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Messages - theatrx

#61
General Discussion / Re: MP3 Quality?
Sat 05/05/2007 04:32:38
Regarding recording... good equipment is a must.  I've found also that a mike on the performer and an ambient mike sometimes is very nice.  Of course, they are not set on the same level.  I used a Roland 32 for awhile and had some very good luck with that.  It has a lot of presets built in.
#62
General Discussion / Re: MP3 Quality?
Sat 05/05/2007 02:58:46
I've never gotten an MP3 to sound as good as a wav file.  I have used a few tricks though.  I use Cakewalk/Sonar... save it as an MP3... then take it into your wav editor... 1) Boost the bass 2)Maximize the volume (meaning the highs are brighter, the lows are beefier and the middles are cleaner and 3) Add a bit of stereo reverb  Hope this hellps. Steve
#63
BaRoN... It's great!  I think you owe Chris 'three' beers.  theatrx
#64
Quote from: CaptainD on Fri 27/04/2007 16:05:16
Very nice graphics! 

I haven't read the book - is the Coca-Cola reference from that or of your own devising?!?

I'm not really sure about the head close ups when the characters spoke, but I can see why you included that.

I look forward to the game when it gets releases - sounds weird and wonderful!


CaptainD

Thanks... The Coca Cola thing is in the book... it's actually integral.  I'm not sure about the head close ups either... I was toying with it. It made it a little more personable but I'm not sure if it's too kinetic.  Hmmm.  A work in progress.  theatrx
#65
Thanks for cleaning it up.  I always forget that not everyone has photoshop.  Everything I do gets dumped into AGS with that Magenta background.  Thank you.

I was sort of proud of the sprite since I could only find one picture of Chris.  But, he was wearing a frumpy coat.  So, I dressed him up... with a computer.  Sleak Black.  Change his clothes if you like... Bathrobe and slippers... tennis shorts and sneakers... Whatever.  What does someone where when they are creating a new version of AGS?... Probably a blue mug and bloodshot eyes I should think.
#66
I started a new game based on the book "A Brief History of the Dead"
It's wacked!  This is only the intro!!!

Screenshots:

Title:


Permberton Station:


Laura's Office:


Operations:


Intro Link:
http://theatrx.8m.com/DIOTB.zip

It's sort of involved.  Watch the intro to know what you're getting into.
#67
I thought you might enjoy this one.  Your job is to:

Animate Chris Jones creating the next version of AGS
There is no restriction for colours or size but try not to make it gigantic. 

Here is the sprite



There are trophies!
#68
This wasn't my favourite thing to do but here is my entry.

#69
I've had this idea for awhile.  It's called the "Chris Jones working on a new version of AGS animation".  Hopefully, it would be part of one of the existing animation competitions... Sprite jam or whatever it fits in. 

It would last a couple weeks I should think and the winner would host the next competition.  I just thought it would be fun to see how people would animate Chris working.  No limits on colours and the size could be changed to fit what your idea is.

Here is the basic sprite

#70
This is probably not the place for a political statement but the patriotic hat gave me an idea.

#71
Thanks Phil.  The green men room was a nightmare to work on so I knew there would probably be a bug in it somewhere.    As far as the lady goes, I probably have to add another graphic variable.  I'll take a look at it tonight.  Thanks again for your help.  Did the other bugs get fixed in this fix? I think I got every one that you found. Steve
#72
Sorry Rui... I uploaded a bug fix but used Scared Stiff.zip instead of ScaredStiff.zip.  It's fixed now.  I tried to email you the other day and it came back saying "Can't find member Rui, Can't find member Trovatore, Can't find member Pires".
#73
Thank you everyone for muddling through my first effort.  I didn't know jack about AGS when I started this.  All I knew was that it was an incredible engine and I wanted to use it for something else.  A Day with Michael was my first game and it was 'pretty' but it wasn't very good.  That said... I've worked on two other games that hopefully aren't as buggy as ADWM.  but they probably are... I was trying to figure out timers, counters and 'is colliding with'.  So, there are going to be bugs since all of those are major pains in the ass as to how they work. HOWEVER, the end result product which is an interactive tour of the downtown of my city is working very well thanks to all of you that participated in playing these learning lessons.  Sorry if playing was frustrating.  I never meant for it to be.  I didn't realize that when people play these games they do a 'whole' bunch of stuff that the maker didn't take into account.  That's my fault.  I'm learning though... thanks to you.
#74
I uploaded a bug fix Scared Stiff... many thanks to splatt44(phil) Same link.

