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Messages - fovmester

#141
Advanced Technical Forum / Re: DOS
Tue 18/10/2005 05:51:04
I think it's time to bury DOS and get on with our lives.
#142
Quote from: Darth Mandarb on Mon 17/10/2005 15:48:48
OUTSTANDING!!

This game is so full of life and story!  I love it ...

Just that short little demo.

The cutscenes were great, the animation, the sound.

A+ man!  Keep up the good work!

Thank you, thank you! :D I'm so glad you liked it!!!
#143
Thank you very much!

Just to clarify: This demo is not everything I've done so far. I've made 6 more rooms, some more music tracks and I am currently working on the background art for the next room.

I'm putting a lot of effort into the game in hope that it will closely resemble what it is inside my head at the moment. ::)
#144
I just finished up the demo! It's on my homepage so please download it and try it out!


The demo is meant to be a quick demonstration of the graphics, sounds and ambience of the full
game. You will be introduced to the main characters and the overall plot line. Hopefully you will be even more anxious to play the full game after playing the demo. :)


Go here: www.fovmester.se
#145
I use something like this in my game as well. Saves a lot of time doesn't it?

Another technique I use is this: In a cutscene some parts of it will only be shown for a couple of seconds, maybe less. In that case the background doesn't have to contain as much detail as an ordinary ingame background (since nobody's gonna have time to see it anyway), so what do I do? I switch between zoomed in (blurred) ordinary backgrounds and new (other angle) backgrounds with less detail. The result is quite good!
#146
Looks great as always, but skip the blur on the sign in the foreground, Dan. It doesn't fit your style of graphics. :)
#147
Quote from: Alarcon on Sat 08/10/2005 20:16:35

.../but the sense I had of the series -- which I think is right -- is that it didn't take itself so seriously.  KQ6 (and to some extent 3) may be an exception to this rule, but most of the games were smaller stories with plenty of humor.  They were fairy tales and fables, NOT fantasy epics....

Well as far as I can remember Mask of Eternity ( nbr 8 ) was the most melodramatic game of the whole series. I don't think there's much of a joke in the entire game. Maybe the KQIX-group wanted to follow in the footsteps of that? (Dunno why they would want that though, since MoE was crap!)
#148
amazing!
#149
This is the reason why the adventure game genre is still dead! Why kill an innocent (and very promising) fan game, when you haven't released a single KQ-game in years, and probably never will?

Had KQIX been successful the attention it would give the genre might have sparked new commercial value into the old adventuregame-trademarks. Which Vivendi would gain a lot from! Conclusion: They kill themselves!
#150
I tried your module out, and it was sweet. I found a bug though: After finishing blinking, it does change the loop back to the old one, but not the frame. Fix:

Code: ags

function repeatedly_execute_always() {

	int charid = 0; // start with character 0
	while (charid < GetGameParameter(GP_NUMCHARACTERS, 0, 0, 0)) { // loop for each character

		if (cbCharacter[charid].blinking == true) { // if character has blinking enabled

			if ((character[charid].Moving == false) && (character[charid].Animating == false) && (character[charid].View != character[charid].IdleView)) {
			  // if character is not walking, not animating (blinking) and not playing idle animation

				if ((character[charid].Loop >= BLINKING_LOOP) && (character[charid].Loop <= (BLINKING_LOOP+3))) { // if character was blinking
					character[charid].Loop = cbCharacter[charid].blinkoldloop; // restore old loop
					character[charid].Frame = 0;   // <<<<<<<< ADDED THIS ROW. /FOVMESTER
				}

				if (cbCharacter[charid].blinkdelay == 0) { // if delay until next blink has elapsed
					cbCharacter[charid].blinkoldloop = character[charid].Loop; // store current loop for restoring after the blink
					character[charid].Animate(character[charid].Loop + BLINKING_LOOP, 0, eOnce, eNoBlock); // animate using blinking loops of normal view
						// Using loops of the normal view avoids the need for seperate blinking views and unlocking the blinking view
					cbCharacter[charid].blinkdelay = (BLINKING_DELAY_MIN + Random(BLINKING_DELAY_MAX - BLINKING_DELAY_MIN)) * GetGameSpeed();
					  // randomize delay until next blink
				}
				else cbCharacter[charid].blinkdelay--; // if blinking delay has NOT yet elapsed, decrease it

			}

		}

		charid++; // loop to next character
	}

}
#151
Sounds exactly like what I want to accomplish! Thanks, strazer!! :)
#152
so if I want my character to blink when he's not talking I have to use idle-view?
#153
How do you get the characters to blink when you've given them a blink view?
I stood beside one of my "blinking" characters and she never blinks!

