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Messages - lennon

#1
Recruitment / Re: Offer Your Services!
Mon 09/05/2016 22:19:38
Make your characters animations interesting; an intro that really gets the player into the story;
good close ups with different expresions; realistic backgrounds; good character design;
or just a cover illustration for your kickstart proyect...
Whatever it is you need for your game to stand out, you can contact me at messutipablo@gmail.com
PS: Keep in mind I live from making this, so I can only accept paid work.











#2
Well, you managed to answer all of my questions! :-D Thanks!!!!!!!!!!
I guess then that the biggest problem I have with AGS has to do with the fonts. It's a very important feature, and hopefully it'll improve in the future. I'm still not too crazy at other stuff related to how graphics are managed, it's a pitty since the design of the engine is so great. Anyway, this has been a lot of help. I really appreciate it!
#3
I just begun to prototype my game and for the moment I'm just learning about the engine.
These are a lot of questions :tongue:, the first three are more important to me. Any help would be appreciated:

1- FONT QUALITY AND HOW TO MAKE A NON-AUTOMATIC OUTLINE FOR .TTF?: The docs mentioned something about getting more res on the fonts. I really think I need it, here is an image with what I want (in green) and what I get (cyan). Also, I'm wondering if I could make an outline font that is completly black (filled) but just more thick -since for what I read the color font would be super imposed on top of it, who cares if it's hollow or not, nobody would see the hollowness anyway... and I guess this way the Anti-aliasing won't give this much trouble-. Regardless of that, my question is: How can I do this outline font? I've seen solutions for other file extensions but not TTF. Keep in mind that I'd like a method that allows me to set the outline widith to my pleasure (look how thick is the outline I used in the image). Do I really need a font editor for this? (any tutorials would be helpful, I'v already read the wiki)

2-BLINKING ANIMATION INTERVAL??: I want an animation for the character, of him constantly breathing (the blinking is incorporated in the cycle), and I want it to play whenever he is at rest (say, everyframe). So I tried to put my frames on a blinking view and attach it to the propper slot as I had done with the other animations. I set the blinking interval to 0 to avoid having some delay before the loop started again, but it didn't worked, using 1 wasn't good either. Anyway I don't get it, even with such a small numbers of intervals how can it still take such a long time before actually playing the animation.

3-OPTION-OFF FOR ENTRY POINT?: So, say I have a long entry point for a dialog. How do I make it play only once without using an if statment? With other options I can use the "option-off X" command... but is there anyway to use this command with the entry point as well?

4-PURPLE ICON BAR: I probably won't use this GUI, but it could be useful for now. Yet, for some reason, the icon bar and the inventory menu look purple and duplicated. I guess it must be something about the graphic resolution, since the same error is not happening with the rest of the menus.

5-INPUT FOR THE BORDERS OF THE TEXT WINDOW NOT SHOWING IN THE PROPERTIES?: The manual seems to suggest that there's an item in the properties of the GUI text window to hook up a graphic, but I just don't see it there. I figure I could search for a script comand to find the file, I just feel like I'm missing something that apparently is there somewhere. This one is not that urgent and I'm probably gonna figure it out by myself (and I don't think I'll use this box anyway, I'm just curious)

#4
For what I've seen, I think that DOTT had 50 BGs for the game and like 27 for the cutscenes:
http://imgur.com/a/nGMpt/all I'd like to know more about the number of BGs and characters in those old lucasart & sierra games (perhaps I should ask in those remake-teams?)
I think the last Broken Sowrd had much less than that, probably since it's half a game. I wonder how many BGs & CH would be average for an episodic game?
...Did somebody study this subject a little further and can share some info?
#5
Thanks to everyone... one of the best things AGS has: it's community!
While WinterMute is really easy to use and similar to AGS, after trying it I can say it's 3D aspects are not very good (it doesn't allow normal maps, it can't handle a high poly count and may not be very good in the shadow & lights department).
Adventure Creator for Unity seems really robust, specially since you can do 2D, 2.5D and 3D with all the funtionality of Unity and it's portability. For what I've seen it's very intuitive, it even allows you to set triggers an actions in a visual way. You have to pay though (even if it's not that expensive), wich is an important downside for someone that is there just to give it a go; but it looks like the best option. I think I may go with it.
#6
I hope I'm not posting in the wrong forum.
Being an artist ( http://www.duval.vg/foro/index.php?topic=786.15 ) I really like how easy AGS is: I can do something great without knowing much about programming.
I'd like to make something short witht the funcitionality of sierra's old games, but from the graphic perspective I'd like to use 3D characters in a pre-rendered background (think about tunguska files or Black mirror). I could pre-render the characters animations but that wouldn't give me a propper response to the lights. Is there any other engine as easy to use as AGS but with a 3D funcionallity that you could recommend? At work we use Unity, but I don't know how to make an inventory or any of those things and it could turn to be more than I can handle.
I'm looking for something with lots of tutorials avaiable and a large comunity where you can ask questions and such.
Maybe WME?
Thanks a lot.
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