Regarding bugs in the ballroom.  I'm not getting bugs in the ballroom.  You shouldn't be able to talk to anyone... or anything.  It's a hard room to get through since some of the walk areas are only 6 pixels wide.  The trick to the room is save... save... save.  If you must know it's sort of a U shaped walk to the right.  and "Crashing" like the whole game crashes?!  I don't know how that's possible in that room.  But I could be overlooking something totally stupid.  I tend to do that.  Phil went back to bed in the bedroom which caused a whole bunch of other problems.  Who knew?! Thanks for playing though.  AGS games are tough.  You think you've figured out all the parameters and then people play it and you find out you've missed about 50% of the parameters.  Sorry for the problems you're having.  I'll keep fixing if you'll keep playing.  theatrx
#75
Advanced Technical Forum / Re: 300 Room Limit
Wed 11/04/2007 04:24:05
Strazer you were absolutely right.  I didn't need any kind of save room anything.  I tested today on rooms numbered from 301 to 999.  For what I needed, it still worked perfectly.  Thanks for the info.  I wasn't comprehending what no save room state was.  If, in this instance, it goes back to entering for the first time, it doesn't matter.  I do think in the future however that it might be nice to have.  Thanks again for the info. Steve

PS  In the event that this test didn't work, I downloaded your module and it does work perfectly.  But, now (through the last test) it works within the program without the module which makes me happy.  I personally would rather use something 'in' the program... Chris did a great job making a 'stable' environment.
#76
Quote from: RedBlob on Tue 10/04/2007 23:10:34
Did you do the artwork yourself? This looks very cool.

Actually, I'm working on a really big AGS photo project so Scared Stiff is a study in photo manipulation.  I found the photos and then added "noise" and degraded the image so it looked more like a drawing.

What I thought was really cool was adding the 'glow' effect of candles or fire into the room around the candles or fire (room animation).  I thought it made it a little more realistic.  So the object was acting in concert with the room dynamics.  I love AGS.
#77
Wow!  Cool!  I still think BaRoN's flowers were perfect. Kudo's to everyone who entered.  These competition things are fun.  I wish more people would join in.  theatrx
#78
Advanced Technical Forum / Re: 300 Room Limit
Fri 06/04/2007 09:41:53
The rooms I'm working on need to be state saving.  There's really no way around this.  If you've been in one of the businesses... There has to be some way to save that they've been there or not and that they have the business card that the player got there.  I've looked at Strazers module and I am seriously considering using it.  His modules are impeccable.  Thanks Strazer.  theatrx
#79
Advanced Technical Forum / 300 Room Limit
Fri 06/04/2007 00:52:23
I never thought I'd be in the situation to ask this question but is it possible that there could be more rooms than 300?

I'm building an interactive tour of my downtown where the 'mayor' tells you about each store and you can enter and talk to the shop owner.  I've finished one block and have already used 44 rooms.  I still have 11 blocks to go so I know I'm going to be running out of rooms.  I'm not sure I want to continue this project although I think it would be a very nice thing for my city to have, if I can't finish the whole downtown area.

Even if I only did the 8 core blocks I would need 352 rooms... but that is only if I have one room for each store.  I would like to have more than one room for each store interior since there is a lot to see in some of these stores. 

Am I dreaming?  Or is there hope for more rooms?   

Ideally, I would like to have 600 rooms available.  theatrx
#80
BaRon... those flowers are beautiful!  Well done.
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