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Messages - chapter11studios

#121
I probably wasn't clear enough on why I wanted to know this. Basically, I want to know if I could use PNGs or TGAs instead of GIFs for sprites and animated frames -- the reason being that GIF can't hold semi-transparent pixels so the edges look rough/pixelated (a big concern for animation). PNGs and TGAs have that option, however.
#122
Is AGS limited to GIF for transparent image formats or can it use other formats like PNG?
#123
Quote(One thing, you keep posting these promos in the wrong forum, GiP is for game promotion as it says in the rules.Ã,  People do read the GiP threads.)

It's entirely possible that I'm an idiot about where to post these. However, the last time I posted something like this is GiP, it got moved to this one. Or so I recall.
#124
Quotecan you give us a sprite and a possible idea of what to animate him/her to be doing... much like our animation comp in our comp subforum, only, this would be for real.

Here's what one of our sprites looks like:



You can have him do any number of things. How about drawing his gun and firing at something? That should be simple enough to get a sense of whether or not it's what we need.
#125
Here's a little preview of some new art from Rise of the Hidden Sun to tide you over until we get the animation and coding finished up for the first episode. This screenshot is from the second (of four) episodes:



BTW, anyone who wants to lend a hand with traditional 2D animation -- we can always use another artist. :)
#126
Quote from: m0ds on Thu 31/03/2005 22:08:49Rise of the Hidden Sun looks awesome, really really awesome (but the mirrors! :o)

Why thank you! But what do you mean by "the mirrors"?
#127
Thank you!!
#128
Yeah, this is very nice work. What's your game about?
#129
For those who are interested, AdventureGamers.com has just published the new installment in my increasingly mistitled "monthly" game design journal. This time, I talk about my thoughts on what goes into designing a character--both the outward appearance and the way you build personality through dialogue and actions. I hope you enjoy it.

http://www.adventuregamers.com/article/id,484/
#130
P-A-T-S Pats Pats Pats!!!!
#131
Quote from: big brother on Sun 06/02/2005 07:38:06
Why not post it here? I'd be really curious how it'll look, since it'd take a lot to beat Jayel's walkcycle.

There wil be a high profile unveiling of a lot of stuff about the game in March. In the meantime, I'm incredibly  happy with the new walkcycle, so I don't need to get feedback on it. And like I said, I want to save some surprises for the game itself. ;)
#132
Thanks for all your feedback, everyone. There were a lot of different designs that we chose from while picking the final sprite version of what Jake should look like.

The short version of the story is that Dan's (Jayel's) version that he posted here does not match Jake's personality as I wrote it in the game's story. The animated walk cycle part of it, which I agree is AWESOME, is great, but the clothes/colors/and general "look" aren't quite the look we're shooting for.

Now, as for the animated walk cycle part of it, the reason I posted those samples here is because they were a work in progress and NOT the final version. What I showed you was a test sprite that a potential animator for the game submitted, and I was trying to work through the kinks with him. That didn't work out.

We chose a different animator instead. His name is David Birkinshaw and he did a lot of the character animations in Broken Sword 2. Believe me, you'll all be impressed with his work, but as a matter of keeping some stuff under wraps until the demo is available, I ain't gonna post it here. ;-)
#133
This topic's probably been beaten to death here on the boards, but I couldn't find any RECENT beatings in the thread list, so I thought I'd pose the question again. What is your favorite adventure game GUI, and why? Let's stick with post-text editor games, i.e. KQV and beyond. What's the general feeling about Sierra vs LucasArts?

Personally, I am kind of partial to the LucasArts style, but still chose Sierra style for my game because I felt it gave me more control to do the game as I wanted to do it as a designer. I did go with LucasArts-style conversations, though.

I think the least intrusive GUI is probably the MI3-era games and the verb coin. Incidentally, I know there's one bouncing around here--does anyone have the link for the verb coin GUI for AGS games?

Cheers!
Josh
#134
I need a screengrab of the alley next to the tavern in the town of Spielburg from QFG1. Unfortunately, I don't have the discs handy (they're in storage on the other side of the state) and I can't find any screenshots of it online. Can anyone help out? Either the EGA or VGA version would be fine--I'm not picky. Thanks!
#135
Critics' Lounge / Re: New Bad Timing character
Thu 27/01/2005 04:09:16
Quote from: DragonRose on Thu 27/01/2005 03:10:36
Basically what I did was move the tie over quite a bit, so that it's more in line with the way the feet and head are facing. I also changed the curve of it, trying to make it sit on top of his belly, rather than being a part of it. Whether or not I succeeded is your decision.

Of the two, I prefer the original version of the gut and tie, although I do think there's a slight perspective issue with it. I think the issue is that we see too much of the gut to the left of the tie, when it should be sort of fading away from our eyes at this angle. I don't know if that helps you or not, though. I'd also like to say that in general, this all looks fantastic and I am very jealous. ;)

Edit: spelling.
#136
Quote from: BMF-Inc on Fri 21/01/2005 19:02:08
That was definatly a superb piece you created there, it gave you a definitive "theme" song that really does an excellent job at summing up what your game is going to be about.

Yay! Yeah, I am extraordinarily pleased with what our composer is doing here. The in-game ambient music is equally cool.
#137
I'm pretty stoked about this, so I wanted to share it with everyone. You can now download and listen to the musical overture for Rise of the Hidden Sun (click on the link on our news and updates page: http://www.chapter11studios.com/newsupdates.htm). The overture actually tells the story of the game in a musical composition. The finished overture will be a few minutes longer, but this gives you a sense of it. It will play during the main menu screen and end credits. What do you think?
#138
QuoteOn topic: I kinda like the boots in your character sketches; Why'd you ditch them in the animated version?

Turns out, cowboys don't really wear their boots like that... they pull the pants over the boot down to the ankle. Who knew? ;)

Also: Here's a work in progress for the side view. Thoughts?

#139
Quote from: Fawfulhasfury on Fri 31/12/2004 22:18:01
You got to remember I'm a newbie to this stuff(game making and animating). I barely know what the word rough means.

Welcome, Fawfulhasfury! The white stuff around him is just some crap left over from a poor cut and paste job done in haste to get a working model up for people to look at. It will be fixed in the final version. Also, things like his head not moving and the gun holster staying in the same place will also be corrected. This version is more or less to get a sense of how he walks before actually finalizing it. BTW, anyone else think his arms need to swing back and forth more as he walks?
#140
Quote from: ProgZmax on Wed 29/12/2004 22:47:23
I could take a look at it for you if you send me the frames as unblurred individual bmps (the current gif has alot of blending/blurring on it).  My art program won't natively import gifs so I can't touch it up otherwise.  What I'll do is try redrawing him from scratch in the meantime and see if I can come up with something to help you out.

Thanks, ProgZmax! I'll send you the files (or post them here) early next week. I have to rescue them off another computer.
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