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Messages - subspark

#381
Yeah same bug on both OS's. Man this is odd.

Nice interface btw, abstauber!

Sparky.
#382
Same error as us it seems, abstauber.

Its probably just a file CJ forgot to check in the last minutes of his compile. Hey, it happens!! :P

Sparky.
#383
Hmm, after copying the new files accross to my installation directory, I get the following error:


The windows event view threw this at me:
QuoteActivation context generation failed for "C:\Program Files (x86)\Adventure Game Studio\AGS.Native.dll".Error in manifest or policy file "" on line . A component version required by the application conflicts with another component version already active. Conflicting components are:. Component 1: C:\Windows\WinSxS\manifests\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.1_none_e163563597edeada.manifest. Component 2: C:\Program Files (x86)\Adventure Game Studio\Microsoft.VC90.CRT.MANIFEST.

Cheers,
Sparky.
#384
Thanks Gilbet. I never realized there was a thread for this! Fantastic!

Big Cheers,
Sparky.
#385
Okay how on earth did you create a secure AGS environment? I've thought about copy protection, but this is elaborate!

Just one question, wouldn't all this be feasible in the game exe? And if not, how did you get AGS to read/write to those three strange files?
In any case, I've never been this impressed with an AGS game before and I haven't even played the damn thing!

Bravo. :D
#386
Marvelous work CJ. You impress us with just 1% of your new WIP.  ;D

Sparky.
#387
Me too! I also vote for this option.

Cheers,
Sparky.
#388
Theres something about the hands that make the general movement on your first attempt feel more fluid. I'd study your first version closley and attempt to implement the same sense of realism into version 2. He appears notacibly stiffer than the free flowing swaying Indy you showed us first. The new colors are great btw.

Edit: Personally I would resist changing the proportions of your sprite. What made the characters of the LucasArts and Sierra classics back in the 90s so interesting to look at was their arcade-like and stocky appearance. It gave them personality. A style of art that can never surrender to hyper-realism. If we measured everything for the sake of staying true to reality then every game would lose its artistic value. Induviduality is key in presenting a new product to your audience.

Cheers,
Sparky.
#389
Critics' Lounge / Re: Works of Sparky
Fri 19/06/2009 04:01:08
Thanks cosmicr. I'm tied up working on an Xbox360/Wii/PS3 title right now but I'll see if I can spare a weekend or two to do a proper comprehensive tutorial for you guys.
It'll give me a chance to implement some of the suggestions you guys have made into my work so you can see how I go about it.

Would a video tutorial be cool or perhaps a webpage with steps?

Cheers,
Sparky.
#390
Critics' Lounge / Re: Works of Sparky
Thu 18/06/2009 22:33:49
Thank you very much for your critique and comments, InCreator. They are the most honest and frankly the most helpful yet.
Gracias. :)

Sparky.
#391
Critics' Lounge / Re: Critics on Guybrush
Wed 17/06/2009 09:46:58
Two years old? WHOOPS!!
#392
Critics' Lounge / Re: Critics on Guybrush
Wed 17/06/2009 04:20:08
How about taking your sprites into a more realistic realm: (I didn't make these BTW)


Cheers,
Sparky.
#393
Critics' Lounge / Re: Background depth
Thu 11/06/2009 02:03:11
Heres an example of how you could use the trees to add depth to the scene in addition to correct scale ratios:


These are just repeated photoshopped trees from a range of photographs but if you paint them by hand the scene will look simply outstanding.

Cheers,
Sparky.
#394
Critics' Lounge / Re: Works of Sparky
Thu 11/06/2009 01:17:43
QuoteIt's sort of like building a picture, you don't paint it all perfectly the first time, usually you start with an outline, maybe add some colors, then flat shade it... then, whatever...  You can work out your layout and composition in the sketch stage.

That IS how I work. ;) What you see is the finished stage after I have added all the colors in and animated. But thanks for your perspective. I find that even painting everything by hand feels like I'm slogging through production on a 90's LucasArts Adventure title. It's fun but hard work. Still, worth it I beleive.

Thanks again,
Sparky.
#395
Engine Development / Re: AGS Wii Port?
Fri 22/05/2009 05:40:51
I still think AGS needs to evolve enough to be completely cross-platform.

Cheers,
Sparky.
#396
QuoteEdit: Perhaps this has been reported before, but if you try to "Open" the game you're currently editing you get the message "Cannot load the game, because it is already open in another copy of the AGS Editor".

Well, you should never need to Open the game that is already open...

I think he means that the error message is counter-intuitive, Chris. I don't think any of us are THAT stupid lol. :P
Nice work with the new version too! Great to see new systems coming into AGS mate. Well done!

Cheers,
Sparky.
#397
THE FORGOTTEN ELEMENT ROCKS!! :=
So does Darth.

Sparky.
#398
LMAO! Is your character a herroine junkie? Random convulsions sounds like a great bonus feature!
#399
I agree on the 0-100 method. Name one practical advantage 8bit volume has over the percentage method!

Cheers,
Sparky.
#400
Wow great timing clarvalon! It's about time AGS covered other platforms.

I ask the same question as OUXX. Wouldn't it be easy to write a plugin for AGS that bridges the gap in the conversion process?

Cheers,
Sparky.
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