What have I missed!? Doesn't it work sort of like idle-view?
#154
Yes it'll be more of a teaser than a techdemo. And it won't delay the completion of the whole game, since it'll only contain things that I'll do anyway. The only difference will be that I complete the first areas first.

All right, then. I'll go make a TEASER for y'all. ;)
#155
I'm thinking about releasing a demo containing the first night. The game will span over one night and three days, and during the first night you get to know the characters and the forest.

If there's enough interest then I'll focus my effort on putting together a demo of this, otherwise I'll keep working more general.
#156
Really!? You put me in your credits for that? That's so cool!  ;D
#157
Just wanted to show you all that I'm still working on the game. I haven't been active on the forums lately because I've been working hard both in school and (when in front of a computer) on the game. But now I thought it was time for an update:


2005-09-29: The last month much has happened. I've drawn and colored two more backgrounds. I didn't get to implementing any puzzles like I said I would, but I've made a lot of character animation. Mostly several junie-characters (the ones dancing in the second picture). I've made a few new songs, but the most important things I've done is that I've put together most of the rooms I've finished. So at the moment you can take a stroll through the woodlands, listen to the birds singing and watch an occasional  "dow" eating grass.

So what's next? Right after writing this text I thought I should write some dialogs. Then the next time I get time I'll make another two important backgrounds. Then, I can start with the first puzzles. But it's coming along very fine. And I'm making a lot of back-ups to make sure it keeps going that way. ;)


2005-09-17: The last month I've been busy vacationing with my girlfriend. But I've also found a lot of time to work on Woodlands.

I've recorded a lot of sounds and painted three new backgrounds. I've done two new songs. I've also drawn and animated Hilbot the evil Wizard and one of his goons. The last weeks I've been working on the intro sequence. I've animated all of a ten second flash-movie and also made an important dialog with the villain. I've almost completed the intro-sequence now, and will move on to implement the first puzzles.
#158
I love this!!  :D
#159
QuoteThere's something I wonder, is the name Tom just a good name or is it inspired by Tom Bombadill?

No, I never thought about Tom Bombadill. Tom was actually just something that I started to call him after I had drawn him a couple of times. When it later on was time to name him, no other name seemed right. I guess he was meant to be a Tom. ;)

QuoteThe fangs idea sounds good to me fov, but I think it's the eyes that really make the difference. Perhaps if you make him frown...

Otherwise, how would sunglasses go with the game? Sure, it's a wacky touch, but he'd look mean. Maybe it's worth a try.

Well, he's already frowning a bit. Maybe if I make his brows darker he will look more aggressive?
I'm not liking the idea of sunglasses though. Mostly because it would be anachronistic and not at all fit in the game-world. Anachronistic can be good, but only in a wacky game like Monkey Island.

Quotelike ure game a lot! and the goon looks perfect the way he is. keep the eyes the way it is. it works.

Thanks. It's nice to hear the goon's not a total failure. ;)
#160
Right. The eyes are a matter of style and will remain the same on all characters in the game. Personally I think the wizard looks evil enough as it is. He's not supposed to be Sauron-evil, more like pathetic-evil. ;)

I can see what you mean about the goon, though. He might look better if given some additional "evil" treat such as big fangs. I'll look into it.

QuoteIf the party scene is playable then how come the Burning Tom's House scene is the intro scene?

Well, the party is part of the intro as well. After Frank 2 (which I thought had a too long intro sequence) I thought about making the intro interactive for Woodlands. That is: Some parts of it are cut-sequences and in other you control the character (making conversation and looking at things). In this way I'm hoping to make the intro more interesting even though there's a lot of story being told.
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