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Messages - subspark

#441
Sorry SpacePaw I'm totally blind and insane! ;D
Whoops. How did I miss that.
This is a fantastic plugin btw! Loving this!

Cheers,
Sparky.
#442
Engine Development / Re: AGS Wii Port?
Sun 29/03/2009 22:27:21
Why do people want a DS VERSION!!!!!! YUCK!! :) Did you not realize that the DS has a substandard display resolution and requires people running ScummVM to manually scroll the viewport because the DS resolution is a disgusting 256 x 192!!
Even the new DSi retains the same poor resolution I've seen so many Nintendo fans complain about.

On the other hand the Wii is a perfect fit for AGS. With regular support for homebrew and a great space to explore with the wiiMote I can't imagine a greater fit besides the PSP. But we all know that may not be as popular.

Just my thoughts and opinion...

Cheers, Sparky.
#443
QuoteIndividual music fadings at certain positions would be possible
I believe this would be possible with regions and a bit of coding.

QuoteI think sub-pixel rendering for scaled sprite movements with Direct3D support at 32-colordepth would be great
I suggested this a while back for use with the parallax scrolling plugin. If sub-pixel rendering were to be implemented (and boy what a revolution that would be) it would open up a large number of new options for animators, designers and coders alike.

QuoteI think it is time to make it possible to import vector sprites at least as EPS
QuoteIf this is ever contemplated I think SVG is a far superior choice.
I agree with RickJ on this. EPS is a barebones format compared to SVG. I'm not reluctant to ask for SWF support either.

QuoteFolders for room organization or a sort rooms by name option would be useful
I also asked for this once. I think this would be a fantastic idea. I also believe there should be an ACTUAL folder for rooms in the root directory of our projects.

Cheers,
Sparky.
#444
I'd like to see an option where the gif can be imported into a blank view. "Add new view" could go above Add new loop.

Cheers,
Sparky. :P
#445
Engine Development / AGS Wii Port?
Sun 29/03/2009 10:57:43
Based on this thread I beleive scotch was going to begin on a Nintendo Wii port of AGS. :D
Am I correct in assuming this is an ongoing process?

I certainly do hope so!

Cheers,
Sparky.
#447
I've actually had a few bugs like that.

What I hate is that I can't find any of the code for the room functions. It's just descriptions.

Sparky.
#448
We'll my statement you quoted answers itself really. :) But yes thats exactly how I feel about all of the Monkey Island games after LeChuck's Revenge.
Sparky.
#449
There's great irony in what you've just said, rbaleksandar. :D
Chabiboy has already used a mix of the two styles! Its a well known fact that the background art for The Secret of Monkey Island was entirely created on the computer.
Did you not know that the backgrounds from MI2 were all oil on canvas and later scanned into the computer for touchups? What Chabiboy is doing is even better. He's effectively applying techniques akin to traditional painting on the computer using a tablet and pen. From an educated artist's perspective, he's already successfully unified the computer generated look of MI1 and the traditional painterly look of MI2 into one harmonious blend. I say congrats to him!

Also, I really must disagree with what most are saying. That is to repaint all of the old scenes!!

The Monkey Island classics (1 & 2 - the only ones that count in my mind before LucasArts ripped the story from the hands of it's creator) serve the player a tradition. That is to use the background art from a previous game only once. (Does anybody remember the top floor of the elevator in MI2). What would be fantastic and interesting is if Chabiboy were to reuse a background each from MI1 and MI2 and change it a bit. Alter it to suite the story and the tradition together just as was done as an easter-egg or more appropriately an in-joke in MI2. Further down the track on Chabiboy's 2nd MI game, assuming we get there, he could introduce 'three' new twists on previous locations, including one from his own game.

Chabiboy has clearly demonstrated that he is capable of offering outstanding artwork but I think that his talents should best be spent on creating new locations, introducing us to exciting and brand new areas of the classic Monkey Island universe.
I also hope he comes back online more frequently because his game thread is causing quite a stir at work!
Keep up the good work Chabiboy!! Two thumbs up! ;)

Cheers,
Sparky.
#450
No problem Chris, cheers!

Sparx.

#451
Sorry mate, I assumed there wasn't anything else I did that might have caused this bug. What I did from memory was I imported 1 sprite, deleted it, then imported a whole group of sprites and rearranged them. My gut feeling was it had something to do with deleting the first sprite but I can't be sure until you've replicated the bug.

