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#261
Hey I just noticed gemini rue is catching coverage on diygamer and indie games, I bet a lot more is to come in the wakes of your juicy press release.

Good job landing that coverage, guys!
#262
cianty, I've started adding the menu to the different pages now. Feels a lot better. Will be quite some time before I work my way through all of them though. Thanks again for the tip.  8)

Btw, JD just got a nice feature on DIYgamer, check it out here.
#263
Kick ass! Great news that it will feature voice acting. It makes a big difference. Especially when it comes to reaching a larger audience. For some silly reason people don't like reading text.

Congrats on being so close to release! Must feel good!
#264
Critics' Lounge / Re: BG - theatre - toilets
Mon 10/01/2011 23:21:23
The lit area on the wall suffers from the same issue your other light did, it has the same value as the wall. It is merely more saturated.

Also, I'm still voting for you to lose the black outlines.

Other than those issues, I like it!
#265
Please consider:



For whatever categories you might wish.

thanks!
#266
AGS excels at doing what it's built for, however I too believe it would slowly kill off the community if you were to just suddenly stop development on it. Going open source is a very brave and humble thing to do and I'm certain it lies in the community's best interest.
#267
General Discussion / Re: Do you trust PayPal?
Mon 10/01/2011 09:47:36
As a customer who intends to purchase things via PayPal I'd say it's safe as bananas. As long as you're making modest transfers, there's nothing to worry about.

As a company who wants to sell things through PayPal.... I'd say the service is great for coverage, many customers have a "I''ll purchase through PayPal and nothing else" mentality. The downside is your account can freeze up randomly, thus rendering your income somewhat difficult to access. Also their corporate support is horrible so when the p00 starts hitting the fan lord knows how long time it will take to clean it all up.
#268
do thumbnails.
#269
value of tha actual light source is still lower than that of some of the highlights it is creating (stairs, lamp holder) . rethink this please.
#270
Congrats on almost having released your game!

A tip from me: When you lean back and think you've tested it enough times and you are ready for release, don't release it. Engage a new bunch of testers. They will find new issues. It works that way.

Good luck!
#271
Quote from: Harg on Thu 06/01/2011 23:38:03I'll post more screenshots from Cosmos Quest IV.

Looking forward to these! Keep up the good work!
#272
AGS Games in Production / Re: The Cat Lady
Thu 06/01/2011 23:45:25
Haven't seen this before and just now ran into the trailer. Apart from a few semi-qwop-like animations I'd say the trailer looks really sharp, good job!

I got flashbacks from the second blackwell game when your grumpy protagonist stood on the balcony and whined about the rain. Make sure you have something to contrast this with (your own joey mallone) or you might end up with a very flat main character.

Good luck with this enormous project! I feel it has great potential.
#273
Fun idea implementing an achievements system. Will they unlock anything or are they simply for brags?

I liked the "behind the scenes" type things that could be unlocked in the blackwell games, but I felt the whole thing was rather clumsily implemented. I didn't write passwords down etc. etc...

Very much looking forward to seeing more from this game. Lovely style.
#274
You don't need magic tools to draw light, just select a brighter value of the same hue, and paint with it!
#275
good edit! I find your shadow a bit over-saturated though. The brown is very... brown.
#276
AGS Games in Production / Re: Byrne In Hell
Thu 06/01/2011 19:51:37
intriguing setting! Looking forward to this.
#277
Good job on that skewed perspective! It could easily have been tripped on.

One thing you definitely want to address is your stage light. The lit area has the exact same value as the dark area. All the spotlight does is raise the saturation of the affected area - I strongly recommend raising it's value also.

Regarding the corridor light, I think it does a pretty good job. However your darks are very bright, for a scene lit with only one single light-bulb.

Also as I just wrote in another post: lose the black outlines. If you insist on having outlines on everything, at least make them less harsh. (raise their value and give them a hue similar to the hue of the area they are outlining.
#278
* Try swapping your black outlines for dark tones of the objects color. Black 1 px outlines rarely look good when found allover the place in an image.

* Know where you've got your light sources and don't be afraid of giving them some effect. (this also means: don't be afraid of making areas that aren't lit, darker.)
#279
Thanks for the quick response Gilbet!

Anyone know if there are any plans on pushing the mac runtime to AGS 3.2 compatibility?
The thread seemed somewhat dead sadly.

Saren: A good thing to know about alpha channels is that there are two common different types of them. There are those traditionally used in oldschool games that are simply transparency on/off. This is what you get in a .gif or a 8 bit .png. More commonly nowadays however is a fancier transparency that uses 256 depths of transparency, thus making it possible to have nice smooth edges on things, instead of jaggedy on/off pixels. 24 bit png's for an instance, use this.
#280
Can I compile my AGS game into something that can run on a mac?
(not interested in running the game through a virtual machine or anything wackily complicated like that, I want a standalone version of the game that runs on mac.)

I'm guessing this is a no-go since I've seen zero ags games boasting about being mac compatible.
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