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Messages - esper

#361
mwahahahahahahahahahahahahahahaha:

http://pages.videotron.com/jfp/swgallery/images/anh/Star-Destroyer-front.jpg

Didn't want to /img it because it was pretty big. Your command bridge and shield generators are obviously quite a bit too large. Your image wasn't bad by any means, however. If you feel you've lost, why don't you take this image as a reference and try another?
#362
http://www.fiu.edu/~mizrachs/holographic-universe.html

Maybe the bond between you and your girlfriend is closer than even you could have imagined. As such, pulling in a random stranger for experimaentation would only fail, and also, attempting to perform the experiment under duress instead of during a moment of intimacy might also fail completely.

Or maybe you're full of shit. But I can't judge because I've not seen this in action. Until I have, I've no right to talk.

I have, seemingly unlike many others here, seen things in my life that 99.9% of the population has not. One of the lesser was a recurring dream throughout my life, since early childhood, that portrayed the exact time, location, and manner of my father's death. The dreams started when I was 5, and my father died, exactly as predicted, when I was 17.
#363
Seriously! I started a day late as it was, since "January 22nd" doesn't mean "January 22nd" to everyone the same way.

I'm almost done, and I'll probably make the deadline, but there are just some crap issues I think I'm going to run into.

BTW: as usual, story is my strong point, and everything else is my weak point. If someone likes the game once it is released, I would send them a box full of virgins and beer if they would take and make a "super-duper extendo" version of the game, with better graphics and some animations... The virgins might be dead by the time it gets there, but you'd be helping a brother out tremendously... I might not win the comp, but I think I've got a great idea on my hands here.
#364
Hmmm. Color depth and resolution are right. I tried using lower-left-corner sprite transparency (filling the rest of the object red) instead of an alpha channel, and that kind of works, but now I have antialiasing issues to deal with.

Also, what is it with me trying to make an object at 100x150 pixels in a 640x480 room, and having the sprite be the size of the entire room? Shouldn't it only be roughly a quarter of the height and a 6th of the width at that size?
#365
For some reason, after having made my objects in Photoshop CS in PNG format and importing them into my game, I found that there was some strange distortion on them in the inventory screen, and sometimes on the actual room. However, when an object is pulled out of the inventory for use in the world, it is perfect. It seems as though the colors are becoming big squares in the background of the item. What have I done wrong, and is it something I can fix by the OROW deadline?

Another question to anyone in charge of OROW who might wander in here: do I even have a chance of winning if I submit the game with that problem?
#366
Wait....

....he does! Strongbad be praised!

Then again, could you expect anything less from the creators of "Peasant's Quest?"

You know, since you mentioned people including adventure game references, I thought I'd mention something sad... I have been running a little workshop for teenagers who want to write, and I have been editing one boy's fantasy story for the past couple weeks. I told him I was going to have to take the week off because I've been sick and because "I've entered a competition where I have one week to make an adventure game, like King's Quest."

His response?

"What's an adventure game?"
#367
I don't think she's fat, but she IS hideous.

Her head is long and skinny compared to her body, and the pivoting of her ass makes her one leg look meatier than the other, like Stephen Hawking if he were a woman with a long skinny head and the ability to walk...
#368
Critics' Lounge / Re: Roxy Fox final version
Wed 25/01/2006 09:46:23
First time is a crit. Second time is an annoyance. Third time, and you're an idiot.
#369
Well, darken the area. It doesn't look menacing when the door opens. You're all, "Oh dear, I want no part of that," and then the door opens and you're like, "well, that's actually quite cheery. I think I'll go have some tea and crumpets down there..."

Another suggestion: you said you liked the frame the way it was because it seemed worn and not quite so pristine... But the rest of the room looks pristine, and I think that's why it doesn't seem to match. You might at least make the walls a little dirty, or at least dirtier the nearer you get to the door.

Also, why not darken the downstairs area (as I suggested in the first paragraph) and then make the window transparent? If you really want to make it look menacing, you could add a black area that animates, toggling on and off, to make it look like the lights downstairs are flickering. This would be visible through a transparent window.

Just some thoughts...

Oh, and Tomas... I know you just probably typed "stairwell" into Google image search, but I must admit I was slightly amazed that you managed to find the original image.
#370
I'll be part of it just because I like your email address...

Go Kristofski go-o!

No, I'm serious.

Mine is the word "captain," followed by my real first name, in which the "L" is a "1" because someone surprisingly already had "Captaincal." I'm so unimaginative... :(
#371
Beginners' Technical Questions / Re: panorama
Tue 24/01/2006 18:33:06
Ah.

I've got it. It would be a useful thing to have the scrolling be proportionate to the distance from the edge of the screen, but that is not necessary at this time. Thanks for the reply. I only hope I don't wind up being too bothersome in here while I work on getting the game finished!
#372
I had a question... Thanks, Ashen, by the way, for setting up my background for me. The only thing i don't quite understand is exactly how much space to put in the extra edges, and since I don't quite understand how it works in the first place, I don't get how you're supposed to know exactly where to cut the image off so it goes seamlessly into the loop. BUT that isn't my question...

I set it up like this:

Panorama.Start (eDragProportion, true, 2);
Panorama.Scroll (true, 20, 2, -1, -1);

However, it isn't dragging proportionately... It moves at uniform speed no matter where the cursor is... and it doesn't seem to matter how far the cursor is from the edge of the screen, it drags based on where the cursor is in relation to here it was when you pressed in the right mouse button. What is going on?
#373
Thanks, guys. Between the two of you, I've gotten everything I need to get my OROW project off the ground.

