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Messages - redspark

#41
Critics' Lounge / Re: Font Test
Sat 11/04/2009 23:02:34
The name of the font is called Lady Ice.  http://www.dafont.com/lady-ice.font  It is a free font from dafont.com.  I trimmed the tales off of some of the letters because they didn't look good when reduced to such a small size.  However, with increasing the kerning, I might add them back in to give it more personality.

The list of fonts I was considering were as follows:

Accidental President
Bebas
Blue Highway
Dinova
Enigmatic
Ever After
Kenya Coffee
Libel Suit
Pilsen plakat
Steelfish
Surface

All have a similar height and width that I was looking for.  However, Lady Ice reduced in size much better than the others.  That's why I used it.

Here are two more shots.  The first is with a 1 pixel gap:



and the second is with a 0 pixel gap:



#42
Critics' Lounge / Re: Font Test
Sat 11/04/2009 18:22:35
Could it also be the amount of text that is shown?  Perhaps I need to wrap to a shorter width and show less text.
#43
Critics' Lounge / Re: Font Test
Sat 11/04/2009 16:25:42
Spacing was my concern too.  I'll see if it looks better or worse with an extra pixel after each character.  Thanks.
#44
Critics' Lounge / Font Test
Sat 11/04/2009 12:10:12
I just finished transferring a TTF font to a SCI font for my game.  I had to hand tweak some areas.  I wanted to know if you think it is readable and comfortable to look at.  Please forgive any spelling errors.  Nothing has been proof read yet. ;)  And I'd like to change the overhead text to speech bubbles as soon as I know enough about AGS to do it.



Please let me know what you think.  Thanks
#45
Yeah.  Nearly a 1GB free on it.  No chance of it filling up.  I was thinking of the dodgy caching myself.  But I wasn't sure if that were possible.  I know it isn't suppose to be. :)
#46
The game is running from a USB pen drive.  Could that cause any problems because of the caching or IO speed?
#47
I got both errors.  After importing the sprites I tried to run the game which triggered the save, when the first error displayed about "Attempted to read or write protected memory".  I got a little window that said to send a report.  So I did.

I think I tried to save manually and got the error again and sent another report.  Then, I shutdown my game without saving and opened it up again.  That's when I got the spriteset missing/corrupt error.

The game was not running when I tried to save it.  Although I did do that earlier today by accident.  I'm certain I ran the game at least once after that though and didn't get an error then.
#48
Sorry to dredge up an older thread but I just got this error too.  I'm using a computer that has not changed in 2 years for hardware.

I was just importing a new set of sprites for a speech animation when I went to run the game it blew up with this error.  I have 2GB of memory.  My ACSPRTSET file is about 25MB with around 1600 sprites. 

I was able to restore from the backup file and will backup the entire game folder before I continue.  However, I notice that the import acted a little strange.  I did a Quick Sprite import and brought in about 240 sprites or more in one shot.  The last two sprites were placed at the beginning instead of just the last one and a couple of the sprites were out of order.  This hasn't happened before as far as I know.

Thanks.
#49
Ok.  I'll give that a try.  Thanks.
#50
I'm using AGS 3.1.2 SP1 and I get errors for RawScreenSave() and RawScreenRestore() in my project which was created in 3.1.2 SP1 but I don't get the errors when I compile the demo in this version of AGS.  According to the documentation, those functions are obsolete now.  I'm going to replace them with DrawingSurface functions but I'm pretty new to AGS and I'm not sure what I'm doing. ;)  Is there a better way to do this?  Thanks.
#51
Sorry for the double post.  I'm just making some design decisions and wanted to update this thread to let you know and anyone can tell me that I'm crazy, if they like. ;)

BASIC INTERFACE DESIGN

After reading Vince Twelve's game design articles on "Your Game is Broken" and having always felt this way myself, I have decided to solidify the game interface into a simplified approach.  There are two rules that I'd like to have for the game: 1) Keep the interaction simple to prevent calling attention to the game interface and thus breaking the atmosphere of the game; and 2) Allowing the player to use the keyboard for as much of the game play as possible.  In keeping with this, I have decided to blend Vince's suggestions from his article with a RPG Maker XP style interface for the keyboard and some of my own little tweaks.

