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Messages - gypsysnail

#181
Ali, I LOVE that sketch! Sloppy?? Not at all, its very stylish and loose, just what a real artist often would do. Well not all artists but a lot do, I love it! The only thing I would comment on is the colour of the dress - it should stand out more, orange and greens as Elric suggested, and maybe with some stronger reds in between. Beautiful work Ali, keep it up! And cant wait to see the finished piece.
Cheers
#182
Damien, I think you have done very well to alter it, he does look mean :) IMO that is.
#183
Ok :) can you post me what you have done so far, it might help give me some idea. You can post it here or in pm.
#184
Critics' Lounge / Re: character
Sun 12/11/2006 05:42:44
Quote from: Mouth for war on Wed 08/11/2006 16:11:01
yes i agree...but i'm not that good at drawing, but somehow i managed to do the face pretty good...it seems harder doing the clothes...I don't ask for you to do it for me of course but maybe you could show me a few tips on how to shade clothes etc.
thanks

Ah, I have some ideas on how to shade... but first tell me what program you were using to draw the character with?

(and for someone who says he is not very good at drawing, you have done a very good job! :) and I like the moustache one better too).
#185
The arms do look better :) but for the eyebrows, I would suggest upturning them outwards like this  \    /   but not too high like the slashes lol, just a bit, at the corners. Or alternatively just add a bit of slash, very short ones, at each outer corner, so it looks almost like the slash example above. If you want, I can fix up the image if you like, just as an example one and if you dont like it, you dont have to accept it. Just let me know. It wont take me long to do it. But first try my suggestions above. Hope it helps. Cheers
#186
Aha! Thanks :) so thats what the z order was for. I understand. Cheers :)
#187
I have just been reading this thread and I did the score gui bar but there is one problem with my score bar, it wont stay under the main pop up gui bar (where you can select walk look talk etc cursors from), instead the score bar stays on top of the main pop up one. How can this be resolved? I set the score bar is normal and have tried other options, but nothing will stop it from being over the pop up one. Any ideas? Thanks :)
#188
Aw thanks Buloght, I felt I had to say something. Usually if I really feel the person deserves a compliment for their work and I feel they have a talent then I have to say it :):). Anyhow hope you will consider the idea cos I reckon we need more games like Knightsquire, but much longer games ;).
#189
:D ahhh thanks! That really helps me start off :) I will try it over the weekend and the next week. Cheers :)
#190
I HAVE to say something here!!!! For the first time, tonight I unzipped the game and played it (oh I love Friday nights, end of working week, relaxation and game time!!! :D) AND the game exceeded my expectations! I really loved it, not surprising the game won something in the annual awards, I think thats actually how I found the game. Bloody brillant in everything including the puzzle levels, hard but managed to finish the game and I learnt some valuable things from this game - how to make puzzles as hard as I can for players :). I personally think players love getting stuck even if they don't seem like they like it and get frustrated :P - I know I do love getting stuck in a game. Buloght, thank you for such a fantastic game and gorgeous graphics! Truely a pro! I think maybe you should consider making more games like that, on a longer level, and levels of puzzles, the harder it gets, etc... and sell them. Just an idea... :). U got talents there. (I must mention too that there are quite a few talented people on this forum, talents in many areas).
Cheers,
Snail
#191
Ahh thats it, thanks Monkey :):) I had been thinking maybe the timer was for timing tasks and puzzles. I would be interested in knowing more on how your timer would work in timing a puzzle? Maybe an example here, would that be ok? Would design of a puzzle have to be taken in consideration for the timer while designing puzzle images and stuff like that?

