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Messages - derboo

#21
Critics' Lounge / Re: First sprite...
Sat 10/05/2008 20:08:26
Thanks for the hint, I gave the boots another try. Also did some shadowing.
Here's the current version:



Is the shadowing of the face too subtle? I tried to make it more contrasted before, but that brought pretty odd looking results.
#22
Critics' Lounge / Re: First sprite...
Tue 06/05/2008 20:15:20
Thanks for all the advice and kind comments.

I don't exactly intend for him to be a burglar in the end, but after experimenting a bit with boots on the corrected legs, i'm beginning to think that normal shoes fit better anyways. I'd like to continue work based on your edited legs, if i'm allowed to, Ben304.

I also tried re-positioning the head. Here's a comparison:



After that i thought maybe it would add to the sprites balance to move the legs equally to the head's new position, but I'm not quite sure about the result yet...


I also edited the outlines.
#23
Critics' Lounge / First sprite...
Tue 06/05/2008 06:48:12
Made my first sprite tonight. I'm planning to do some shadowing later, but first i'd like to get the proportions at least somewhat right. I'm particularly unhappy with the feet and legs, but i can't quite figure out whats wrong... but i'd be thankful for any other c&c, too.



I was aiming for a slightly tilted angle (is that called isometric?), not too successfull, i think.
#24
Actually, with the RPG Maker Engine, I'd have much more Problems to do what I'm imagining...

FIFE would be a good engine probably, but it seems far too complicated for me...
#25
1. I guess that might be the only way right now, though it would be nice to be able to go with the Engine, not against it...

2. Actually, I would like to use hotspots... though it certainly would be cleaner to be able to set the hotspots in runtime, too.
#26
I'm trying to create a tile engine for AGS, thought it might fit in here as well.
What i'm doing right now is using a Black background, getting it as a Drawing Surface and use .DrawImage to get the tiles on it. This leaves me with 2 Problems:

1. Is it possible to define walkable areas through the script during runtime in a similar manner? I gave switching walkable areas on and off a thought, but since one is limited to 16 areas per room, that is not an option...

2. If I'm going to load a new black background image for every room, I'll be wasting a lot of space. Is there a possibility to use the same image for multiple backgrounds? Maybe like you use objects' graphics from the game's sprite pool?
#27
Does this work with the new Version?

I've tried it today, only copying & pasting the sample code and model files for starters, but the character doesn't get displayed right. Only it's shape is visible when loading the game, but as soon as it starts, it dissapears completely... wondered if it's because of the new version, or because i made some mistake... Has something to be done that's not in the description?
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