First, let's talk about the keyboard interface.  The RPG Maker games can and do use different keys sometimes to interact with the game but they often use very few of them.  I will need to add a few extras simply because of the inventory being a HUD.  Here is what I see being used for mine:

Arrow keys - Move the character or move the selection of the focussed item within the inventory
Enter - Interacts with whatever is "in front of" the player or the focussed inventory item.
Space- Looks at whatever is "in front of" the player. (In some cases, this wont be sufficient because whatever the player may want to look at may not be directly in front of him.  So the player may have to resort to using the mouse.)
Tab - Toggles focus to and from the Inventory.  Arrow keys again to navigate the inventory and it's pages.  Certain visual cues will indicate where focus is.
Other Shortcuts for normal game play like saving, etc..
ESC - brings up game menu and cancels currently focused GUI.

Second, the mouse interface will be a simple two button approach:

Left - Walk / Interact
Right - Look

However, to give some extra visual cues for the player for the interactive action, the cursor graphic will change for the type of object it is over.  So for characters, it will change to the Talk cursor, Hotspots and objects would be Interact and everything else is Walk.  This will help speed up interaction and eliminate some of the aggravation that icon based interfaces have.

The inventory will occupy the bottom part of the screen constantly so that it will be always available and minimize the use of dialog boxes.  I find dialog boxes break the atmosphere of the game unless they are really well designed to be natural elements of the game itself.

So that's my approach.  I know it is not exactly traditional but hopefully it is fairly logical.
#52
Thanks.  No, that's a typo.  I missed the Hyphen. ;)  Nothing has been proof read yet, obviously.  :-[

The scenes and characters are rendered with Poser 7 Pro.  Some of the art assets are mine but most of them I purchased from other 3D vendors.  You can follow the project in the In Production forum under the Rogue Prince thread, if you're interested. :)
#53
I understand.  If you're interested, the demo will be free.  It should give you an hour or so of play time.  So you can at least play that. ;)  And if you are around when I put a call out for beta testers and you are able to test, you'd get the final version of the game for free and your name in the credits. ;)
#54
I haven't really thought about price just yet.  If I can get Big Fish Games interested in distributing it, it will sell for what they normally price games which can be as low as 6.99.  If I have to sell it myself, I will still make it reasonable but it would be a little higher.  Less than $20 for sure.  Probably closer to $10-15 range.  But this all depends on the final product.  I want the price to be reasonable but recoupe some of my costs, if possible.  This has been an expensive project for me.
#55
LOL!  You and me both.  Everything is designed for the demo but the graphics take a long time to generate.  The demo will take the player from the start of the game up until Pol & Namiir leave their home town.  It will contain roughly 12 NPCs, 13 scrolling rooms, several cutscenes and a handful of simple quests.  It is mostly designed to setup the atmosphere of the story and get the player used to game play.  However, I'd also like to release it to the community for feedback as this is the first game I've ever made and I'm sure it will need some pointers. ;)

Until then, I'll be chained to my computer rendering rooms and characters. ;)  I'll see if I can post a YouTube video of one of the cutscenes before too long. :)
#56
Thank you!  I replaced all of the old cursors graphics and I'm working on the GUI now.  I'll post an update when I get a chance to show something. :)
#57
I was thinking of adding a Diary to the main post but I don't know how detailed it should be.  How often do you guys like to see stuff like that updated Daily, Weekly, Monthly?  Thanks.
#59
Hi,

I can't be the first person to ask this question but I can't seem to find the answer in any of my searches.  I want to have an inventory bar at the bottom of my screen which permanently takes up that area and the room would scroll around above that rather than the whole height of the screen.  I was able to create a GUI that sits at the bottom of the screen but I can't seem to force the room to scroll within the smaller area.  Is there any way to control the height of the viewport without affect the GUI? 

Here is my interface so far:



Currently the GUI cuts off the bottom of the room by the height of the inventory screen.  If there is no way to control the viewport height, then I'll add a black area on the background to give it some scrolling room.

Thanks.
#60
Thanks for asking.  I have a contract with a composer already.  We are doing a royalty cut of the revenue once the game is complete.
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