Other question, thanks for the info on the day thing :) I am just starting out here and I have a view in my mind, well already have designed some stuff for the Day 1 Day 2 etc etc part such as a room just for "Day 1....." text, but how to actually make it work I have to really think on this, as I am no expert or even intermediate scripter - not yet anyway lol. I also wonder if the day thing works with a game clock? Could you maybe define more on the script if thats ok? I do understand where the script must go yes, but its only one part of a bigger script I feel. If I am posting this stuff in this thread as a wrong thread, please let me know and I will move it to a fresh new thread so forgive me for any mistakes :).
Cheers,
Snail
#192
Hey Monkey!! Thank you thank you! This is what I have been waiting for! I need to ask some questions, being such a newbie lol. Ok here goes.... exactly how can the timer work? I will give u an example of how my game is to be. It will be set out as day 1, day 2, day 3, so on to about day 8, and what I am hoping for is the timer could be for such things during the day. Or.... is this timer suited for timing things/tasks/puzzles during a game? And does anything need to be created - sprites such as clocks? Forgive me for bein a newbie, if I have gotten any idea wrong :).
Cheers,
Snail
#193
Wow Electroshokker! Those are gorgeous screenshots!!! I want to ask you, did you draw the graphics on paper and scan to computer, trace the lines and then do the rest of work in photoshop? I am asking this as I have not done backgrounds for a game before even though I am an artist and paint on canvases, and I am currently doing my first background this way, drew it on paper then scanned it and so on. Let me know and anyone else who reads this thread too and is working on or has done a game too, how you have done your backgrounds? I realise it is a much easier way than drawing from scratch on computer :).
Cheers, Snail
#194
Lol Zapper, that is so cute, teddies around you to cuddle during the scary game ;). May I ask, your bday on xmas day? I remember getting games for xmas many times and playing on it, ignoring my relatives (sorry rellies!) :P but I am sure they understood! :D

Barbarian, I am really looking forward to playing your game!! It has been added to my wish list of games to play! :) Even if the graphics were ripped, I think it'll be a great game cos you are going to give us the playing experience that I reckon is worth it :).
#195
Ah I have to agree with Visionmind, here in Australia the standard price for a game like this is $50 to $70 in stores today - and, like you, I bought all Sierra games at their steep prices too in the 1980's and 90's (still have that memory of waking up in the morn on my bday and xmas day so many years in a row to a game and jumped on the pc to play them) ;) cos I loved them and still do. So I think $30 is reasonable for a game like that and if it's like Larry then thats even better!! :D I miss larry days but I still have the games ;). I guess also me being deaf, I wont ever be able to hear Al's voiceÃ,  :'( I would like to but even so I still look for the game that has puzzle and 'hard-to-work-out' type of puzzle quality in it rather than just pretty graphics - though I love good graphics. Its about balancing both in a game and thats marvellous to me when one game can. I have to yet download and play the demo which I will do shortly.

Free games are a nice bonus, but isnt it nice to be able to earn the reward to be able to buy a game? I feel a person who works so hard on the graphics and programming, like Erpy has, should be able to sell his game and I feel they have the right to 'sell' - work hard and get paid for it. There is nothing better than being your own boss and I plan to be this one day with my games when I get good enough at coding. I am at the moment taking my time learning the coding things before I make my actual game :). Then once I am able to code very well, I will be making my games commercial (and you guys who have helped me so much better know that you will be on my rolling credits ;) )

QuoteI was very surprised to see how many people react negatively to a commercial released game.Ã,  Ã, It's kind of sad to me.Ã,  Ã, I don't understand what people don't expect.Ã,  My mind is the better Al Emmo or Shiva sell (or whatever else game that's being released commercially)l the better other adventure games sell.Ã,  We're all in this together.Ã,  If they fail, other commercial endeavors fail.Ã,  It's not a competition, it's a support group.

I feel sad too at the negativity recieved for his commercial game. I would have hoped a more positive feedback because we need to encourage ppl like Erpy and the rest of us to get our games out there, we need to bring back the old real adventure games that have real plots and lots of puzzles/interactivity involved in them! I was very happy to buy Dave's Blackwell game - prepurchased, for $20 which I consider a very good value, and I am excited to get his game at release next month.

