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Messages - hedgefield

#181
I'm having the same problem actually. I've seen it happen before but for the game I just started it is especially noticeable.

Check it out.

The game has keyboard control, just press up or down and you should see what I mean. It does the same with mouse control, but there's no cursor yet so that is a little harder to try out :)
#182
Very cool. I wouldn't mind kicking around a few ideas sometime, I'm trying to build a Bioware style dialog module right now and I'd love to see how far we can take it with the engine code, even if just for structure and stuff. There has to be a better way for keeping track of dialog trees..
#183
For future reference, you can also use this module to plug any sort of description label straight into your game :)
#184
Critics' Lounge / Re: First Face
Mon 03/01/2011 15:09:34
Then you need to add a cast shadow on the left side of the nose too. Right now it looks like his nose is inverted and is casting a shadow down into his nasal cavity.

And where is the rest of his face?
#185
What would make me very happy is being able to reorder the file/folder structure for sprites, dialogs, characters and views. For the rooms you can already sort by room number, but it would be great to have alphabetical sort or drag-n-drop for all the above tabs. That would save me a lot of headaches and searching around :)

Other than that I'm aching for an update to the dialog system. I suppose most of that is engine stuff, but having a dialog editor somewhat more similar to this would be tremendous.
#186
I own both a Bamboo Fun and an Intuos4, and even though the Intuos4 obviously has a far better pressure sensitivity, I still enjoy working on the Bamboo just fine. It fits perfectly in my messenger bag so I take it to work all the time. I picked the Fun because it's the only one that also comes in a Medium format, which in my opinion is a perfect size (and far superior to those little ones).

Wacom is pretty much the only game in town :)
#187
The module you're gonna wanna check out is QueuedSpeech by Monkey_05_06. I'm using it right now, and aside from having to turn off enforcing the new style audio code, it worked great out of the box on AGS 3.2.
#188
The latest release by CJ is the 3.2 version that you can download from the first post in this thread. After that CJ made the engine partially opensource because he didn't have enough time to work on it anymore, and I believe a handful of people are building their own versions of AGS now, upgrading things like the room editor and such.
#189
Critics' Lounge / Re: Cowboy walkcycle
Wed 29/12/2010 11:43:08
Thanks guys. I was planning on doing the bending feet thing next yeah, and the motion blur is automatically generated by After Effects, so maybe I better just turn that off then.
#190
Critics' Lounge / Cowboy walkcycle
Mon 27/12/2010 21:14:37
I've been playing around with After Effects a lot lately, and it led me to try and set up a walkcycle with it to see if I could get more fluid movement out of it. So I took an old sprite and gave it a try. I'd like to hear what you guys think about the movement, and how it could be improved to be more dynamic and characteristic.



Never mind the gaps between the limbs and all that, this sprite is still WIP and was not properly cut out yet. I'm purely talking about the motion now.

And for laughs, here's the walkcycle I made with this sprite two years ago in photoshop :)

#191
Critics' Lounge / Re: female character sprites
Mon 27/12/2010 21:04:30
These are very good-looking sprites, nice work! The back diagonal is still a little wonky yeah, her arms looks more like she's holding it tight against her side instead of having it in her pocket, but I know from experience that that is a super difficult angle to get right.
But other than that the only thing that kinda bugs me is that in the front and front-diagonal views she is clearly leaning on one leg, maybe a little slumped, yet in the side view she seems more like her head is leaning back and she is standing more upright, chest out. It's not that jarring but it itches when you see the different views next to eachother. I think moving her head a little forward and maybe a little down in the side views would go a long way towards correcting that.
#192
Events in a story usually build up to a final climactic scene where the main character achieves the goal he set out to reach at the start of the game (rescue the princess, save the world, get some cheese at the supermarket), usually followed by a moment to let it all sink in and wrap up all story points, and then the credits roll and the game returns to the main menu (or quits I guess if there is no menu). Is that what you were asking?
#193
Holy crap that is brilliant. Dragging objects around at runtime sounds super useful, I'll have to take it out for a spin!
#194
Sorting audio, views, characters etc by name would be really nice.
#195
You select the object or hotspot you want, then click the Use Inventory On Object option in the Events tab and you should get a script similar to:

function oOBJECTNAME_UseInv() {
}


Then change that to say:

function oOBJECTNAME_UseInv() {
 if (cEgo.ActiveInventory == iITEMNAME) {
   // put your code here
 }
}
#196
Yep, 700 was the point for me too whereafter things started getting a little flaky on my 2Ghz Core2 DUO. Though switching to DirectX allowed me to push the boundary up to 1020. Great module, can't wait to see where it goes and what people use it for!
#197
AGS Games in Production / Re: Over the Edge
Thu 15/07/2010 22:18:01
Holy tiki, this looks great! Been a long time since I've seen a game here with such high production values.
#198
Maybe this module can help?
#199
I get this in some forum threads aswell, yeah.
#200
No, never. I do occasionally change my mind about the aspect ratio, but I was never a big fan of 8-bit graphics or 320x240. 640x480 is even a little low for me, but in terms of workload it's my preferred resolution.
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