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Messages - miguel

#2201
Yup, Trevor is growing and I am very happy with the progress I've made lately.
I think I'll release the first chapter by the 20th of this month.
I would apreciate critics of any kind, please
#2202
Hi there! You should put all your comands on :' Player Enters Room: After Fade In ', wait comands or, better said, blocking comands can't be put Before the room loads.
I hope this helps :)
#2203
Hi! I'm not sure what is your question but you should use:
- Room Editor - Settings - Interactions (icon 'i' next to the floppy disk icon) - First time player enters room

Sorry if this wasn't what you need.
#2204
General Discussion / Re: The future of Gaming?
Tue 04/03/2008 12:12:42


Pigs have found the technology to play the piano!
#2205
Critics' Lounge / Re: BG: back of truck
Sat 01/03/2008 23:59:38
Looking good!!! I'll be around if you need anything :)
#2206
Hi to all,
Pixelia, do your game if you want to. The subject is controversial as you can see what this thread turned out to be. Any form of art (even a adventure game)  is due to criticism so you made the questions and you got the answers.
Say what you want to say with your game, your only expressing yourself after all.
Good luck, and I think that the Key of the game is:   TOLERANCE
#2207
Critics' Lounge / Re: BG: back of truck
Sat 01/03/2008 16:34:40
hello again, I'm glad I could help :),
well, the last screen you did looks a LOT better than the first, you got that perspective working, but I advise you to (save the screen you have of course, this is only my opinion):
     cut off the lights, change the colour palette to a darker one and paint bucket the screen,
     give your character the same treatment, darken him and shade him,
     get a second background ready, this one with light coming from the opened doors, so that when the hero   solves the puzzles there will be a visual reward for the player.
I'll be around if you need my humble opinion, :)

#2208
Critics' Lounge / Re: BG: back of truck
Fri 29/02/2008 23:13:01
Hi there!
The poster has to be drawn in the same perspective as the doors of the van. that would fix it.
I believe, and it's only my opinion that you should put the poster on other wall and make the doors bigger, the same size as the back of the truck. Get the 3 dimensions working right and then worry about the shades. Remember, if the van is closed and there are no windows then it should be really dark.
hope it helps
#2209
Adventure Related Talk & Chat / Re: Cliché
Fri 29/02/2008 23:05:07
Yeah, japanese writers tend to make those overproduced gigantic soap operas! It's a cultural thing, like manga cartoons, the characters are very emotional and relate to passed events often. Maybe because the prodution was so big on Metal Gear 2 people didn't complaint about the plot beeing cliche, mainly because normal action games barely have one.
#2210
Adventure Related Talk & Chat / Re: Cliché
Fri 29/02/2008 19:41:36
I agree, most (if not all) good ideas have been written, you can see that on movies (it's sequel after sequel), in music (the old genres keep coming back) and any sort of art.
However, it's the aproach on the subjects that makes a good plot.
And people, humans are fascinated by other humans, we just have to make them interesting.
All that said, I think that a Die Hard based adventure game should be really cool.
#2211
Nice graphics and mood from what you've shown. I really like detective games and am a jazz fan.
good luck
#2212
I've just checked your site and think it's very cool to say the least.
Go for it, it's clear you have the talent to become a fine cartoon artist.
#2213
"Better yet have the entire opening be playable. The daughter is standing there, your father tells the housekeeper to tell you to pick up your bag, you do it. If you don't or trying to do something else the housekeeper will reprimand you. You have to get and wear your hat. Close up your bag. Say goodbye to your pet dog. Try to speak to your father. Get some dialog out of the housekeeper... Stuff like that. When you're father walks outside with your bags you have to GET BAG and then WALK outside. The player has to, not the cutscene. All with gentle prodding from the housekeeper to make sure you know what to do. "Better follow him out there love, it's best not to disobey him again, not after what happened..."

Now, that makes me want to play that game! Great thinking Mr.Colossal.
#2214
General Discussion / Re: Can TV make you cry?
Wed 27/02/2008 20:47:01
Sorry if this is not what the kind of TV this post is about but everytime I see kids suffering on the tele, like hospital docs or deseases that don't have a cure I just can't help and cry. I am a recent father and I was told that's why I do it.
#2215
Remember how Gabriel Knight 3 started? The scene on the train? It was very cinematic and took you straight into the vampire mood, very dark and full of lightning efects. Gabriel gets atacked, arrives at the train station and he's driven into town. Next morning wakes up in a hotel room, there is light, morning light, and an entire town to explore. It's very well done and as some piano notes play, jazzy, on the background, you feel you want to explore everything, the paintings, your inventory, the bed, even the soap on the bathroom!
That's how I like a begining...
#2216
The original titled "The Dwarven Dagger of Blitz" will hopefuly be released in April 2008. You can check Games in prodution and give me some info on the screenshots I've posted.
#2217
I think it's a personal choice allways, either it's because they were the first adventures one has played or the first one we have finished or just because it came at the right time in our lifes to play them.
Anyway, the one that got me more emersed and I enjoyed the most was Gabriel Knight 3. The ones close to the heart are maybe the Monkey Island series and Loom.
#2218
Played it for some time and think it's a very interesting aproach on the genre, it sure makes me want to play more. Congrats.
Nice art and the starting music is very good.
Hope to finish it when I have more time.
#2219
High contrast or low contrast brings some weird effects on drawings but it all depends on the mood you want to set on a particular scene/room. Why don't you get a photo that you are familiar with and play with contrast on the computer, I think you will find out by yourself by testing it.
I have a post on games on prodution showing some scenes from the game I'm making and on the 3rd background I got a very low contrast on the walls. You can see that, because I didn't change the character brightness, his whyte shirt pops out of the screen!!!
So, sometimes you may want to put something relevant for the player to see and use some contrast or light efect up high to do the trick!

#2220
hi there, I'm no expert but maybe you are confusing some things like contrast and tonal range?
Contrast is the difference of extremes - black and white, dark and light. The greater the difference between them, the higher the contrast. The numbers of shades of Gray in between (in black and white) indicate tonal range. In color the same is true so one way of looking at tonal range is looking at a high colour pallete spectrum of colors and check the range between, say a dark green almost black to a letuce green, you've got contrast and tonal range!
hope it helps
cheers
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