QuoteIf your not making money right now (for whatever reason) don't complain, just wait until you do/are.Ã,  Ã, Save up if you need.Ã,  That's my situation, and when I'm able I fully intend on supporting these guys (with the benefit of playing a fun game).

Yeahhh I say thats a good piece of advice!!!!! Its very hard to break out into a business, marketing and all that stuff as well as making the product and trying to get people to see that it is good enough to buy. You WILL eventually make money from your business ;). I love this forum very much, it is like a 2nd family in a way, in that we support each other in making our games. The passion for games here is very strong.That said, lets be more positive towards Erpy's game and support him, Dave and all those who are going commercial. Also a big hand up to Chris for AGS!!! Roberta & Ken sure set the trail blazing and now Chris is following their steps ;) Without them and Chris, I doubt we'd be here doing something we loved most - designing games.

Cheers,
Snail
#196
Oooh that worked!!! :) Now to work out how to get the exit to work and how to receive a message after a short while of sending the message. Thank you, and I or we can post the updates in this thread to keep ppl up to date, this be good reference for newbies in the future :). Cheers and g'nite, its late in Australia :D.
#197
Hey thanks! Ok that script is pasted in that order now, and no error message. Now the problem is - even though the message shows up as it should when I click hand icon on mobile ph in inventory, after the message, no gui shows up this time, just the cursor changes to the talk cursor instead. What would be the next step? and yes
Code: ags
Code:
import function show_mobph_window ();
was already in the header, so that was good and I changed the left click in floating box in the gui for mobile phone to run script.... so now.... what could be stopping the gui from showing up? Hmmmmm. Its good we have taken a few steps back up and now time to proceed one step, so this is not confusing now :). I will be able to sleep better after this yay! ;)
#198
Back up!!!! I am totally lost! my internet broadband is too slow to backtrack posts from a cpl hours ago (thanks to australia's low standard of broadband!). Please paste the exact orders and exact scripts fresh b4 I go to bed. Its just too hard. Its all a complicated mess I am sorry. All these error messages, just driving me mad

EDIT: sorry that wasnt meant to be an outburst, it was only meant to say hey can u back up a little. I am waiting for your reply, I will NOT go to bed til I have the answer :) I hate things being unresolved. I won't be able to sleep otherwise if its not resolved
#199
Nope does not work :(.

Here is what I did so far.
First I added your edited script just above this section code:
Code: ags
#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function show_mobph_window () {
// is called when mouse clicks on mobile phone in inventory to interact
// with the mobile phone gui
  if(mouse.Mode == eModeTalkto){
     Display("Glop glop... ah you open the phone with your slimy snail hands.");
}
         gMobph.BackgroundGraphic = (128);
         Wait(5);
         gMobph.BackgroundGraphic = (124);
         Wait(5);
         gMobph.BackgroundGraphic = (125);
         Wait(5);
         gMobph.BackgroundGraphic = (126);
         Wait(5);
         gMobph.BackgroundGraphic = (127);

}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


and it came up with this error message saying "Already referenced name as import; you must define it before using it" so I deleted that whole function section that I pasted above and came up with an error saying Script link failed: runtime error: unresolved import show_mobph_window.

This brain of mine is really stupid (yeah I know I shudnt put myself down but this is so frustrating, this learning curve).
#200
Ok I did this and added the script to the run script as shown but this is what i got:
EDIT:
There was an error compiling your script. The problem was:
In: 'Global script'

Error (line 264): Variable 'show_mobph_window' is already defined.

The script is:
Code: ags
#sectionstart inventory5_a  // DO NOT EDIT OR REMOVE THIS LINE
function inventory5_a() {
  // script for Inventory item 5 (mobph): Talk to inventory item
function show_mobph_window  
}
#sectionend inventory5_a  // DO NOT EDIT OR REMOVE THIS LINE


but that function section was added after I put in the run script interaction. So I dont know what is going on.
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