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 - esper

#201
Well, first critic is learn to spell character.

Secondly, he looks good, and the "chibi" style isn't bad. If every character is made in the same style, you won't have a problem. But the face looks very old... as in, yoda - style old. I can't really place why, but I think it has to do with the bone structure.

Also, the walkcycle is more like a ski cycle.
#202
AGS Games in Production / Re: Alpha - X
Mon 29/01/2007 20:48:18
Duck: yes!!!! I haven't seen or heard mention of that game since it came out! I played it, loved it, and wrote a really crappy Alpha-X comic based on it. Sadly, both my copy of Snatcher and that comic have been lost to the annals of time, but I still remember...

The opening segment (which will consist of the entirety of the demo) will be one big homage to Snatcher. Bureau 6 HQ has a moving walkway, the chief's office, a shooting range, a computer that you can look up anything on, and a lobby with a secretary. In fact, I even found a MIDI of the theme song and gave it to my music guy for inspiration.

Snatcher was the best... game... ever. With the exception of the fact that to do anything you had to examine and interact with every object five times to progress.

Rui: thanks so much. I really appreciate that coming from you.

Peter: sorry, pal, I've already got someone to work music. I also have someone to make the battle animations, but I'm still looking for someone to make ambient background animations.

Also, I'm looking for someone who has a band (heavy metal, grunge, industrial, anything like that) to spotlight one of their songs in a bar scene. If anyone would like to have their song in the game, drop me a line. Anything's cool. The only exception is that the song can't mention anything we know about today, or in the past. One of the premises of this game is that all history before the year 2100 has been lost.
#203
Just because C+C is full of webcomics these days, I figured I'd throw together something just for kicks. This is just for everyone to enjoy, not to critique, which is why it's here and not in the Critic's Lounge.



The last frame has something for everyone... If you're an atheist, bam: funny ha ha without even trying. Otherwise, it's a shot at how the people who are supposed to be portraying a 33-year old Jewish man are always 20somethings with blonde hair and blue eyes.

...Enjoy, regardless of your system of belief!
#204
Critics' Lounge / Re: a comic
Mon 29/01/2007 01:14:11
My first thought is that it's some kind of demon. You know, it inhales and exhales pure darkness, and upstairs it's in the sahpe of a head with horns. But, you know, I think I'll just have to third the "huh?"
#205
AGS Games in Production / Re: Alpha - X
Sun 28/01/2007 03:51:54
Coming along nicely. I haven't yet updated the completion percentages above, but there has been a good amount of progress, and I want everyone to know that a demo will be available by next Sunday. I have Steel Drummer on board for most of the music so far, and the demo is almost completely scripted. It will include:

--a demonstration of your DRIFTER's scanning capability, although with no evidence to be scanning he pretty much just makes fun of you for trying to use it on things like styrofoam cups...

-- A shooting gallery where you can try out your skills. Like he does most times, Roger will make fun of you if you do too poorly  ;D

-- Full sound effects and two musical tracks by Steel Drummer.

--the Bureau 6 headquarters complete for your perusal, including the chief's office, the lobby, the operations center, the autotran parking lot, and the moving walkway linking them all.

--access to the Alpha-X database, where you can learn about the game world, or type in the names of the characters you meet in the game to learn more about them.

Stay tuned.
#206
Dammit. Eric's on top of things. My edit was the same thing, only with the addition of small, downturned lines above the blobby little yellow guy's eyes to symbolize disgust with his friend's dissuasion, to show how even a slight change in the graphics (besides flipping the mouth upside down, whatever that was supposed to signify... am I the only one who even noticed that?) can change the meaning and thereby the humor of a comic frame.

I think Nik said something to you the other day about this... If you're going to put something up in a forum where people can critique it (I understand you put it up originally in gen-gen and not CC, but still), follow the advice of those more experienced and talented than yourself. I know I'm not the most famed developer on these boards, but when you've got me, Mr. Colossal, and Darth Mandarb telling you to do something, it is probably a good idea. If you don't want to follow critiquing, just pay for hosting and put the comic up instead of letting us have the opportunity to help you make it better.
#207
I had the second if 496=1 because I was trying to get the "return" function to take me out of one block and into the next. I thought if I threw that in I could talk it into believing that return should take it there instead of completely out of the script. I didn't know at the time how return was supposed to work.

just changing the if statements into if...else statements seemed to have worked. I haven't fully tested it yet, but I think everything's okay, except maybe the -10, -5 part. We'll see. As for now, I think this problem is fixed.
#208
Hmmm. I think I'll try taking all of this out of a single "run script" interaction and turn it into several to alleviate the problem that "return;" is causing me.

