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Messages - markbilly

#461
I love how 'nice' it feels. It's a very polished look. I also think the large characters are refreshing and completely fine logistically. I do agree fully, however, with what loominous says about the character integration with the backgrounds. If you could get that right, the whole package would look brilliant! :)
#462
Sunlight does diffract. That is also why you get lighter shadows nearer the level of the window, with the dark shadows closer to the ceiling or floor.
#463
That is in fact the Broken Sword interface/GUI, which is arguably better. And, as yarooze mentions, certainly more popular.
#464
To re-word my post from earlier, I would like to compliment you on your style. Moving away from the blur was a good decision and I look forward to the demo.
#465
Quote from: Cyrus on Wed 03/09/2008 10:54:36
Liked that title screen, but two other ones need improving.

I was thinking exactly the opposite! :P

The two in-game shots look original in style and without the blur. I like them.
#466
Still exactly the same. No luck at all.

I've re-read every bit of code, and it should work! Grrr.
#467
I tried that, no result... :(

It may have something to do with the script I have for the normal mouse clicks??

Here is that too:

Code: ags

  else if (button == eMouseLeft) {

			if (player.ActiveInventory == null) {    
			ProcessClick(mouse.x, mouse.y, eModeWalkto);
			ProcessClick(mouse.x, mouse.y, eModeLookat);
			}
    		else {
				ProcessClick(mouse.x, mouse.y, eModeUseinv);
			}
		
	}
  else if (button == eMouseRight) {   
                        if (player.ActiveInventory == null) { 
				ProcessClick(mouse.x, mouse.y, eModeInteract);
				ProcessClick(mouse.x, mouse.y, eModeTalkto);
				}
				else
    {
        player.ActiveInventory = null;
		}
			}



Sorry, my code is always a horrid mess.
#468
Firstly, you should brainstorm, or note-take. Getting all the ideas for the general premise of the story in one place. For now, don't worry about the fact it's a
game. Write about the world, the timeline and characters - anything! This will take a few minutes, or several weeks depending on the game...

Later, you will need to get more specific: Maybe start by splitting the game story into 'areas'. Like levels of a standard game.

A simple example:

1. Bedroom
2. Explore town
3. Sewer
4. Secret room/end game

Then you will have to write the story for each area, and how this leads to the next. You can add puzzles here, as part of the progression.

If you have lots of characters in your story, you may want to first decide on their role and importance. If they are big characters, maybe write a profile for each before you even start on dialogue. Then, as you are filling out the story for each area you can write the dialogue in.

This way of doing things isn't exactly proven and won't work for all games, but, I can see exactly what you are saying by needing some structure to the process. As there are so many aspects to consider and of course being a game it won't be linear like a book or film. The most important bit is the note-taking at the beginning, because even if that's all you get officially written down, you can more easily make it up as you script it with some ideas/direction in place.
#469
I have this section of code to control the mouse clicks on inventory items whilst in the inventory:

Code: ags


...


else if (button == eMouseLeftInv)
{
    if (player.ActiveInventory == null)
    {
        player.ActiveInventory = inventory[ game.inv_activated ];
    }
    else if (player.ActiveInventory != null)
    {
        inventory[ game.inv_activated ].RunInteraction( eModeUseinv );
    }
}	
	
	else if (button == eMouseRightInv)
	{
    if (player.ActiveInventory == null)
    {
        inventory[ game.inv_activated ].RunInteraction( eModeLookat );
    }
}



Problem is, it doesn't allow me to combine inventory items. As far as I can see, it should... :S

Can anyone spot why??

Thanks.
#470
Can't he hold the gun further out from his body?

So the right arm makes a V shape...
 
#471
Critics' Lounge / Re: Portrait C&C
Fri 29/08/2008 16:22:46
I like it, but the black outline on the hair does look odd. Here is a paintover to show what softening it a little can do.

I have also moved the hair down a little and changed the fringe slightly...



P.S. Is the character supposed to be quite timid, because if so the expression is spot on. :)

#472
Hints & Tips / Re: Ben Jordan: Case 7
Wed 27/08/2008 19:16:28
I am stuck - with many others it seems - with getting into the apartment for a second time. I can't find evidence although I have followed the hints here.

Spoiler
I have copied the symbol, identified it using Percy, asked the Father about it, asked the Cardinal about it, and researched it. Also, finding the notepad proves the note was written as a cover up. Surely this is enough. What am I missing??
[close]

Thanks.

Nevermind, I sorted it. You need to make sure you talk to Percy as well as show him to symbol.
#473
I found this Spoiler Free Hints Guide on the Zombie Cow Website. It is great if you need some help, but feel rubbish about cheating through it... (and as a bonus, it is extremely funny!).

Also, found the museum shop easter egg recently. It just added to the hilarity! :D
#474
Critics' Lounge / Re: Is it finished?
Fri 25/07/2008 14:09:52
If you are going for a cartoony kind of look, the house is fine.

I really like the extreme roof, even if it is impractical... :)
#475
Spoiler
Hit him with the bible, if I remember rightly...
[close]
#476
Quote from: ProgZmax on Sun 20/07/2008 18:31:35
QuoteAlso, I would go so far as to say the default AGS cursor system is broken in itself.

I'd hardly call a system broken that does the job its meant to.  Inelegant, perhaps, but hardly broken.

OK, a little harsh. But, using 'broken' in the same manner as Vince I'd say it is. It does the job yes, but as mentioned in the article clicking lots of times to search for something renders a game broken, partly because this takes a lot of time. The default system takes a lot of time too, and can be very frustrating - that was the point I was making.
#477
Have a search around on the spaceship, there is something you have missed. In there, you will find a crowbar.
#478
Quote from: Vince Twelve on Sat 19/07/2008 01:13:39
Inventory cursors too!

With some very simple scripting, you can use one big attractive sprite to represent the item in your inventory and one smaller, iconic sprite (preferably with a big arrow pointing to the upper left hand corner) as the cursor.

Is there a tech forum post with how to script this? The article was very well written and extremely relevant. I think I link would improve it further.

Also, I would go so far as to say the default AGS cursor system is broken in itself. Because of the right click = cycle function, it takes ages to do anything, and if you miss a cursor when cycling you have to go round again (unless they are all displayed in the GUIs, but that makes cycling pointless anyway...). The first thing I did was swap this for a Broken Sword/BASS system of one cursor, with right and left click functions.
#479
His hand could do with moving a little... That really stands out. Apart from that the main issue is the lack of 'bounce', with which it will be a pretty strong walkcycle. Better than a few I've done! :)

P.S. It is a mater of taste, but some people don't like the legs to 'kick back' that much... Though it isn't a serious problem.
#480
I have to say, although I like the style of ProgZ's sprite, it looks a little 'fuzzy'. I much prefer the bold style that KrisMUC has used in his edit.
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