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Messages - xboxown

#41
Hints & Tips / Re: Doc Apocalypse
Thu 20/10/2022 05:44:04
Quote from: Ciara on Tue 16/01/2018 10:49:06Help! I've just started playing the latest version of the game but can't get out of the bunker. I've got the key but when I try to use it I need some auxillary power for the door to open (or something like that!). I've examined & tried to use everything in the 'room' - what am I missing please?

EDIT After spending a lot of time stuck I found what I needed right after posting here! :) But, I'm finding it difficult to try
Spoiler
& get the charge higher that 75%
[close]
- is there any other way of doing is other than bashing on the mouse button?

How do you get out of the bunker? It says the auxillary power is low but there is no means of fixing it. I am stuck. Is this game tested correctly before releasing it to public? It seems to be at the beginning of the game it is either buggy or impossible to defeat the puzzle.
#42
Quote from: newwaveburritos on Tue 30/08/2022 00:33:34
Quote from: xboxown on Mon 29/08/2022 21:41:54

I guess the first thing is finish the video tutorial completely. I didn't even know about having a wall on top of a player so player look like he is behind the wall until I watched one of the videos. I think what I should do is finish the tutorial, make a simple not complex game with my own graphics, fun funny, just to practice and keep doing that until I get the correct and proper mojo and then I can write something great where it requires an artist.


Yes, I think this is the best thing you can do.  Also, the reason is looks like DOS is because I'm using the classic sixteen color EGA/CGA palette at 320x200 just like the good old days.  Try it out if you want something similar.


You have no IDEA how addicted I am to these style of games and adventure click games like Adventure Game Studio makes. You JUST HAVE NO idea of how HARD CORE addicted to these games..where text appear on top of the characters and they are colored red, pink, purple, green, and how the head woobles when they talk. I have hard core addiction to Sierra style of graphics, primitive, DOSy like, old retro, pixilated, aaaaaaaaaaaaah!! ART IN ITSELF!! ART IN ITSELF!! I am willing to buy adventure games for four years straight and only play these types of games for four years straight and want more...more...more...more...more....more!! I am like 'cookie monster', I just cannot have enough of it man...I cannot! I mean, looking at your art and looking at that pixilation one the ceiling above there, the eye, the door, the panel...this is it...this is the colors, quality and style I don't mind using for my game. IN fact, you may be officially be my ARTIST! I will finish my simple game with my arts and would love it to "upgrade" it with your arts when I am finished!! Maybe you can use my arts and add into it for improvement if you like!
#43
Thank you guys all for the advise and replies :))

I guess the first thing is finish the video tutorial completely. I didn't even know about having a wall on top of a player so player look like he is behind the wall until I watched one of the videos. I think what I should do is finish the tutorial, make a simple not complex game with my own graphics, fun funny, just to practice and keep doing that until I get the correct and proper mojo and then I can write something great where it requires an artist.

Something about newwaveburritos art style...screams DOS, sierra quality game that I am addicted to this kind of style of graphics. I guess even if my style of art is like newwaveburritos or even worse than newwaveburritos's somehow AGS or this style of gameplay makes it ok if not...special or even artistic. It all goes to the story and hooking the player!!


I am going to draw my arts of a simple game on mind..and go back in the tutorial and import my arts and resume my tutorial using my arts. It works too.

Thank you guys!!
#44
So...what you guys are saying is this:

1) Write your story on the word pad completely, the scenarioes, items, dialog conversations, quests, etc

2) Draw your own graphics of the game as the holding template with the closest possible design you have in mind, even if it look like something made out of 1970 by a kid

3) Then hand that template to the artist where the artist will replace it with his graphics as the final graphics

Am I correct? The artist need to be the last thing ever in my game and everything I do myself first?
#45
This is is as far as I am in the plot right now (my script):

  Planet Earth is soon coming to it's end, it will no longer be able to have any sustainable resources from air, to food, to water, and all life on this planet will die out. Humanity need to find a new home fast before it is too late. Countries from all over the world united together, with help of NASA, and the best of scientists to build a spaceship that will send a robot with the most advance AI that humanity could ever invent. The ship have the ability to use the black holes to teleport at the speed of light from one point of the universe to another. With the help's of spaceship AI and robot AI-800 they will discover a new "Earth-like" planet, report any hostile alien creatures and teleport back to Earth. With the new information, humanity will be able to prepare themselves for their new home.  So the journy begins with the story of an adorable robot called AI-800.
Meanwhile.....

