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#121
AGS Games in Production / Re: Draculator II
Mon 06/06/2011 18:19:12
I'm eagerly awaiting the release of this insane experiment. Will it rock? Will it suck? Will it draculate us all?  :=

Anyhow it's an awesome project. Kudos for starting it up wherever it leads!
#122
Though somewhat schizo in its day/night lighting, that intro camera pan is gorgeous. I love the sky and water.  :o

I'm glad to see FOY have a bit of an original style to it and not a straight-forward ripoff of the old (in my eyes flat) FOA style. It looks gorgeous.

Keep up the good work y'all!
#123
Thanks Chicky, appreciate it! We've spent A LOT of time finding the right actors for the job. I'm incredibly happy to have landed with such a competent team. They are delivering way beyond my expectations. Glad you like the sound of 'em.
#124
Aaaand today we posted a sample of what Kito sounds like. Please head on over to the devblog and check it out!
#125
Good to see this project moving along nicely.

Don't be afraid to cast some harsher shadows! Your scenes will pack a lot more of that matinée indy punch if you do.
#126
that was an interesting little clip. Thanks for posting igor.

I wonder if people who bought the bass remake actually played it, or if it was purchased on a sheer brand recognition impulse and then simply tucked away and forgotten about (I'm asking the same about the MI remakes too). Boy, he's sitting on a couple of heavy weight brands there. I'm guessing he'll be able to sell any shite now as long as he slaps the revolution logo on top of it. That must be very tempting. Hope they don't let their fans down.
#127
Joseph DiPerla: Thank you. Your encouragement is appreciated!

Armageddon: The "leave room at bottom of screen" issue you mention is one of the key reasons why I detest one point perspective rooms. Thanks for agreeing with me here! As for yellow, yes, this version is brighter than the original, and hence, more yellow. The old version of the interior was a lot darker and gloomier, especially at the back. I wanted more of a "home sweet home" feeling, so I added more warmth. As for the plants, I agree, they could use a brush up some day if time permits.

Crimson Wizard: Yeah, I too would like to see Pinback, and another couple of artists around here, go all high res suicidal like me:) As for 3d characters.... the first person I gotta convince is myself.

If anyone is interested, I just posted a preview of Bwana's voice over at the dev-blog! Please check it out and leave some feedback! Your opinion is asked for!
#128
Having fresh hands on experience with my now almost two weeks old daughter I can do nothing but congratulate you and say that you are clearly in for one hell of a ride.  Already these two weeks have contained more wondrous tears, joy, laughter, and general emotional madness than my entire previous life in total, and this escalation of emotion is showing no signs of stopping.

Fortunately routine is starting to kick in now so I'm actually finding the time to spend a couple of minutes each day on TJD. Something I didn't expect to be able to do in the least the first couple of months. Hopefully she keeps playing it this cool. I somehow doubt it though. But for the sake of positive vibrations, let's just say she will.  8)

Heed the advice. Take this chance to get real close to your wife. Your free time together will soon go up in smoke. Also, if you're into beer and/or wine, drink a lot of it now, because once the baby comes everyone is going to give you grief every single time you pour a glass. Infants and alcohol happy parents don't mix 'n match.

Anyhow, congratulations! Here's wishing your wife a comfortable pregnancy and your kid a healthy start to his or her little life.   ;D
#129
Critics' Lounge / Re: character sprites & BG
Sun 29/05/2011 16:57:40
Hi. I like the character! Very clean and still a lot of personality. Good balance too.

Regarding your backdrop. The yellow circle from the spotlight has the same value as the area it does not light up. This is theoretically impossible and because of that, looks off. Simply select the ring area and brighten it a bit. I see people do this mistake a lot. Fortunately it is easily remedied if you understand the underlying theory behind the problem.