As for not doing the reset code properly... I cut and pasted it exactly from another block of code somewhere else in the program that does work, so I'm thinking it's just because it's at the end of the block of code involving all the "returns." I'll edit this as soon as I find out if that'll work or not.

EDIT: Welllll.... Close enough. It's still acting a little buggy, and there's absolutely no reason I can see for that to be so, but at least it's doing what I want for the most part. Thanks again, GG. Maybe someone should suggest either a "goto" code or a way to "return" only out of an if...else block.
#209
If I'm translating his simple one-word word of advice properly, and I like to believe I am, Darth is very right that you should include a liiiiiitle more margin on the page. I have a hard time telling where one frame starts and another ends on first glance. Just put a little whitespace between them and you'll be golden.

BTW, the newer two, although still wanting a certain "Oomph," are considerably better than the first two.
#210
Help!

I've just finished working on a shooting gallery for my new Alpha - X game where your character can practice his shooting skills before going out into the real world. Your robotic assistant is supposed to tell you how you did when you leave the range. Here's how I coded it:

Code: ags

if (GetGlobalInt(496)==1) {
  if (GetGlobalInt(499)==GetGlobalInt(498)/2) {
    spottalk("Wow, Rhys! You didn't waste a single shot! Good job!");
    return;
    }
  if (GetGlobalInt(499)-10>GetGlobalInt(498)/2) {
    spottalk("Ummm... How long have you been doing this? You sure wasted quite a few shots!");
    return;
    }
  if (GetGlobalInt(499)-5>GetGlobalInt(498)/2) {
    spottalk("Well, good job, Rhys. You missed a couple shots, but you still managed not to waste too many trigger-pulls.");
    return;
    } 
}
if (GetGlobalInt(496)==1) {
  if (GetGlobalInt(497)==GetGlobalInt(498)/2) {
    spottalk("You hit just about as many as you missed... Looks like you should try it again.");
    return;
    }
  if (GetGlobalInt(497)<GetGlobalInt(498)/2) {
    spottalk("You hit quite a few more than you allowed to get away. Good job, Rhys.");
    spottalk("Maybe just a bit more practice and you'll be ready for the real thing.");
    rhystalk("Hey, Roger! You forget, you're talking to a professional here!", 21);
    return;
    }
  if (GetGlobalInt(497)==0) {
    spottalk("Wow! You didn't let a single one get away! Those smashers had better watch their backs!");
    return;
    }
  if (GetGlobalInt(497)>GetGlobalInt(498)/2) {
    spottalk("Oh, my, Rhys. That was a terrible job! You let more get away then you even hit! Looks like it's back to the drawing board!");
    return;
    }
 }



Sorry for the messy code... That's just how I roll.
global variable 497 is the number of targets that got away from you. variable 498 is the number of hits you made (for some reason I can't quite figure out, every time you hit one of them, this score went up by two, so that's why it's divided by two here). variable 499 is the overall number of shots you've taken. This code is in the Enters Room After Fadein code, and global variable 496 is the one that tells the game you've just come from the gallery.

Anyway, I'm having hella problems getting this to work right.

--Firstly, the RETURN; code, which should just be backing you out of the conditional block, seems to be backing out of the entire rest of the code. Your robot should tell you both how you did with the number of shots and the number of hits, but after telling you the first set he doesn't tell you the second.
--Second, there's a block of code at the end of this that resets all the targets, all the timers involved with the targets, and global variables 496, 497, 498, and 499. However, when you go back to the range, you still have the same score from last time, and some targets are sometimes still on the screen.
--Tertiarily, when I took out the "return" phrase, the robot would go down the list and say a couple different things that he shouldn't have said, even though the conditionals weren't met for him to say it.

So, what am I doing wrong?
#211
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29919.0

I'm looking for anyone who can do music or animation (primarily animation, as I may already have someone on board for music) for the game in the above WIP thread. I'd really like to find someone who can take my background images and character art and animate them (not much animation is required, just slight ambient animations to give the world a more realistic feeling). There is only one main animation needed for the game: armored cyber-police. I provide the main image (or, if you prefer, a mockup image) and you animate the character running to the right and shooting. Other animations I might require would be simple things like smoke rising, cars passing by, and people interacting with each other in a crowded bar. Again, I provide the main image to animate or a mockup, and you animate it however you see fit.
#212
AGS Games in Production / Re: Alpha - X
Sat 27/01/2007 12:40:46
Hey guys, glad everyone is liking it so far.