Thats all I can think of right now. Good luck!

Sparx.
#452
BUG: If you drag sprites out of order, they double up on each other. It is possible to restore the sprite index back to normal if the sprites are dragged into order again. If done so, the duplicates disappear.

Cheers,
Sparx.
#453
QuoteHow about something akin to "Screen" in Photoshop/PSP?
Why not take this further. Why not have screen, multiply and difference.

Blend modes in Photoshop are incredibly useful and some of these would be an ideal feature set for AGS.
Among the many other benefits, an obvious use for this, as Scavenger and I pointed out is lighting effects.

Edit:
I would also very much love to see 1280x800 (16:10) support.

Cheers,
Sparky.
#454
Being able to use regions for mask alpha.
For example, lets say you have a room with a window on the left that is casting light down to the floor at 45 degrees. Ideally I would create a white mask for light that affects characters and objects only and use a 'blending mode' such as screen. I would then vertically place multiple walkable regions with varying power so that the mask's alpha affect on a character/object can be tuned up or down depending on where in vertical space the character is walking.

A great effect that could be achieved with masks, regions and blend modes.

Cheers,
Sparx.
#455
I agree with you partly.
We all wish you luck and happy painting! All you need now is a programmer and a sound effects guy!

Many cheers and best wishes,
Sparx.
#456
I've never heard 'In my humble opinion' before... How interesting.

Your right, btw.
http://www.acronymfinder.com/IMHO.html

Cheers,
Sparx.
#457
You Sir, are a fabulous pixel artist! Congratulations to you because I think your going to make it!

Some advice:
Monkey Island 1 and 2 were famous for their beautiful background images but not just the images themselves. Their tone, shade and color were unifyingly important. I'm an artist myself and I think you could make the following improvements to your background art:

  • Lighting - Your images are fabulous, but they appear far too bright as if the room is flooded with light from every angle. You need tone and mood to set the scene. Like movie sets, lighting is key in any presentation. Take into account all of the light sources in the scene and make sure every light cast an appropriate shadow and highlight.

              ---

  • Color - The color of the original 2 Monkey Island games were colorful but not saturated. Make sure your choice of color for each object and the 'scene' itself speaks true of the nature of the scene. It's got to feel right to you in the end. Dead wood is gray where living wood can be a combination of grey, yellow and brown. But use bright saturated colors sparingly. Too many and your scene looks like a set from a children's learning show! ;)

              ---

  • Tone - Natural shades can help tone your image. I consider tone a comfortable blend of lighting AND color. Keep everything balanced. Light is light and shadow is shadow. In reality, every light source has a rule on where it's shadow is cast and where it's light reaches. While you can break the rules a little in a game world like Monkey Island, the best images borrow the basic rules from reality. It's what we see every day and what we respond to best. Your choice of colors are great but they can be improved. Everything in your scene looks too new. Like a brand new set from Peter Pan in Disneyland. Although such a set may be dressed to look old, it doesn't always look realistic. For instance your door frame. Just because it has cracks and wood grain doesn't make it look old. Paint also wears and tears and fades with time. So keep in mind the elements that would be affected with age and your images will be truly glorious!

              ---

    Here is an animated example I put together for you:



    Here is another animated example of some lighting effects you can achieve:



    Oh, by the way (BTW),
    IMHO means 'In my HONEST opinion'.  :)

    Your english is great, BTW!


    Cheers,
    Sparx.
#458
A Notes pane for developers to share ideas or leave instructions would be nice.

I remember asking for this before. Not sure if it was this thread though. However I made an icon for it. I believe it might be on page 3 or 4 of the last wishlist not started by me.

Cheers,
Sparx.
#459
I have to agree. Sorry but having translation functionality in the editor comes with expectation that the setup program is also translated. In fact, I assumed this was already possible. No rush, of course, but please do put it on your expectedly long to-do list. I also like the idea of having custom images in the setup program. I'm sick of resource editors.

Thanks in advance, CJ.

Cheers,
Sparx.
#460
Advanced Technical Forum / Re: Unicode support
Wed 18/02/2009 07:32:34
Perhaps then in a future release. The maturitry of AGS is a continuous effort thanks entirely to Chris Jones. While we would all love to see this feature, we respect his priorities.
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