Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - nihilyst

#641
Quote from: Sektor 13 on Sat 06/09/2008 08:00:40
I think the only problem would be "multicolored" font. One font that is differently shaded ! AGS doesn't support that yet, but I think that is not much of a problem... All the other thing can be made exactly as the S.S.

Isn't there a Sprite Font Module or something?
#642
But whatever we do, part of our understanding of the world will always be in everything we write. And I think, that's okay.
#643
When I started, I couldn't draw, either. Okay, I still can't draw, but at least I know how to make simple backgrounds that work for a game. The main problem I had, when I started, was the resolution. I thought: Hey, 640*480 looks nice, let's do this! It ended up miserably. I switched to 320*240(200) and found it a lot easier to start with, if you want to go for a pixelated style. I suggest using a simple paint program like ArtGem, which is easy to use and can handle layers.

If you don't want pixelated backgrounds, you could go on to a higher resolution and work with photos, manipulations, collages or something like that. Depends on what style you want to have in your game.

Sprites ... holy shit, I hate them. Maybe someone else can give you a hint.
#644
Take a look at Al Lowe's site HERE.

There are some design documents available for free download.
#645
I have to admit that this city-maze thing is a pain in the ass and just forces me to quit the game, even with the easy navigation turned on. I guess this approach just isn't my cup of tea.

But despite of that, the game really is well done, graphics and animations are superb. You must have had a very hard time programming this. I admire you!
#646
I'm really puzzled at what the first BG is about. What is it, and why the funky colours?

The second looks okay, imo. Maybe you could lower the brightness of the moon and give it some moon-texture. And it's a tad empty.
#647
No one said that it should or could look like a professionally made game. But I guess making a textured basis with a 3D-program and then editing it in Photoshop or something similar is a good basis, if you like that look. So if you're a bit familiar with 3D and a bit with Photoshop, why not give it a try?

But anyway ... I don't know how big or complex "By the Sword" would be, but I guess it's too much work for one person alone. If you want to do it all alone (what unfortunately is exactly the way I do things), I guess it's a long and hard road you have to go.
#648
Quote from: Ryan Timothy on Fri 15/08/2008 04:36:33
Wow.  Thanks for showing me that game, nihilyst.  It's leaning towards my preferred style of 3D backgrounds (which not many 3D games do.  They usually look to square and blocky.)

And it's one of the few German adventures I remember. BTW: The second installment "Secret Files 2" will be released in August.
#649
Quote from: olafmoriarty on Wed 23/07/2008 23:03:37
I love the game, but that puzzle almost made me tear my hair out. It's great that the machine is there, but why not make a way around it for those of us who don't NEED it?

Reminds me of Inherit The Earth, where your furry character has to repair the lens of a telescope (which in this after-human-world is just called light-catcher). You have to seek advice of an old human relic called Unit, but you have to tell him the precise name of the object you want to repair. So what do you do? You walk through a tedious maze (the THIRD time!1!) to visit the leader of the clan of Rats to ask him about it. Is this necessary? Couldn't that be shortened? It's not even a puzzle, because you are told: Go to Sist, the leader of the clan of Rats! Geeze!

Speaking of which, ITE really got on my nerves with it's silly mazes and top-view-locations. Unfortunately, though, because the graphics are good, the voices (at least the German ones, as I don't know the others) were brilliant and the story was quite interesting.
#650
I guess Secret Files:Tunguska used 3D-rendered backgrounds as a basis, which have then been photoshopped to look not too like much like a 3D-scene. And the graphics of this game were absolutely lovely. So why not do it that way?

Some screens, if you haven't played it:

http://www.adventurespiele.net/modules/My_eGallery/gallery/2006/Tunguska/tunguska18.jpg
http://www.adventurespiele.net/modules/My_eGallery/gallery/2006/Tunguska/tunguska11.jpg
http://www.adventurespiele.net/modules/My_eGallery/gallery/2006/Tunguska/tunguska17.jpg

Good luck finding a style, that you are happy with! I guess it's hard work ...
#651
Hints & Tips / Re: Ben Jordan: Case 7
Thu 14/08/2008 15:11:58
Quote from: Nedraed on Thu 14/08/2008 14:35:15
So far, so good, but not I'm stuck. I've gotten into Bianchi's apartment and office, and I'm looking for justification to break in. I know it's something to do with the symbol on the suicide note, and the notepad on the desk, but how do I compare the two so it accepts it as evidence?

Spoiler
Copying the symbol into your notebook should suffice. Also, you have to talk to the Professor; he'll tell you that the Knights of St. Anthony are up to nothing good.
[close]
#652
You're right, the ending really is great and giving me the creeps. Great game!
#653
I might have found a "bug":
Spoiler
Ben convinces his friends to break into Bianchi's apartment by knowing that he is involved in this Anthony's Knights thing. But it is not neccessary to find out, that the suicide note is actually written be him and not by Alessandro.

Also, when talking to Alice after they managed to get the keys from Bianchi's apartment, Ben walks to the left side of the room, although Alice is located right.
[close]
#654
Hints & Tips / Re: Ben Jordan: Case 7
Wed 13/08/2008 23:27:37
Spoiler
I also didn't notice it rightaway, but you have to look at the wound on the neck of your grandfather in the photograph.
[close]
#655
Okay, just played it half-through or so, and I really like what you've done here. Never saw an AGS game with lip-sync until now; it really looks realistic. The voices are all well chosen; unfortunately, not all of them are of the same recording quality. Graphics are as always, and the story seems very intriguing so far. The music is kick-ass!

Wow!
#656
Quote from: Kadji-san (BradN) on Sun 03/08/2008 03:11:23
Or in game design terms, its an obstacle. Mini games are usually skipable (well at least in most adventure games).

If it's implemented in a nonsensical Still Life fashion (like making cookies or starting up a crane through solving some weird lever combination puzzles, then yes. I hated this. But thinking of Full Throttle, the car-driving minigame was quite cool and made full sense. The bike battles were a bit annoying; no, not the battles themselves, just the slow driving. So, minigames can really help your game be more dynamic.

I really like to join; haven't made anything in AGS for a while, but I fear I just don't have the time.
#657
Great idea and well executed, although it's very hard for me to play it. I'm playing this game on an LCD screen with a 16 ms response time; the ghosting of the cursor makes it nearly unplayable for me, though I really don't know how that could be changed.

Anyway, great thing!

EDIT:

Some issues:
- It sometimes happens to me that enemies disappear, when they collide with those invulnerable box things. The level can't be beaten then.
- Retro-fire seems to rely on the position of the cursor rather than your battleship. So, if you use keyboard controls only, retro-fire doesn't fire out of the back of your ship.
#658
Though Thanatus has not been recorded in any Latin text ^^ But hell, who cares? The game looks nice and the style is magnificent.
#659
Quote from: Storygamer on Sat 05/07/2008 08:31:43
Still want to make the game, but I want some good high-quality music, which would basically disqualify it, I think.

As far as I understood it, the only thing you HAVE to emulate is a retro style of graphics.
#660
Wow. Congratulations!
SMF spam blocked by CleanTalk