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 - markbilly

#401
This is a really crude edit, as I don't paint... But I think you can do a lot in terms of character size with just lifting the foreground up. You maybe need to make the bottom half of the foreground layer fuller, too...

Actually, does that bugger with the perspective/vanishing point?


Sorry, I didn't help with that edit...


#402
I'm incorporating ProgZ edit in mine, as I agree the floor lighting doesn't suit the scene, really...
#403
Good point on the detail, Kytandiafan, that looks nice.

Right, there have been loads of suggestions now that I've said I'll take up. I'm going to work on a new edit over the next few days and get it posted up. :)
#404
Brilliant, works a treat. Thanks!
#405
I've been using AGS 2.72 for ages and recently moved to 3. Just getting used to all the changes, dialog stuff being one of them...

You can now put scripts directly in the dialog, which is great, but I have a problem. Doing things like moving the player character, etc are fine, but what happens if you want an object to do something? Because, clearly an object is a room thing, and the dialog is global?

Do you have to resort back to the AGS 2 method of running scripts in a dialog? If so, how do you do it in AGS 3?

Thanks

P.S. Sorry if this has been answered before, or is in the manual. I have looked :/
#406
I'm not sure if anyone cares. We are far more interested in playing your game.
#407
General Discussion / Re: Medical robot
Fri 27/03/2009 17:04:44
Quote from: WHAM on Fri 27/03/2009 15:13:41
I wonder what the fuction of the tube coming from its face is?

Artistic effect! :D Same goes for the old fashioned microphone that they've used as its 'mouth'... ;)

To be honest, I wouldn't go for something like this Star Wars one, whoever thought that was a good way of calming patients, well...

Anthropomorphic, definitely, even if it's just a torso hanging from a ceiling. You don't want it looking visibly metallic either, maybe go for a semi-transparent plastic over a frame as 'skin'. A bit like the standard robots in I, Robot.
#408
Quote from: Jakerpot on Fri 27/03/2009 16:49:50
not certain yet, but if at least 10 peaple raise they hands, i will.

What happens if 9 people raise their hands, will you not bother then? Go back to the drawing board?
#409
Quote from: Jakerpot on Fri 27/03/2009 16:37:45
*raises hand*

I'd raise mine, but you are decided anyway, right?
#410
Nice. I like the animation when:

Spoiler
he teleports to the other world...
[close]

You could make the character move across the screen quicker, then the walk animation would look more natural...
#411
Critics' Lounge / Re: angry head
Thu 26/03/2009 22:36:02
That's an incredible edit. Bearing in mind your original was great anyway!

I love your style, bog.
#412
With AGS games, if you are just making the odd one here and there and none are commercial, then having a name is pointless. I've said this before, haven't I?

People will be looking at the game you make, and only that really. In terms of AGS, the only 'company names' I can remember are Wadjet Eye, Sektor 13 and Grundislav (probably one or two more if I try harder). And these all have many great games to their names.

When you have made one or two good games, that have been well recieved by the AGS community, that is when you shoud be doing this sort of exercise...
#413
Too obvious? Clichéd? Not sure. Maybe it isn't. I think keeping the whole scene really mysterious is important. I would make sense if you saw it in context... Obviously not your fault that you can't! :P
#414
It's kind of medical, I suppose. Like the very corner of the facility where they can keep him there without too much attention being drawn. I kind of kept them empty for that reason... There aren't aliens in the game either, but your question of course applies to adding more human patients/subjects...
#415
Yeah, OK. I see what you mean now, fair enough. It's just a matter of consistency. That's how I would imagine the cables for two identical machines in that kind of scene would be placed.

I think I'm going to leave it. I will look into the far left set of cables though, that was seriously lazy of me. Thanks for pointing it out...
#416
Quote from: Jakerpot on Wed 25/03/2009 16:09:17
what are you talking about? Ok, they are the same tank, but why can't the cables be diferent? Will look a lot nicer, but, hey, wait. I understanded. But maybe just changing the cables width may look better. Yeah, light above the doors could be good, but remember to make them turn to green when opened in your game  ;)

So you understand? Or you still think they should be different? It's difficult to follow when you just write exactly what you are thinking. Think then write. Sorry to be rude but it's very difficult to understand what you mean.

Width applies in the same way. I may change the cables on the far left window, though. But besides that, it wouldn't make sense...
#417
@Jakerpot: I'll admit copying and pasting the cables/tubes in the first window is lazy, because we're viewing the other side. However, why then in your edit have you changed the cables in the second window? These should be the same, as the two machines are identical and viewed from the same side. Also, if you notice the cables link into the panel things inside the tanks...

Lights above the doors ain't such a bad idea, may try that. Thanks rbaleksander! :)
#418
I've darkened/constasted up the corridor bit, because I know what you mean. I'm not a fan of the blur on yours though. It looks very atmospheric but I doesn't suit the style I'm pixelling in...
#419
Thanks for all the help guys. I'm going with the adapted ProgZ edit (if he doesn't mind?). I'll be changing the doors a bit, too...

The other one was nice, but the lights were too obtrusive in the scene. ProgZ idea was a lot more subtle.

Thanks again!
#420
It's been in and out of production for a while, I've just sorted the story and the direction I want to take it in terms of art. I posted about it here:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35801.0

I don't really want to give anything away yet. When a good amount more is done i.e. enough for a demo I'll release some info in the GiP board.

It's a sci fi story, set in a unspecified future, basically. :)

Thanks for the interest, anyway. I'm working on adapting ProgZ idea to fit my style, then I'll post both because I'm not too sure about my second edit myself... ;)

EDIT: Here they both are. With edited character colours too...



SMF spam blocked by CleanTalk