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 - joelphilippage

#41
Critics' Lounge / Re: Portrait seems boring
Sun 12/09/2010 21:19:55
It really was a re-edit I used Mad's edit a lot. All I did was attempt to re-draw his for myself. It may not have been pixel perfect, but reproduction is often a good method for learning. Some things I may choose to keep. Thanks for the help. I will probably be improved a lot and hope to keep learning things.
#42
Critics' Lounge / Re: Portrait seems boring
Fri 10/09/2010 18:57:15
AAAHH! Now I'll never be able to go back to my ignorance of poor shading! Thanks guys. I'll see what I can do without just copying your picture. I'll at least re-draw it for myself to get your Ideas in.



Here's my re-edit. I really like the bun in her hair, but I want to have a set amount of pixels for the portraits.
#43
Congratulations! I'm happy to have had a part in this momentous occation ;D. Thanks for your help. That would have taken me forever to figure out.

Edit: I had to fix a null pointer, but I could see that it was running the code. It's still not working though. (The player walks to the point and does nothing)
#44
I'm trying to write a non block walk to script so one character can walk to a location and the player can switch and do something else at the same time.

Code: ags

function went(this Character*, int x, int y) {
  clicked = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
  if (player.ID == 0){
    lx = x;
    ly = y;
    lPlayerGoing = true;
  }
  else{
    rx = x;
    ry = y;
    rPlayerGoing = true;
  }
  this.Walk(x, y);
}
function repeatedly_execute(){
  if(lPlayerGoing == true){
    if((cDuetL.x == lx) && (cDuetL.y == ly)){
      run = true;
      clicked.RunInteraction(eModeInteract);
      run = false;
      lPlayerGoing = false;
    }
  }
  if(rPlayerGoing == true){
    if((cDuetR.x == rx) && (cDuetR.y == ry)){
      run = true;
      clicked.RunInteraction(eModeInteract);
      run = false;
      rPlayerGoing = false;
    }
  }
}


This gets where the player needs to go and then checks when they get there. It will then re-run it's interaction code here:

Code: ags

if(run == true){
    player.Say("I'm here!");
  }
  else{
    player.went(31, 76);
  }


When the player get's to the location, it does not run the player.Say code.
#45
Critics' Lounge / Re: Portrait seems boring
Thu 09/09/2010 21:00:02


There's a bit less of a contrast in this version and not so much of a direct light source. I added bangs for some reason.
#46
Critics' Lounge / Re: Portrait seems boring
Thu 09/09/2010 19:13:31


I enjoy bizarre colors. Does this look better?

Here is the original picture I based this off of.


#47
Critics' Lounge / Re: Portrait seems boring
Thu 09/09/2010 17:06:22
I do like the improved eyes. It does give her some more life. I think adding forehead lines makes her look old, and she is not supposed to be more than 20. The arched eyebrow fits her character. I could use this as an optional expression. she looks a bit more sad in the older one.



tried a few of Ben's Ideas with a few differences. I don't want the lips to be very full. she should be kind of plain
#48
Critics' Lounge / Re: Portrait seems boring
Thu 09/09/2010 16:48:27
How's this?

#49
Critics' Lounge / Portrait seems boring
Thu 09/09/2010 14:49:55


My portrait seems a bit dull. the right side is completely white, which I think it should be from the light source, but it feels really empty. Also, the attitude and everything seems a bit uninteresting. I want to keep the pale skin tone though. Got any Ideas to liven this up?



I tried this as well.
#50
I had to do a few tweaks, but it works. Thanks. I tried that method before but thought it was deleting the image between rooms.
#51
I'm not experienced at drawing things in-game.
Code: ags

  DynamicSprite* cutBackground = DynamicSprite.CreateFromBackground(GetBackgroundFrame(), TopX, TopY, Width, Height);
  cutBackground.SaveToFile("tmp.bmp");
  cutBackground.Delete();
  player.ChangeRoom(zoomedRoom);
  DynamicSprite* backdrop = DynamicSprite.CreateFromFile("tmp.bmp");
  DrawingSurface *zoomedBackround = Room.GetDrawingSurfaceForBackground();
  zoomedBackround.DrawImage(0, 0, backdrop.Graphic, 0, 640, 400);
  zoomedBackround.Release();
  backdrop.Delete();
  File.Delete("tmp.bmp");


This should cut out a section of the background, then go to the assigned room where it will then paste the section of backdrop in the next room scaled to full size.

Problem: After the room changes, the image is not pasted.
#52
Critics' Lounge / Re: The Hero remake
Mon 30/08/2010 22:41:25


There he is a bit shorter.
#53
Critics' Lounge / Re: The Hero remake
Sun 29/08/2010 18:30:26

Great, thanks for pointing that out. Looks better.
#54
Critics' Lounge / The Hero remake
Sun 29/08/2010 02:27:36


Trying a remake of the quest for glory hero using the same colors. does it do him justice, or do you think he looks a bit wimpy?

#55
Critics' Lounge / Re: A Detective
Sat 28/08/2010 14:19:25
could you make the Coroner's chin a bit smaller? that would help her look a bit more womanly. She would look better with a heart shaped face. I think you're improving on the body shape. Keep it up.
#56


That's six different sprite styles that I actually animated. I actually did this for most of the characters. I've been having lots of trouble deciding. The last one is the easiest to animate though and has the most style in my opinion.
#57
Critics' Lounge / Re: A Detective
Wed 25/08/2010 02:46:48
If manly is what your looking for, here are a few things.

He sort of has a pencil neck. with a big head. If you widen out the neck, it will look a bit more natural. Maybe you could make his jaw more angular His body is sort of square shaped. You could make his shoulders wider and his waist thinner which will give him more personality. Heavy eyebrows would help with deeper eyes.

Here is a quick sketch I did of my ideas.


Always remember that the eyes should go directly in the middle of the head.
#58
AGS Games in Production / Re: King's Quest IX
Tue 24/08/2010 18:27:20
Quote from: KQIX-Team on Tue 24/08/2010 18:05:23
Okay, I've checked Grahams animation now and it looks fine to me. What's the problem in your oppinion? Does he walk too fast or too slow?

I mean if the movement speed is not linked to the animation, it can look like the character is gliding. thats the case in the demo. I think just that could really give the game an old fashioned feel.
#59
AGS Games in Production / Re: King's Quest IX
Tue 24/08/2010 16:04:00
I don't remember Grahm being this buff in Kings Quest V. You should also turn on the movement linked to animation property. Keep at it!
#60
Thanks so much! I look forward to playing this.
SMF spam blocked by CleanTalk