As the perspective fascist I am, I must voice my opinion and mention that I believe the style you have chosen suffers from having faulty perspective. Clean style usually works better with clean perspective. Go ahead and ignore this bit if you want to, I'm indeed being overly picky, as is my normal mode when discussing perspective. I spot faulty perspective a mile off and it makes my nose wrinkle.  ::)

Out of curiosity, why do you chose to ignore the laws of perspective? To be frank, your composition has not gained anything from it.

-End of perspective fascist rant.

Other than that, good job :D
#130
Looks very promising. The poster immediately made me think GEMINI RUE 2. I'm not sure whether that's a good or a bad thing but it's amusing either way.

Good luck finishing this!

ps those character sprites are looking real good!
#131
Good to see this project is moving along! I'm looking forward to its release.

Btw, you should put ben on doing paintovers of your backdrops. A couple of minutes of sweet ben304 love and they'll look a lot more polished color and light wise.
#132
Mostly keeping to myself here but thought I should drop a quick line and mention that stuff is moving along nicely on the Journey Down HD project. Here's one of the more recent pictures I've been working on. It's the updated version of the Gas n charter interior. Hope you like it! I did quite a lot of changes to it, all for the better if you ask me.



This is the only room in the game that has gone through such a hefty rehaul. Most other rooms have just been cleaned up, but with this one I even changed the camera's angle. Madness!

Your positive comments are as always, appreciated and your gripey ones are (as is my tradition) ignored!

In other news I have recently become a father and am spending most of my sapient time changing diapers. I'm already seeing a shift in pooping-patterns which allow me more time for drawing though, so maybe this whole father business isn't so cataclysmic to my work on the JD as I thought it would be. :)
#133
SCIENCE RULES!

Thanks for posting this.
#134
Interesting topic!

I personally really, really like puzzles with good, nicely disguised hints to them. Preferably these hints should have been delivered a long time ago, but still not long enough to be forgotten. When they're at the back of your head when you need them is when you, as a player, feel the reward mechanism go flashing jackpot crazy. That's good game design.  ;D

I DON'T like any puzzle ever that makes me have to resort to "use everything on everything" brute force puzzle solving. If it has come to that, the puzzle is by definition poorly designed and is likely not tested properly on enough players by whoever produced the game. Obviously this is difficult to avoid and happens in all adventure games at some times. The trick is to keep these moments at an all low.
#135
I love the intro and character movement, visually.

This type of gameplay though, makes me want to pee blood and break my keyboard in two pieces. At least you have the good sense of not forcing the player to re-do ten rooms every time the player dies, that is definitely a design choice I appreciate.

I too think this type of gameplay requires exact precision regarding where the player perceives an edge to be. With this tweaked, you'll have solid gameplay. Good job!
#136
Story sounds cool and the sprites look great!

Mind those floor reflections on the first screen, they're all bonkers. (why not just render them?)
#137
yay, I beat part 3 the other day. Very eager to see how it all unfolds.

Keep up the great work!
#138
Completed Game Announcements / Re: Gemini Rue
Fri 06/05/2011 12:33:33
Just beat this the other day and gotta say I loved every second of it.

Great job on differentiating the gameplay in so many ways! Impressive length and good pacing. Also generally very good voice acting too.

My only gripe would be the (understandable) over-using of certain art assets and the somewhat dodgy inventory.

I am very impressed! I certainly got my moneys worth:)

Great job.  8)
#139
Armageddon: Heh, well I'm afraid you won't always get what you expect in the HD version, let's just hope we come close enough to keep everyone happy:)

Here's another new screenie from the devblog. I'm happily painting away on the new room backdrops while Henrik keeps playing around with our rendering pipeline. Mathias has started scratching his head delving into the spaghetti code of the AGS engine, and Markus is, well, busy with other things.  8)'



Man I'd love to give Bwana unique frames in here sort of squeezing his body together against the cold. What a truly bad idea.  ::)
#140
Quote from: subspark on Wed 27/04/2011 14:44:06Enjoy the wondrous freedom of a completely open source engine! ;)

Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet
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