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Messages - dactylopus

#941
My suggestion, if you're trying to achieve the old school pixel look, is to paint over what you've got.  Your renders are good, but the 'look' isn't quite right.
#942
Quote from: Armageddon on Fri 06/09/2013 03:02:16
Mine is Stanley Kubrick on the set of Dr. Strangelove. My favourite American film director.
My favorite film director, period.

Mine is a character from a game that was abandoned, created by a friend.
#943
I think you've found a better balance in the newest version.  I would expect more ambient light from the reds, but I know you're mostly looking for help with color brightness.
#944
Quote from: Ghost on Wed 04/09/2013 02:07:48
Quote from: dactylopus on Tue 03/09/2013 16:33:05
I'd actually love to see a game featuring Oceanspirit Denise.

There is: http://www.adventuregamestudio.co.uk/site/games/game/1497/

I'll stop derailing this now. It's bad for teh karmas.
I don't know how I missed that one.

Thanks!
#945
I'd actually love to see a game featuring Oceanspirit Denise.
#946
Quote from: Radiant on Mon 02/09/2013 20:17:34
Frankly I haven't heard of the term "anthro" before, but the intent of the theme is to be about actual animals, not about humans with cat ears and a tail :grin:
Anthro is short for Antrhopomorphic, which is when you attribute human qualities to something other than a human.  I'm somewhat surprised you hadn't heard it, as anthro characters are quite popular today.

Either way, I agree that the theme is meant to be about animals, not fictional humanoid animals.
#947
Now that's an interesting theme!

I'll have to think about this one a bit.  I can't wait to see what others end up creating.
#948
Quote from: Diamond16 on Fri 30/08/2013 13:09:10
looking forward to the next one!
Indeed!  I'm anxious to try again!

And I'll agree with Sunny Penguin, I liked your track.  I thought it was a much better showing than the previous contest entry, and enjoyed how you made the loop work.

Hopefully the next contest will be up soon and we can get back into the fray!
#949
The main problem in those views is that her arms always look like they are in front of her.  They don't pass her shirt, but it is very clear that they do in the side view.

It looks passable enough, though.  So if you're not too worried about it, it shouldn't really be a problem in the game.
#950
In the front and back views, her arms don't seem to swing nearly as much as in the side view, which looks nice.

Overall it looks good.  Applied to the room, it looks very nice and definitely works.
#951
Quote from: Vince Twelve on Thu 29/08/2013 14:26:22
I'm questioning whether adventure games actually need the look function.  Ask yourself if it's ever actually useful in your game.  Other than comedy games where the game has genuinely funny responses for everything, I'm trying to come up with an example of a game that actually made good use of a look at function.  I guess it could be a chance to demonstrate the character's "voice".  You learn about the character by the way he/she sees his/her surroundings.  But how many games pull that off well?
Some games actually require you to examine something before you can interact with it.  I can't name one off the top of my head, but I'm sure I've seen that mechanic before.  Interestingly enough, it often frustrates me.  I feel like I already knew what I had to do, but the game wouldn't let me do it until I had the character look at it first.

Radiant also raises an important issue with modern adventure games, which is tablet support.  Since there is no right mouse button on a tablet, the 2 click interface is obsolete.  Ultimately, I think a single click interface is preferred, and will become more popular as modern adventures become more prevalent.

This is all off topic, though.  Since he's asking which set-up would work best for a 2 click adventure, I stand by my initial responses.
#952
I was actually surprised that Beneath a Steel Sky had the buttons 'reversed.'  I mean, I figured it out, but at times I would accidentally use the wrong click, which got a bit frustrating.

It's just much more intuitive with Left Interact and Right Look.
#953
I agree with you, Left to Interact and Right to Look.

I feel that the Left mouse button is the standard click and that Interact is the standard action.  Looking is a secondary action, in my opinion.
#954
I wish I had the money to back this.  It's very cool.

I agree, the website is hilarious.  I spent a good deal of time yesterday reading through the various pages.  Definitely worth it.
#955
Quote from: RaGG on Sun 25/08/2013 15:02:19
Wow.
I honestly didn't expect to win, so I really don't know what to write :D
Thank you for enjoying my tune, great competition idea and awesome entries! :)
In your excitement, don't forget to post up the next contest!  :)
#956
It's a very intriguing game.  The video was fantastic.  I really hope it gets funded.
#957
I see what you mean, Snarky. he looks like he walks with a bit of a limp.  I thought it might have just been internet delay, but alas, I think it's the walk cycle.
#958
Not bad.  I think the pants look a bit funny, since the torso part doesn't move at all.  It looks like he has a flap over his hip.

Aside from that, good job!  He looks really nice when you get him in AGS and walk him around.
#959
I think they look good.

As others have mentioned, the head could use a bit of a bounce on each step (and possibly hair on some characters), and the shoulders pop up a bit too much.  The first character has a slight issue with his right arm (on our left) where it keeps popping behind his body.  I wouldn't worry too much about shading issues, especially if this is their final size.  Don't forget, however, that not all characters will walk alike.

Keep at it.  With a little refinement, these will work really well in a game.  I would actually have no problem playing a game with these characters.
#960
The Rumpus Room / Re: Icey games' thread
Mon 26/08/2013 15:31:22
Quote from: Crimson Wizard on Mon 26/08/2013 13:41:02
Icey is way too much concerned about programming himself. He clearly can draw, and he has ideas on game design, so why not focus on those two aspects, and find people who would collaborate with coding, and whatever else needed?
I thought the same thing, actually.  If I were more familiar and proficient with the AGS code, I would offer to help, but I can see he wants some quite complex coding.  It's great that Snarky is helping him with a combat engine, and I hope that will work out well.
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