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Messages - markbilly

#381
Perfect.

It's this kind of simple scripting I need to get sorted in my head. I'm fine with adding inventory items and simple if statements... I've just started doing a quick project with tonnes of more complex (but still fairly straightforward) scripting to practice all this sort of stuff...
#382
I have multiple walk-cycles for my main character. i.e. when they are carrying something, the walk-cycle view changes. I have set the walk-speed and animation delay in the character's settings, however when the view is changed from, say View2 to View9 because the character has picked something up, he will then zip across the screen at lightning speed, as opposed to the speed he had just been walking in View2.

Confused. Help.

There is a part-solution in setting the animation delay and walk-speed manually when the view is changed in the script. But, of course, if I want to change the view in a "repeatingly executing" script, this won't work.

Thanks.

EDIT: I've worked out the problem, just not a solution. It's to do with repeatedly execute.

I have this script in repeatedly execute. But clearly if the script is repeatedly doing ChangeView on every loop, then the animation delay/walk-speed is messed up.

Code: ags
  if (cEgo.ActiveInventory==ibug) {
    withbug=1;
    cEgo.ChangeView(10);
  }  
  else if (cEgo.ActiveInventory!=ibug) {
    withbug=0;
    cEgo.ChangeView(2);
  }


Basically, I need another way of doing this without using repeatedly execute.

Thanks.
#383
Quote from: SuperDre on Mon 17/08/2009 20:04:08
It looks absolutely fabulous.. So hope you finish it all soon ;) keep up the great work..

Thanks, so do I! :D

Quote from: Dualnames on Tue 18/08/2009 12:47:36
I recall when you once said on a pm.. "I can't draw"

Sure.. ;)

I still can't. Every artist gets to the next level and still feels they could do a lot lot better... ;)

I won't deny I've got a lot better, but I also won't deny that's down to the help of some very talented people and lots of use of inspiration. ;)
#384
@Snake & Puddin': Looks nice, shame the download is broken... :(

@Mr Matti: Yeah, there will be puzzles don't worry! :) But I'm hoping to balance it so the player can explore and unravel the story through exploration and dialogue as well as the puzzles.
#385
SOL ???

The main inspirations were Beneath a Steel Sky, Bioware RPGs and sci-fi films like Blade Runner. I have played a criminally small number of adventure games, despite a love and admiration for the genre. I'm just not very good at them. Hence the more character and story based direction I'm going for. I want players to be drawn in and intrigued, not just baffled and frustrated. ;)
#386
Thanks everyone for the lovely comments! :)
#387
Yeah, this little project has been knocking around the forums for a while... Thought I'd give it a proper announcing, now I've sorted the graphics direction and story out properly! :)
#388
AGS Games in Production / The Longevity Gene
Wed 12/08/2009 22:42:13


<< CRITICS LOUNGE THREAD >>
(to continue discussion of the game's demo)





The Longevity Gene is a sci-fi adventure I'm hoping to release in two parts, to make development less daunting. I'm making good progress with Part 1, so here goes...

The Story

You find yourself, completely unaware of your identity, trapped on a damaged cargo ship hurtling towards the surface of an industrial world. Flung into a dystopian world of corrupt corporations and a society divided by technology, you must find out who you are and why you were hidden as cargo.

Features

Character and dialogue driven puzzles and a deep, engaging story.
Detailed sprites and backgrounds, in 320x200 res.
Original MIDI music.

Some screenshots:





Some characters:



Development Progress:

Part 1:

Story: 100%
Scripting: 90%
Graphics: 90%
Dialogue: 80%
Sound: 50%
Music: 20%

All that is left now is adding dialogues and sound and making it all look nice.

EDIT: I underestimated how long the "tidying up" would take, so there is a new release date below.

Expected completion date: First half of 2011.
#389
Critics' Lounge / Re: Guy. Brush.
Sun 26/07/2009 13:25:56
Your sketch is very nice, but I have to agree the "thin" new Guybrush look supports the nature of the character a lot better. It's all about the sarcastic, geeky character that's been established. I reckon Monkey Island 1 did this the best with 2 then moving away from the weedy geek to show the character's progression to "proper pirate". I like the way that from there they went back to thin and geeky but kept the beard. That worked nicely as a compromise to show he'd come along in pirating since the first game...

nice sketch, though. Very Liam Neeson! :P
#390
Critics' Lounge / Re: Simple Wall-E sprite.
Sun 26/04/2009 17:43:28
Right. I have some options now for the sprite. I managed to neaten it up a bit, I think.

