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Messages - mode7

#281
I got something in the works - can't promise I will finish it till deadline. It's rather ambitious.
#282
Another day, another try.
I'll change the clothing a bit and I'll make seperate animation steps for the feet so this is just an animation test, to see if it could work like this.
#283
Well in a way he reminds me a little of Ed Wood: Persuing his dream - and failing miserably.
#284
I admire him - not because any of his movies is any good, but for his talent to get the biggest crab produced and not even always as a B-movie but a a hollywood prodction and keeps on doing it.

There are so many directors out there who are more talented and deserve a chance much more than Boll.
#285
OK thank you very much for your feedback! Especially Khris for the paintover which really helped.
I tried to fix a bunch of stuff you guys mentioned - for the bending well I can't really do it unless drawing the bending frames manually, so I will at least consider drawing in siome shadows after the final render

Please note that this is 2x the final resolution (probably its even 4x) so a lot of things will be less obvious (like the popping up)

#286
This is my first front walkcycle in a long time and I just can't seem to get it right. Something still feels a little odd but I can't put my finger on it. Maybe you guys can help:

#287
Hm thanks Matti - this way it looks really straightforward - I'll try this
#288
yeah, that would work - but the whole code would get really confusing - well at least thats a possibility. Maybe there's another way
#289
I noticed there's a WalkOn event for hotspots but there isn't a WalkOff one.
I want to give an object a certain tint while the player stands on hotspot and if the player walks off, I wont to remove the tint.

Of course I could use Regions for that, but there are only 15 Regions and that won't be enough, in fact even 30 Hotspots could also be problematic, as I'm using pretty big bgs. Maybe there's a possibiblity to increase the count?
#290
I hadn't thought of that - anyway - i dropped the resolution to 320 and I'm getting constant framerates so this is kind of solved
#291
Hi there,

I'm having some serious issues with my game (800x600, 32bit color)
I'm running the fog module and I'm drawing some particles on the Background with Particle Systems manager.

My Problem is that with both enabled the game goes completey slow:

With DirectDraw I can't daw the fog elements without going down to 20 frames.
With D3D I can't draw the particles (even if its only very few) without going down to 13 frames.

So my question would be - is there any kind of workaroound for this? Maybe a different way to draw particles (with alpha) or do I have to accept this engine restrictions?
#292
Another good example would be Timanfaya a German semi-professional freeware adventure. Makes great use of photos and even has animations.
http://www.timanfaya-game.de/screenshots.php

I'm also working on a style which uses photos as a base, also works with faces and characters. I will do a tutorial...someday - to busy right now
#293
I don't think AGS will die anytime soon. Actually I've been looking around for other engine because I had some coding troubles and thought itm ight be easier with another one like Gamemaker or Construct (wow this one is pretty coo I have to admit).

BUT there's one reason to stay with AGS and thats community. Yeah I know this might sound cheesy but the AGS community has so much knowledge and talent to offer that I really don't want to give up on that. It's really an inspiration.
Also when playing games like Eternally Us or the recent Technobabylon I see that AGS has something to offer which many games lack: Depth and quality.

whenever there is a interesting story to be told and whenever there are games to be made which cross the line between art and games. adventures won't be far - ags won't be far.

...In which form whatsoever
#294
which encoder did you use? can you playback the ogv in another media player?
#295
Great news...Tim Schafer and Ron Gilbert team up again
#296
does it work in direct draw 5?
#297
I think it looks quite good maybe you can add some shading later on. The ffx (?) guys hair should hve only one single color.  But thats my only critic.
#298
I would do it like that

function repeatedly_execute() {
if (gYOURGUI.Visible == true)
    {
     if (IsKeyPressed (eKeyS) == true) QuitGame(0);
     if (IsKeyPressed (eKeyN) == true) gYOURGUI.Visible == false;
    }
}
#299
Critics' Lounge / Re: Interface
Fri 29/10/2010 09:24:09
Sent you a PM
#300
Critics' Lounge / Re: Interface
Fri 29/10/2010 00:40:50
Well like this I don't think it's that much fun. I'm a fan of keyboard/gamepad controlled games, but like Abstauber said, a mouse is much more effective. On the other hand the direct controls of keyboard controls have their advantages too. They can create a great sense of immersion, tighten the pacing and make exploring more fun.

I've actually been working on such a game concept lately but I'm having problems with AGS not being made for this kind of controls as well as my weak coding skills

Do you need help with the animations? I could do them very easily for this kind of proportions because I already have them in an action template in Anime studio? 
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