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Messages - markbilly

#501
Critics' Lounge / Re: Background for C&C
Sun 20/04/2008 22:40:58
Are you able to add any of these objects as layers on top of the background image, then we can crit the whole thing as it would be seen in game...?

I really like the background area behind the fence by the way. I'm just concerned about the foreground. The tree needs more detail, as InCreator said and the bench perspective needs to be less extreme. Apart from that, when we see the grass, etc it will be a very nice background! :)
#502
Critics' Lounge / Re: More new tablet BGs
Sun 20/04/2008 16:31:09
Quote from: Snarky on Sun 20/04/2008 15:17:50
Actually, I've seen gates that look exactly like that "door" that are two or three times the height of a person (Google "Trinity College gate", for example). And the windows could also be much larger than you suggest. Those dimensions would indeed make the bricks huge, although probably within the range of possibility.

You are right about the gate, I think it is the bricks more than anything that suggest it's size... And Jens has got the size in relation to the bricks/stone just right.
#503
It's really good to see an AGS game in production at every stage like this. And the debates are interesting! :)

I've just had a thought, would it be quirky to make the room all fuzzy and wavy before you take the pain killer tablet? Just an idea, it may be a bit much...
#504
I'm still concerned with the inventory system... (what I posted earlier)

Quote from: Rui 'Trovatore' Pires on Fri 04/04/2008 01:49:11
The interface is used for navigation. It should function as language between the player and the game - short and functional.

I agree with this comment, and I think it extends to the inventory too. And as much as it impressed me (it is very different) it didn't to for me what is mentioned above...
#505
OK, that's fair enough. Is it possible to maybe make the pointer animate when a 'use-able' item is hovered over? That would probably be a good compromise...
#506
Strange Visitor: After the poor participation in previous animation comps, and the lack of replies I left the thread open. Sorry if this wasn't the right thing to do...

Blue is indeed the winner...! (If I am allowed to award it?)

Congrats.

I would do some PM-ing as to whether another competition is going ahead...

P.S. Sorry about the late reply, a have to admit I'd forgotten about the thread!
#507
I tried a bit of it, but it crashed when I looked out the window at the tree...

The one thing I noticed that you need to do is put labels in for objects, hotspots, etc when you hover the mouse over them. I found it really difficult to find items in the game, and when I did I couldn't click on them easily.

I also think the inventory system is impressive, but a bit hard to use, as it detaches you from the game, and doesn't seem integrated. i.e. when wanting to use an inventory item on an object in the room, you have to go out of the room, select the inv item, click exit inventory, then find the room item again... I know this common to most AGS games, but it just feels clunky and long winded in my opinion.

Maybe if you reduced the inventory screen size to half (there is plenty of blank space to make this possible), and made it appear to one side of the screen so you select your inv item, then just move your mouse back to the room to cancel the gui.

I hope what I'm saying makes sense, and it is only a personal gripe but I really think it will improve how fluid the game is...

I'll try loading it again, and hopefully I can see some more rooms! I'm overall very impressed by the progress you've made, and the quality of the guide esp.
#508
Now it is too fast, and looks like the lids just appear.

You need one frame in the middle, or, if you have that add another one...
#509
Spoiler
I would make the game up to that point, as it is a target to reach in terms of development. Then, if you want you can always extend it... It would be great to see a game of the whole five books - but that would be a tall order indeed! :P
[close]
#510
Critics' Lounge / Re: Art Tricks
Sun 09/03/2008 13:54:06
I like the idea of a tablet, as I can draw really quite well with a pen on paper.

I have learned the hard way however that this does not mean I can use a graphics tablet... I just can't get the damned thing to draw what I want it to!

I think it may be the fact that I am drawing on to the tablet, and the result is appearing above me on the screen - which is really odd. Also, for 'painting' I can't find the right settings on Paintshop that produce a result similar to if I was drawing on paper...

I thought I would add my thoughts to the discussion, just because I have had a bad experience with a tablet, as opposed to a positive one. Also, any advice would help both uktopdog22 and myself.
#511
Anything but the traditional sierra cycle. I'm bored of it, and it isn't very good anyway. Cycling through all the functions is slow and frustrating.

I reckon a simple left click use/right click look system would be the best. Then you can concentrate on the game being fun and simple.

Also: Good luck with this, it is a potentially huge project.
#512
All this talk of objectifying women, do you not think some people are 'objectifying' Lemmy and Binky's hard work? You are looking at the features their character and making assumptions as to their intentions, but, more annoyingly I think, you are taking the face-value of their game and making assumptions about what they wish to achieve with it. I think they really want to make a fun game as a challenging project, and I think they have created an interesting and engaging story. All this talk of breasts and immaturity is masking how mature they want their game to be, and its real purpose as a serious adventure game.

Now, you could say that Lemmy and Binky are not doing themselves any favours by designing their main character so... However I'm sure there is good reason, and the immediate, pathetic screeching it produces from some people doesn't do those 'some people' and favours either.

There are more serious places to be targeting inequality speeches, etc. Where they are really needed.

P.S. The game looks lovely, hurry up! :D
#513
Hi there, sorry about the delay...

I drew this sprite for a top-down adventure game but it was never used...



He is a fearless warrior. He doesn't have much personality at the moment - the sprite is a bit simple - and needs some energy put into him! You can animate him in any situation, whether that be fighting dragons or just twirling his sword.

You can add any backgrounds, etc if you wish of course...

Fun and/or unusual entries welcomed! Normal rules apply.
#514
Do I get a prize? :)

I should do this more often, I could be a multi-award winner in no time!
#515
I thought he was exciting to animate...

Not a bad sprite at all either.
#516
Critics' Lounge / Re: Murder on a ship
Mon 21/01/2008 18:48:09
The shape of the spot lights and the pool of blood on the floor are skewing our view of the blood on the wall making it look like it is continuous.

This diagram may help, the ellipse is the lower pool of blood, and the rectangle represents the blood on the wall. The left is how it is now, the right I think is what would look better.


(this may be a little exaggerated...)

The problem is this alteration may require a general change in perspective over the whole room.
#517
I agree that the 2000s have been disappointing, but you need to remember films like Donnie Darko (2001), The Fellowship of the Ring (2001) (not the other two LOtR) - to give two examples, one cult and one popular. We have had some gems, but they are flooded by the staggering amount of crap that is released (of the nature you describe).

I will however accept your short history of the 2000s, as most of them have been filled with what you describe.
#518
Critics' Lounge / Re: 'hi-res' sprite attempt
Fri 18/01/2008 20:00:45
I think his head is in exactly the right place. It is correct according to the zip on his jacket, and the angle from which you are viewing him. If you moved the head, you would have to tweak the rest of his upper-body along with it, to satisfy the viewing angle.

This is a very good sprite.
#519
Hi, this is my first animation comp entry...

CiCi meets a more customised version...
#520
OK, that works. It is a little jittery in small walkareas however, and occasionally if a walk action is scripted, or when walking to an object it reverts back to the default style.

Still, I'll try and iron those things out if you like. It'll give me some practice.

Thanks again, that was a big help.
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