#374
How do I deactivate right-click cursor changing?
#375
I've been wasting most of my time trying to get this to work, and so I'm VERY behind on my OROW game. Hopefully somebody will be able to give me a hand.

I only want ONE cursor, a "use" cursor... and then the inventory cursor (when trying to use an inventory item in the world). All attempts (and there have been many) to do this have failed. I can't for the life of me figure out what I'm doing wrong. Can anyone who knows how to do this simply tell me? I'm sorry for what seems like it should be so easy... I remember in my last game cursors gave me a problem too... When I tried to make new cursors I copied the exact same settings and scripts out of the ones I needed, and they still didn't work until I just imported a new sprite over the old one... This time, though, I don't want right-clicking to change the cursor... I ONLY want the one, and then an inventory cursor if you select an item from your inventory.
#376
Awesome work, Squinky. Big Brother pointed out some things that are obviously wrong with it from an artistic perspective, but an artist of average skill couldn't replicate what you've done and manage to make all the perspective issues, etc., look perfect. You've seen my webcomic, so you know how I draw... I take a more simplistic approach, because I'm by no means a great artist, and it seems to work fine for me and get what I'm trying to portray across... So therefore, there really isn't too much I can say to critique this.

However, I will help you out with what I can in what you initially asked of us: the face. First off, I don't see how it being non-feminine is really a problem. The character doesn't look like it would be a pretty girl, based on the rest of the pic. However, she DOES look a lot like a certain "sweet transvestite from Transexual, Transylvania" that I can think of. However, for the apparent age and occupation of the character, it seems appropriate. If she were younger, the only thing I could suggest would be to lower the eyes, reduce their "bulbousness," and get rid of a lot of the additional lines in the face, then smooth the outline of the cheeks and have it a bit more oval shaped instead of following so closely to the contours of the skull.

And the left arm, by the way, looks broken. It's at a very awkward angle, and the patch on the jacket seems to be in a place where the patch just wouldn't be (kind of on the inside of the inner arm...). Also, I agree with BB that it looks like she's straining a little too hard to put that gun at an exact profile view to the camera.
#377
Well, okay, I guess... But restraint is a funny thing. You could make a 57-room game and say "It's all in one room! The main character is astrally projecting!"
#378
A quick question:

Does one room mean one AGS room, or one specific area in which the game happens? For example, am I limited to only have the game take place in the confines of what the AGS editor would define to be one specific room, or can I use several such rooms as long as they all define one room?

The reason I ask is that my skills in coding and all that aren't quite up to par with what I've seen from some past AGSers in other OROW's. It would be much easier for me, for instance, to have several different rooms describing changing states of the room rather than doing it all in one room... ie. room with no lights, room with dim lights, room with full lights, room with full lights and a hole broken in the wall, etc...
#379
Critics' Lounge / Re: Help with background
Sun 22/01/2006 09:37:43
seaduck: that is the best advice I've ever heard.

It's true that most people who start working on rooms draw actual rooms... just squares with a door and then one or two other distinguishing marks, like a bookshelf or a bed. Maybe a window, if they're good enough with perspective.

My OROW game, which is so secret I can't even say where it takes place ( :D ) is going to be a hand-drawn room, which I am not going to sit for hours and plan the perspective on... I'm just going to draw what comes out of me. It won't have perfect, straight lines, and it won't have one door and a window...

I think another problem people have is that they are so caught up in trying to get it to look perfect that sitting there doing perspective on everything gets a little tedious and they only wind up drawing as much as they can handle... Can I therefore suggest SKETCHING what you want first, not caring about the perspective, and then, when you go to make the room, use perspective rules to put the objects you want in your room, rather than letting it get the better of you and not making the room you want because perspective seems too hard to do so much work with.

This is the only way to make something great: stretch the boundaries. "Too low they build, who build below the skies." If you are going to let little things get in your way, like perfect perspective and limiting yourself to an actual "room" in a house, you will never achieve anything great. When you reach for the stars you may not quite get one, but you won't come up with a handful of mud either.
#380
Critics' Lounge / Re: Help with background
Sun 22/01/2006 06:37:02
Are you a good writer?

Why don't you write a short, descriptive paragraph about what you want from this room (ie. imagine you are the character entering it for the first time, looking around and seeing everything there is to see). At present, it's a little hard to help you, because this is just A ROOM. It doesn't actually look like any particular type of room... Where is it? What kind of building is it in? How rich are the owners, or is it 0wnz0rd at all? What is the personality of the person who spends most of their time in this room?

Another helpful hint might be to find pictures of a similar room online. Then you can compare.

"Hmmm. Ah, I see now, this room has molding up along the doorframe as well... And the walls aren't the same color as the ceiling..." If you use reference pictures, you will be able to pick up small things like that that you might otherwise have missed.

Also: Why is the room so high? Look at the other objects in the room: a bookcase that is roughly 6 feet high, and a shelf that is about shoulder-height to a man. Why are they in such a massive room? The last time I was in a room that tall, it had bookshelves built in that reached the ceiling, with a ladder attached to ladder racks going around them, and instead of a single shelf, such a room might have large curio cabinets.

The bookcase is full, but the shelf is empty...

Just some thoughts... I don't want to do the picture for you, but if I can spur your imagination through words then I hope I can, and that it is helpful to you.
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