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Messages - markbilly

#521
Oh, OK that makes sense. Its just in the normal course of the game (i.e point and click) the character still walks diagonally as normal.

What am I doing wrong, I presume I don't have to change the ProcessClick(...) bit do I?
#522
Sorry, I'm not so good at the code side of things unless I'm writing it myself (and its simple). 'theCharacter' in the script, what does that refer to? Surely if I replace this with the playable character, then any other characters will walk diagonally.

I'm a little confused :P

Say I had a character, ROGER with script name 'cEgo' and I pasted this code into the global script, what would I need to do next? That's basically what I want to know. Thanks again.
#523
Critics' Lounge / Re: Characters C and C
Fri 11/01/2008 18:05:22
Reduce the contrast back down again I think, it was fine before the redesign, but now it looks extreme. It is now very good though! I think you have yourself a character! :D
#524
The sprites and animations are very impressive! Good Luck!

The walk-behinds are all dodgy though...
#525
That's great of you to write it and I'll definitely test it, can you tell me where exactly to put the code in the global script and whether there is anything I need to delete? etc. Thanks.
#526
Critics' Lounge / Re: Characters C and C
Tue 08/01/2008 23:16:16
That is a quite a good stance to work with for the character.

Rectify the proportions in a few areas and these are very workable, simple sprites.
#527
I need pathfinding really. This is why it has been so difficult to find a solution.

Also, my game is in full flow development wise, with a lot of rooms/objects/scripting complete. I had ignored it up until now, but it was something I always intended for it.
#528
How do I/can I change the AGS walkable areas so that my characters only walk through purely vertical and horizontal lines?
If you have played Beneath a Steel Sky then that is what I'm after really.

The closest I've come is by drawing a 'grid' for the areas, rather than using the fill feature. This however doesn't give the right effect, as the character jitters around a lot.

I wasn't sure if this was a beginners question or not, please feel free to move it.

Any suggestions, solutions or known plugs-ins that do this would be a great help.

Thanks,
markbilly
#529
ildu's is perfect. Obviously the figure isn't the right size, etc but the motion looks natural. The effect of an uncontrolled fall is really important, the almost gymnastic nature of the original animation just doesn't seem right.
#530
AGS Games in Production / Re: Lemmy's Search
Wed 02/01/2008 23:37:50
I wondered how long that comment would take you Lemmy :P

I'm liking the art style, the simple shading in the last two screenshots actually works really well. The story sounds surreal too!
#531
Critics' Lounge / Re: Lif Animation
Fri 28/12/2007 18:20:53
I think his belly disappears a little too much in the animation, maybe if it just moves around a bit, so it is always visible...?

Apart from that, it is very good. The sprite generally looks a lot cleaner.
#532
I'm not a fantastic artist either, and I used Guybrush from MI2 as inspiration for a sprite in my game:

This is how he turned out, and a few of the different stages. You can use any of them as a template if you wish, so long as you make significant changes... :P



#533
Critics' Lounge / Re: Detective Elijah Baley
Sat 24/11/2007 22:53:21
I prefer Nightfable's one with the stubble to ProgZ version. I'd say the best of ProgZ is the middle one, and maybe his arms and face would be good to use as inspiration, as I think that's the only weak part of Nightfable's sprite.

Good work, you have a much more natural stance for his character as opposed to the traditional forward facing sprite - which is a nice change. It will be interesting to see this character in his coat in a similar stance.
#534
I really like the style you use at the moment. It suits El Presidente! perfectly and creates a strong sense of character, so I hope you won't think of moving to pixel art. That said, this isn't a bad start. I'm not sure if low res is the place to start, I find low res harder myself...
#535
Your baby appears to be living half behind the womb and half in front of it. A baby sticks out the front, a lot lot different to someone being fat, which is what it looks like now.

Anyway, good animation regardless.
#536
Critics' Lounge / Re: New digital painting
Tue 14/08/2007 12:43:51
Ok I agree with [Igm], it needs something, and that is a very good idea.
#537
Critics' Lounge / Re: New digital painting
Sun 12/08/2007 21:01:04
I think the focus of the picture would do better if it was at the bottom of the frame. Like the crashed ship suggested (nosedived perhaps?).

However, if you want to keep the foreground object you've drawn in, maybe you could add some more foreground at the bottom, like dust from the landing, some debris...
#538
Critics' Lounge / Re: Dott Background
Thu 09/08/2007 17:31:48
I really like this, but it looks more like a house than the mansion in the original pic...
#539
Critics' Lounge / Re: Shading statue
Thu 09/08/2007 15:08:53
ProgZmax: That is depressingly good. As are all of your edits! :P

I think unfortunately the best course of action would be the start again. I think by drawing out the shape and outline first... and then Ben's shading seems good. Maybe if the colours are changed a bit. And ProgZ edit could be used as inspiration for the shape, etc.
#540
Critics' Lounge / Re: Shading statue
Tue 07/08/2007 17:48:13
Jens: I really like that edit. You have made it look a bit more like a statue than a giant green person. The body looks more in the right shape too.

Ben's colours suit his style more though... (judging by his other backgrounds)
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