flight time. While mostly used for recon, it also has a small Gatling turret attached to the nose which fires micro rounds at maximum velocity. NOTE: this is primarily to disable enemy mechanical units, computer equipment, sensors, etc. It is NOT recommended for use on enemy personnel as the rounds will not penetrate most standard body armor.

Each scout trooper will receive two (2) Drones in their standard supply load out and additional units can be requisitioned through the base arms officer.

[imgzoom]http://www.fortunepancakes.com/images/drone.png[/imgzoom]
#118
I'm new to the forums, but I've got some kickstarter knowledge.

First off, like it's been said, it's crowdsourcing, but you have to treat it as a pre-order kind of thing. If you don't have the money to make your game yourself, or at least half that money, don't use it.

Second, understand that there are taxes (in the US) and amazon takes a cut, so that final number isn't as nice as it looks. Those million dollar kickstarters only ended up with about 50-60% of what they raised after taxes, unless they had one hell of an accountant.

Third, if you're not sure you'll meet your goal, aim low. There's a lot of success with kickstarter at setting the minimum goal really low, and treating it like a pre order system, so the goal is met quickly and that way everyone that wants the product gets it. Obviously this is much harder if you're having to pay for the product and it isn't made yet, but it's an option.

Good luck!     
#119
Quote from: Greg Squire on Tue 12/06/2012 19:46:44
Yay, They made it!  It was a close call. Final pledged amount is $539,767.  The actual amount that will go into the game will go down to due to some pledges not going through (card problems) and some money going towards rewards.  However this should still be enough for them to make an awesome game.  Can't wait!

Also Amazon's cut and taxes... Still though, I'm psyched.
#120
I like what prog did as far as the circuitry lighting, but I prefer your original asymmetrical four button display, I think it would work well with a glowing white text overlay.

I'm a fan of the slide out PDA inventory, but if you're going for a true holo display feel I'd consider changing the direction to a wide bottom and have the transparent blue extend up, but without the cap on the top. So it's just the dark greyish base and the transparent blue that extends up from it.

just my .02 though, it looks very well done.
SMF spam blocked by CleanTalk