Steel Drummer: Check your PM's

Candle: I hope so. A demo will be out within the week.

Cheese: The GUI is reworked. It still looks futuristic, but instead of making the whole motor sound when you click on it, instead, you click on your DRIFTER companion, the little robot pictured in the second screenshot. When the game starts, before you have access to the DRIFTER, there is no GUI... you simply right click to cycle cursor modes and then use them. There are three main cursors: interact (which doubles as "take" and "talk to"), move (which, unlike in the teaser game, changes shape when you pass it over moveable hotspots to reflect which direction you'll be moving), and Investigate. When you get your DRIFTER, a SCAN option becomes available on your interface that allows you to do a deep scan of an object to find clues invisible to the naked eye. Finally, pressing the spacebar arms and holsters your gun, so in all there are five different types of interaction.
#213
SEE THE DEMO HERE: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=852

UPDATED April 1st, 2007

Welcome to the year 2195. You are Rhys Dryden, detective for the department of Bureau 6 responsible for hunting down and bringing to justice dealers of the deadly new virtual drug, SMASH. You have been transferred to District 13 to assist them in a difficult mission: one of the Bureau's own, a Cleric for Bureau 7 named Zadok Allen, has changed sides. Not only is he dealing in the drug, but he is also assisting the other local SMASHers to smuggle information out of the worldwide database known as Alpha-X to create a counterfeit system accessible to those less-than-law-abiding citizens he has joined with. The time has come to take him down.

Alpha X is the sequel to the recently-developed short "Alpha-X: Project SMASH." It features better, hand-drawn graphics, a much longer (full-length) story, and some other special features...

   -First person adventure
   -gunplay system... the spacebar arms and holsters your ion blaster, and clicking fires.
   -access to the whole ALPHA-X system, granting you knowledge about the many characters, locations, and ideas in the gameworld
   -a DRIFTER (pictured below), with many functions including a scanner which can help discover otherwise undecipherable clues
   -a deep storyline with twists and turns aplenty.



This is the lovely Katherine Jackson, secretary for Bureau 6 HQ in District 13.



Meet your robotic D.R.I.F.T.E.R., Roger. He'll become your assistant and your best friend in Neo York.


The government-sanctioned church where you learn "the truth..."

Current Progress:
Story: 100%
Background Art: 100%
GUI: 100%
Character Art: 40%
Cutscene Art: 0%
"Specialty" Scripting: 95%
Regular Scripting: 45%
Sound Effects: 98%
Music: 45%

#214
Hey man, good stuff. My favorite is still "No One Knows," but I like this one as well. I think EVERYTHING should have a blooper reel. Who do you think you are, Jackie Chan?
#215
Okay, fine. For Rui, here's the Lemmings card, but I don't think it follows the rules of this competition, so I'll still have to stick with the other one as my official entry.



Why do I bow to your will?

EDIT: For those who don't know, without the addition of all the additional "lemmings" this is the card I composited above.
#216
All right, I'm back, I've tried it, and it's working swimmingly. Thanks very much, G.G..   Case closed :)
#217
General Discussion / Re: Confusing people
Tue 23/01/2007 21:30:47
Wait a minute... I thought Ponch was a girl with a cow for her avatar.... What the... wait....
#218
Thanks again. I'll look into it, but it seems a bit more complicated than I expected. With multiple instances of a character, which I was hoping for, I could just put the new character on the screen at mouse.x,mouse.y whenever the player pulled the trigger, and then they would stay there if the character left the room and returned. But RawDraw might be my only hope...
#219
Thanks for the quick reply. I don't have enough time right now to try it, but I'll get on it as soon as I'm home from work. In the meantime, will this allow the bulletholes to be on top of everything, including objects, or will they be drawn behind?
#220
I'm making a first-person adventure game with some shooting elements. I am trying to make a bullet-hole as a "character" that, when you shoot something, will appear in the object. Is there any way to do this if, say for instance, the player decides he's feeling particularly sadistic and decides to unload twenty shots into something?
SMF spam blocked by CleanTalk