I left the current one in for comparison...

Also, I've started work on the details of the background! :)

Which sprite is everyone's favourite and how is the background looking?

#391
QuoteAs far as I know, stars are either blue, white or red (doppler shift effect, depending on the movement of the stars (towards the observer or away from him)). Also, we do not look long enough at those stars, so we don't notice the movement. This way the stars appear only white to us.

Sort of. Stars are blue through to red (hot through to cool - counter intuitively). The observed colour is affected by doppler shift, but it does not determine their colour or nature. And basically all stars are moving away - they are by no means all red.

The human eyes sees space as black and white, indeed (and it is indeed due to expose). Except for very close objects i.e. planets and huge objects i.e. supernovae and planetary nebula (which are nothing to do with planets, they have an old star core at their centre).

Just go for white stars, with cool swirly clouds of colour in the background. No ones cares about accuracy, really. And realism with regards to space rarely looks as pretty as just following the art...
#392
Critics' Lounge / Re: Simple Wall-E sprite.
Fri 24/04/2009 09:26:52
@Kastchey: I'm going to try and brush those things up in another edit later today... :)

@Dualnames: Thanks!

@Ghost: Grey arms I'm going to try and go back to in the next edit, too. I think it will help, I was just impatient because I couldn't get them quite right before...

I am planning on adding chunks of rubbish to the far 'hills' and piles on the floor with little crushes cubes of rubbish, too. As you should be able to make these in the game... ;)

@twentyfour: Yeah, as I said to Ghost, the background will have some detail added, so there are bits of rubbish sticking out of the piles. Like there is in the foreground pile.
#393
Critics' Lounge / Re: Simple Wall-E sprite.
Thu 23/04/2009 16:02:28
I just think it looks a bit messy. I can't really describe it. It's not clean and simple, there are too many colours...
#394
Critics' Lounge / Re: Simple Wall-E sprite.
Thu 23/04/2009 12:16:46
I've given Wall-E another go. I did like the low saturation, so I've edited the colours and a few other things on Mad's edit (which was brilliant). I'm just not sure it still fits the style I have going on in the background. I quite liked the naive, simple look of my original sprite...

I can't decide! ;)

#395
Nice work, it's looking great!

I agree some colours need toning down (lights mainly), I was a bit lazy with them when I started...

The second of Kastchey's edits provides a quick and simple alternative, but yeah you lose a lot of detail.
#396
Even if you just kept the basic shapes, it looks miles better than the edited photo... That is definitely a step in the right direction...

EDIT: Just carry on with the shadows and colours like I have - literally just copying from the picture, which means you don't even have to work out where the shadows go. To be honest, I ran out of patience... :P

#397
Critics' Lounge / Re: Simple Wall-E sprite.
Tue 21/04/2009 17:32:10
OK, I've reduced the saturation of the sprite, and I've drawn Eve and Wall-E in a little background. I'm going for quick and simple, I'm fairly pleased so far...




#398
Critics' Lounge / Simple Wall-E sprite.
Tue 21/04/2009 15:07:59
I'm making some simple sprite for an unofficial mini Wall-E game. Here is the inspiration and the sprite. I'm having trouble making it clear whilst still keeping colours down and contrast up...

And critique welcome.

x2


#399


I've 'fixed' the eyes. You don't need white for the eyes of such small sprites, nor eye colour, really. But I've left the colour to retain the style...

I also did a tiny bit of editing on the torso of the one woman (the stuff in the dashed box). I wanted to do a bit more, but I didn't want to change the style of your sprites too much, and the legs need a lot of adjusting.
#400


All I've done here is delete some frames, it is still far from perfect. This was just to illustrate how many frames were 'wasted'.

I recommend this template, though it's massively exaggerated, just so you know how many frames you need and what positions the legs/arms need to be in for each stage of the cycle...

- from a really useful website.
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