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Messages - miguel

#1941
Hi to all,
great topic start and very good opinions.
On my recent project (Blue Moon) I decided to make my own interface and came with something not original but functional, I hope!
Rui Trovatore Pires gave me some lessons on interface design and as I was improving the Blue Moon Demo he kept directing me on the best way.
It consists on a constant GUI placed on centre bottom of the screen that shows the name of whatever the mouse is over,
then,  If you Right-Click it pops a verb GUI, with some level of transparency, on top of the object that consists on some icons :     
                                      - examine
                                      - use
                                      - inventory (allowing you to use an item with the current object)
if a person is the object then a TALK icon will be present;
Right-clicking or moving EGO will turn the verb GUI off.
I've seen it on other games and think it is much more functional than the standart interfaces for the reasons everybody named before.
What do you think of it?
#1942
Sporting Clube Portugal is the team I love,

best known as Sporting Lisbon:

#1943
It's the mix of body hair and elastic clothes that makes me go all Fredy Mercury like.
#1944
FIND TREVOR'S GUN!


#1945
From now on, I want to be called 'Loretta'.
...
...
...
...er...
#1946
This could be something really good!
I love the style and concept of your game, I miss the battles on Heros games and it reminds me of that!
good luck
#1947
Hi Oliwerko,
My experience related to the three finished games I've made is:
First one: the year 2003, I discovered AGS and decided I wanted to do a game. Story, graphics and scripting were     done as I had more ideas. No planning whatsoever. The game was poor but still very fun to make.
Second: 2007, I had the story on my mind and started to draw some backgrounds, it ended like a finished product, at least the first chapter. The rush to release it made the quality suffer.
Third: 2008, I wrote the story and took it to a AGS forum member who is a writer. Spent some time on scripting and made something of my own with the help of AGS members. Graphics are original but I draw them on paper and then on the computer. I took this last project on a more professional approach and released a demo of it. I believe I have got a game with some quality and will continue with that level on my mind.
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So, I guess one will develop his skills with the purpose of making the hard work easier and more clean. You do a better job if you are organized, that's for sure.
#1948
Played the game for half an hour,
so far it's very professional made,
good graphics, music and sounds,
I had a dialog with the LadyVunderbilt and voices and script are good as well.
Very, very nice.
Great work Schnuffel!
#1949
tolworthy,
I believe you are going on the right direction to make AGS games a unique thing.
I was going to bed (in Portugal is 23.30 right now) but got stuck by the title of your game and downloaded it.
I must say that I was not expecting something so beautifull,
the graphics, as everybody before me stated, are very good and adequate to Victor Hugo's work.
The texts are meaningfull and it is very nice to read because you did not put long sentences.
Congratulations!
I posted a thread on the Adventure Related... lounge where I speak about new ways of doing adventure games, and them becoming something new,
a new art form.
Thank you.
#1950
Oh yes, Akatosh,
another fan of my naked avatars!
#1951
Hints & Tips / Re: blue moon
Mon 23/06/2008 22:07:31
Yeah, it wasn't your fault Leon,
The final and tested version of the demo (the one you are using) had 'Hoven' with an H,
When I corrected it to OVEN it stopped working  every time there was a label check,
Sorry again to all.
#1952
Hints & Tips / Re: blue moon
Mon 23/06/2008 13:41:12
Ok, sorry guys,
There was a bug that ocurred when I corrected some typos. That changed some gui labels and got bugged!
There is a updated version avaiable for download.
Also check your messages.
Sorry for that.
And because you all been great and had to play a buggy version I added a new room on the demo.
Beware that the demo will not end. You will get to a room where there is no escape, so don't worry, it's not you.
I'll make sure Blue Moon will be a good game, thanks for the support.
Well thanks for the nice feedback.
New link:   http://www.mediafire.com/?nmhdemzmsjm

#1953
Thank you Mods,
The plan is to make Blue Moon as interesting and exciting as we can.
I take this moment to praise some very important people:

BrokenButterfly: the very talented writer (she does magic with words);
Leon: the man with the BugDetector3000 chip integrated in his mind;
ZeGarrincha: the one that brings you the beautiful guitar riffs;
-------------------------------------------------------------------------------------------
Status: location 2 in development : 80%
#1954
Hints & Tips / Re: blue moon
Thu 19/06/2008 23:40:48
as Leon said:  combine the numerical info you can get from looking and using things.
                       the code is a combination of 8 numbers
                       it starts with 05, as it means May.

coffee: look and use everything in the kitchen, it's a very simple puzzle
#1955
As a game maker who comes up with poor graphics (me) on his games,
I believe that due to the nature of adventure games and its almost static layout, graphics are very important and play a big part on its acceptance by the audience. Good plots and good graphics equals good games most of the time.
But you will find AGS forum members to be fair and just and you will not be judged only for your game graphics.
I myself get amazed by the art quality of some of the guys here, you'll find them on the critics lounge.
May the Force be with you, Domithian.
#1956
Insofox: I agree with you there.

VinceTwelve: I still could not download, neither your version, but from reading that thread I got the idea of the game's   quality. I guess it is a good example of what not to do with adventure games.
#1957
Hi Vince,

the "asshole" link didn't allow me to download anything, I guess because it has nothing to download.
Those guys should ask for it to be removed because it's not even funny.
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#1958
Thanks hofmeier,
You are on my top list AGS game makers at the moment,

As for the spoiler comments, I understand what you are saying but the interface takes a while to adapt and I believe you will find less confusing and frustrating when going through the game.
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See you in October, yes!
second level is pretty much done (not tested) and I plan on having 6 different locations (levels) so October seems like a good deadline.

#1959
Congratulations agentbauer,
I'll wait for that hook bug to be fixed before I download.
#1960
Yes, the Shivah or anything with Rabbis will turn people on. :=

Well, I guess I got pretty much the answers I wanted and I believe this thread had a lot of interesting parts.
I just think that adventure games are powerful enough to be a consistent art form.
Through the forums I see many, many people with lots of talent and ideas.

Thanks everybody
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