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Messages - mode7

#221
AGS Games in Production / Re: Arrival
Mon 14/02/2011 19:41:28
I really like the style - everything looks so dirty, rundown and shabby - perfectly fits the mood
#222
Wow!

This looks epic! Seriously, is there anything awesome this game doesn't have?

Pirates? Check
Zombies? Check
Sharks? Check?
Giant Monsters ? Check
Spiky Hair? Check
Huge phalic swords? Check
Shotguns? Check
Seabattles? Check
Over the top sound effects? Check
useless violence? Check
Oceanspirit Dennis? Double Check!

Seriously - this is the stuff blockbusters are made of!
I NEEED to play this game
#223
Thanks Khris! That fixed it!
#224
Hey everybody. Finally got some time to do some coding today. As I'm doing a simple script which gets the keyboard input. It's inside a module and according to keyboard input it sets a enum. My problem is, that the values do work inside the module they get set in but if I want to use the values inside my platformer script/module they don't seem to get updated. I don't get an arror but the keys don't respond either.

Here's the header of the keyboard script:

Code: ags

enum Directions {
  Up,
  Down,
  Left, 
  Right, 
  None
};

enum Actions {
  Jump, 
  Action,
  Run, 
  NoAction
};

Directions CurrentDirection;
Actions CurrentAction;


so am I missing something here? Do I need to import or update the values somehow. Because I don't get an error
#225
I read the initial post and a few of the follow ups. I was prepared to write a lengthy follow up but then I thought to myself:
I could join this conversation bout if the AGS community was on the right track to create the great artistic revelation of the 21st century

OR

I could just use the time to work on this game ;)
#226
Thanks, now I'm depressed.  ;D

Well actually it was pretty intense and had some really cool ideas to draw the player into it. For my conception every emotion a piece of art causes is a good emotion!
Thumbs up!
#227

1. Atmosphere, Story, Puzzles - in this order
2. Atmosphere and Pacing (meaning how the game evolves and how everything works together to drive the story)
3. Annoying Interfaces, confusing puzzles and not having clear goals.
4. Lucasarts - I think you shouldn't be able to die in adventure games and if you do it should be clearly your fault
5. It depends of the complexity of the puzzles. I think keyboard controls give a better sense of immersion.
#228
Quote from: anian on Fri 04/02/2011 11:58:28
Quote from: mode7 on Fri 04/02/2011 11:38:08
I can't see your own uploads but if they look anything like Dualnames edit. Leave them as they are! The perspective might be completely off but thats not bad at all. I love this picture. It reminds me of the Bauhaus painting style  from the 1920s or the german expressionists.
By the look of the background, I think you mean like de Chirico style? That's actually surealism, while Bauhaus style (which I guess would be Klee or Kandinsky) is more apstract and cubistish (I know that's not a word  :P ). It is all the 1920s, but Bauhaus was more centered on graphic and industrial design, while surealism and stuff that's more from Spain, France, Italy (Dali, Ernst etc.) is more about remaking of romaticism but with new influence of apstract art.

...and that is all in this week's More than you want to know epsiode.  ;D

No I meant bauhaus. There's a small branch of Bauhaus followers who were dedicated to painting like Lyonel Feininger. But you are right De Chirico came to mind too. He was kind of a pioneer for surrealism.

Anyway now that the pictures are loading I have to give extra props to Dualnames - beautiful edit man!

also @Studio3: Your reference picture gave me a bad flashback - this used to be on the cover of my latin book. Another perfectly innocent picture spoiled by latin.
#229
I can't see your own uploads but if they look anything like Dualnames edit. Leave them as they are! The perspective might be completely off but thats not bad at all. I love this picture. It reminds me of the Bauhaus painting style  from the 1920s or the german expressionists.

This is great art! Don't change anything but think about a game that can really do this style justice.

#230
General Discussion / Re: Indie Games Night!
Mon 24/01/2011 01:06:45
This has quickly become one of my most favourite shows on youtube! Keep on going!
#231
Yes!
I couldn't agree more. When I heard MI:SE coming out I got really excited and bought it without thinking twice. It kinda was a disapointment. Especially the BGs looked so rushed and scribbled that I couldn't believe this was supposed to be a professional product. The characters also lacked a lot of their original charm - but then again this might just be nostalgia. - But anyway, I enjoyed it - mostly because of the voice acting.
Therefore, my expectations were lower for part two. And I liked this one a lot better - but then again it's hard to screw these BGs up and they were begging for hires even back then.

I think both of these games were still worth their money even though they could have been sooo much better.
#232
Suicidal?
JD already was very professional. With the features you mentioned and the qualities the original already brought along the original might even help to sell the hd version. Look at Super Meatboy or the Monkey Island SEs (Most people already owned the original with them).
I'm very much looking forward to this and wish you the very best for your project and I hope it will be a sucess!!
#233
Damn, this is good! Really great game so far.
It reminded me a lot of ghost in the shell this time - which is a good thing.

The writing is amazing - the scenario you create is so intense and it's even more scary because everything seems so realistic or at least very plausible.
#234
Construct comes to mind
http://www.scirra.com/

very powerful
#235
Quote from: ProgZmax on Thu 16/12/2010 01:37:10
Here's a little something I threw together to inspire some more entries:


Introducing, from American Technos, 1990's killer hit:

THE SECRET OF MONKEY ISLAND


That would've been awesome - RCR is one of my favourite nes games.
Nice work here - it's really convincing.
#236
First of all, thanks for the help - fall I'm not sure if this is what I need.

I was trying to write an anaglyph module for AGS.

The idea is drawing the screen twice simultaneously by having a doublesize background. And then blending screen 1 and two via additive blending by drawing a dynamic sprite.
#237
Is there any way to draw a dynamic sprite in a different blending mode? Like screen or multiply? Or is there at least a function to change color values per pixel when drawing sprites, so I could do the calculations myself?
#238
General Discussion / Re: Rotoscope
Mon 06/12/2010 13:50:11
Rotoscoping was quite cool in Another world and Flashback.
Here are some ressources that might be useful:
http://www.youtube.com/user/moogyxo

The also had them on the homepage as mpgs but the site has been down for a while.

BTW: Here's a short 15 frames/sec rotoscope animation I did - a loooooot of work took 2 days or so.
http://www.youtube.com/watch?v=Wv4xkmhx8CE

You can open any video in virtual dub and export (make sure you don't have to many frames in there - 1000 or so shuld be the limit unless you have 16gb of ram)  and export it as adboe filmstrip - to open it in ps
#239
Thanks guys, I really appreciate all this feedback. I also was amazed how many people liked the sound system - as it was implented approx. 30min before release. I think the main credits go to the guys at futurewaveshaper.com who did the samples.
#240
This is a great plugin. Thinking of the possibilities makes my head dizzy.
Just some questions: Is it possibly to have an object rotating like the BG (when I make objects they just stay on their screen position) and would it be even possibly to make them distort like the bg?

Another idea: The animation feature works really awesome: The only thing is, that it would need ALOT of diskspace (somewhere around 100mb per background)
Is there a possibility to draw a frame of an ogv file as a bg animation sprite?
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