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Messages - nads

#21
Critics' Lounge / Re: Poster for C+C
Tue 04/09/2012 14:16:38
Hahah the poster/idea was never meant to be taken seriously. That's the whole point. I don't think I was fishing for "thought provoking" idea comments. It's all for a laugh and if I do go ahead I hope people go the same way about it and have fun with it. But thanks for the kind words Andail.

Anyway, I added a skyline of New York in the background (Which I'm already thinking I should have it standing a bit taller. Added the crosses for T's (Which i might have to fool around with to match up with the text abit more.) And the background changed up abit which got rid of the lighting of the darker areas. Also I made a cleaner version of the poster, because after I'm finally happy with it, I'm going to dirty it up a bit with folds/rips/dirty it up abit. To give it more of a Grindhouse/Vintage look to it.

EDIT: I updated another picture with the changes I wanted to make.

EDIT: Ok, So I've upload a last image, which I'm pretty happy with. I worked on the taglines abit, giving it something a bit simpler. I added a few folds and rips here and there. But that's pretty much it I think. If anyone has anything else they want to add, by all means go for it! Thanks for your help again guys!
#22
Critics' Lounge / Re: Poster for C+C
Tue 04/09/2012 12:33:21
Thanks, Wham. I do like the faceless one as well, seeing how I haven't settled on a design for the priest character yet, I was going for more that sort of "who is this priest?" angle. As for the the priest collar, you guess it, it was just whipped up in photoshop. It rough idea for the game is that one person is chosen to do the "lords" dirty work. This is some old testament shit right here. Where instead of floods/plagues/etc. He sends in one man, a person who is given a second chance to save himself from the depths of hell, to be the vengeful hand of god. Just a point+click/side scrolling action game, taking a nod to 70-80's b grade action/grindhouse films. (Hence why I went lazy and just photoshop'd Charles Bronsons face on the front). So I guess normally, yes a priest wouldn't be really seen in a jacket, but you're right. I do need to change up the jacket/collar part.
#23
Critics' Lounge / Re: Poster for C+C
Tue 04/09/2012 09:04:44
Hahaha, well it's pretty much at a draft stage. I'd been working on it since 3am in the morning, lol. The final game it's not really going to look like Bronson, if it ever gets to that stage. I actually forgot about changing the T's to crosses, thanks for the reminder Eric. Working on a small update now.
#24
Critics' Lounge / Re: Poster for C+C
Tue 04/09/2012 00:47:08
updated again
#25
COWBOYS IN SPAAAAACE!!

But seriously, I love the concept :D I don't think it's too bad. I mean, it's cowboys on Mars, you've gotten your colour scheme right there. Browns/Reds. But it's not to say you can'u add a bit of colour here and there with your characters, towns to modes of transport.(If you end up having them) If you tweak it around a touch I'm sure you'll find something you like. But from your mock up, I don't mind it at all. Can't wait to see more on this.
#26
Critics' Lounge / Poster for C+C
Mon 03/09/2012 20:46:06
Hey guys,

Another item for C+C - Love to hear your thoughts, from anything to the layout to the *cough* lame *cough* taglines.

EDIT: Added another one with some bloody splatter over the top
EDIT EDIT: Ok added another one with no lines on the top 3/4 - plus added face as well as the IBM "sticker" on the side

         
#27
Really enjoying the demo so far, thou some of the walking areas need adjusting but I'm stuck at the following

Spoiler
I'm at the Art Gallery, I can get behind the painting with the buzz saw but I need to distract/get rid of the Gallery owner somehow, A little hint would be nice :D
[close]

Also

Spoiler
I don't know how I did but I'll see if I can do it again, But I was able to take saw out of the Gallery, as I said I don't know how I did it, but if I do I'll let you know how I did it and I'll put it in the notes, I don't think its game breaking or anything
[close]
#28
Heya,

Just wanted to get your opinions on this lil guy here. I've got to had some more stuff on him like pouches on his belts. But just wanted to get your views on how his looking. I'll post an update version when his finished.

x 1

x 2

EDIT : Plus anyone know of any tips on how I could go about animating him, whats the best way to go about it?
#29
Cheers, I'll have to fool around with the sprites and to coding to get it running smooth. Thanks for the help. I just added a "Sprint" function to the game! Now I'm going to fool around with it a bit more and hope to get some more done. I'm not really working with over the top sprites, just basic stick figures just to get the all the code side done right before I get deep into the whole character sprites and detailed animation sprite part. Hopefully I'll get all this prototype stuff done soon so I can create some sort of tech demo to show you guys to hear your thoughts. Looks like it could be a sleepless night for me, oh well.

Thanks again..
#30
Haha I like your thinking Khris, any idea how I can smooth up the animation to stop it from dropping back before going forward. It seems like the sprites or focused on a centerpoint rather than using the bottom right corner. Is it something I'm just going to have to chance in my sprites, or is this something I can change.. Again, I hope I make sense
#31
Thanks Khris, I'll give it a shot now.

So I guess I could use a similar principle with jumping. Thou there will be a little bit more to it, say if a character misses his jump..

EDIT: Ok I've tried it and it seems to work fine, only a small issue with the animation itself. He will be standing there, and instead of rolling forwards, the animation will cause him to jump back abit then roll forwards. If that makes sense
#32
Heya guys,

I've been fooling around with Brisby's KeyboardMovement Module and having some fun with it. Being able to have the character moving into a crouching position and moving in that position. But I'm wanting to do a roll function in this game I'm working on. I have the space button set up and read to go, but I was just wondering if there is a form of code I can use where every time I hit this button the character will roll lets say 40 pixels right (for now)
this is the code I've gotten so far

      else if (newdirection == eKeyboardMovement_Action1) {
        cCharacter.ChangeView (3);
        cCharacter.StopMoving ();
        cCharacter.SetWalkSpeed(8, 8);
        cCharacter.Move(+40, 0);
        cCharacter.StopMoving();
        cCharacter.SetWalkSpeed(4, 4);

The main issue I already know is the cCharacter.Move and alot of the codes you have to have a set x,y. Surely there is a way to do and is most likely reeeeeally simple. Just wondering if anyone could point me in the right correction. Hopefully this makes sense

Cheers.

#33
Moh, I'll have to hold out until I get paid before I can purchase this. Can't to sit down and play this one.
#34
Completed Game Announcements / Re: Cart Life
Thu 19/05/2011 03:45:42
Downloading now. Can't wait!

Edit: Download, followed the readme part but still won't run.
Comes up saying that it's unable to load plugin 'ags_shell.dll'

I might just try redownloading and try again.

Edit on Edit: Downloaded again and still has the same problem :( moh, was looking forward to playing that.
#35
Critics' Lounge / Re: Game concept graphics
Fri 15/04/2011 02:44:09
I like the new edit you've done there WHAM. It's shows a bit more detail on the character. Love the added armband you put on the right arm, thou you forgot to put it on the front view.
#36
Looking awesome at the moment. Loved Raiders. Can't wait to try out the demo next week. Keep it up!
#37
Spoiler
Well played sir, well played.. the old code behind the door trick, of course!
[close]

Just finished the game then. It was a good ride, nice work. Liked the look of the game. Only real issues I had with the game were the walkable areas and some of the hotspots. It's nothing that ruins the game, just stuff I noticed while playing that might help your future titles.

Spoiler
Walkable Area: In most areas if Roger would walk to the far end of the room he would look out of place (one of his feet would be placed not on the carpet but looks like it was on the cabinet door)
This was the same with NPC's as well. First time I talked to the Hobo, Roger would walk behind him and looked totally out of place.

Hotspots: Some of the hotspots didn't have any interactions example:
The Clubers, There is nothing you can do with them, like talk to; look at; Seems like it was there for a reason but just didn't get around to it

And if I was to really nit-pick It would have been nice to see a bit more detail in the overhead map. The animation of the shore was a nice touch but it would have been cool to see some details in the rest of the map. Also the "stock font" for signs, like 'The Underground" and "Entrance" at the nightclub. Just cause the backgrounds/characters are really nicely done, but the choice of font/way it's presented kind of stands out. No biggie!
[close]

Still it was fun to play all the way through and I am interested to see what adventures are in store for Roger in the future. As well as any other future games you have in the works.
#38
Ok, Moving along nicely still enjoying it. I will post final thoughts when I finish the game.

Problem thou

Spoiler
With the safe in the club. Mainly whats the code for the safe and how do you enter it. When you enter the right combination will it say you have it right. Or do you have to press C to exit out and open the safe to see if the combination is correct.
[close]
#39
Yeah so far enjoying it. Having the same problem as Khris. (Check his Spoiler, cause for some reason I can't get mine working  ::))
#40
sorry for double posting but the issue has been solved. i just transfered them to mp3 thanks ilbot Gilbot, KhrisMUC and Creator for putting up with such a simple question!
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