20 billion lightyears away from Earth.....

A ship appears from another end of the blackhole and flies at speed of light from the point of the blackhole towards an alien planet that have habital atmosphere, another Earth-like planet. When 80 light aways from blackhole and almost 850 days before reaching it's final destination an large meteroed hit the ship causing severe damage in one of the large engines. The ship stopped immediately and now just swimming in outerspace toward's its destination at an alarming speed.

Inside the ship a red light is flashing with blarming alarm. The spaceship AI is wakening the AI-800.

The ship's AI is announcing loudly to the entire ship, "Red Alert! Red Alert! Ship is colliding towards the alient planet!! AI-800 wake up! AI-800 wake up!"

On the bottom of the wall, lies a cute robot it's lights are off as if it is dozzing in deep slumber.

Ship's AI repeats, "Red Alert! Red Alert! Ship is colliding towards the alient planet!! AI-800 wake up! AI-800 wake up!"

The tiny robot remains unresponsive.

Ship's AI screams,"HEY! WAKEUP YOU LAZY SON OF A BITCH! WE ARE GOING TO DIE SOON IF YOU DON'T WAKE UP!", A mechanical giant hand comes from the ceiling slapping the robot silly left and right.

The tiny robot startlet by the harsh awakening wakes up all confused, blue lights shining the hallway and with it's tiny round wheels it trips and falls face on the ground, wheels spinning in the air.

Ship says, "H...h..how is it possible you tripped?! You don't even have feet! Humanity is in for a loooong ride."
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I was thinking on this the artist gets to know what type of animation to draw:
Robot falls down
Robot moving
etc

And the artist provides a background of the atmosphere of the ship and sorrounding by reading the script. With this I also determine the dialog and choices and response between characters. Do you guys think I am doing right? Continue with writing my script like that and just hand it to the artist to draw the pictures based on the details of the words and so forth or what advise do you have?
#46
  Hey guys,

I am making a game using AGS but I have one question to ask about my approach. Naturally, there will come time where I am officially going to hire an artist from here to do the graphics for me, both for background, items and characters. Even set up the fonts for my game and GUI arts. But I cannot just hire someone and randomly ask do this and that, without actually having a story, character, plotline, and what I am picturing in terms of background pictures for my game. Even dialogs for the characters need to be ready. I literally need to have written a book first and express the book into this game and this game are the characters and cutscenes to play my play.

So when it comes to the art side of things, when I have the entire play in motion, do I provide the artist with the play and the cutscene so the artist knows what to draw or I have to already provide the detailed background, character looks already? Chances are the second scenario is the best approach, but I cannot visualize myself how the ship internally looks like with all the details, I am hiring the artist to do the job where I cannot do it. Using artist imagination to provide the proper picture for the play. So can I use scenario 1? Would the artist be ok to read my entire play (as my play will give an idea of the artist what to draw)?
#47
I really love the tutorial heheheheh!! I especially love hearing his HDD crunching away! :D
#48
I did PM him but he never replied to me. How would I know the stable link when he uploads it? Where would I go? I am like you, I prefer following the tutorial 100% with the assets as well. You said you got the asset. Is it possible you share them with me so I can do proper tutorial? Much appreciate it.
#49
Did he reply back to you or you get the assets from him?
#50
   Hey guys,

This is the first time I am tackling Adventure Game Studio and trying to learn how to use it. I am following the video tutorial and they are using Sammy's Quest graphics and assets. I want to follow the tutorial all the way through but I don't have the graphics and assets for Sammy's quest. Can anyone help me please?
#51
I see now! Now I get it. The resolution in my game is 320 x 200, and this makes sense that the sprites need to be smaller on a 320 x 200. OK. here is what I will do, I will write down the story on paper first, write down the characters and visual on words what it would look like, write the puzzles on paper, what items I need and get the artist to draw them on a 320 x 200 resolution. I like this resolution a lot.

Thank you so much for everything, I get it.
#53
  I noticed when I just downloaded any gif or png image from the internet with sprite size 32 x 32 or 48 x 48 and when I import it into AGS it comes soooo huge, that it fills the screen and I needed to go like 8 x 4 or something for it to appear normally as a human being walking for example.

  So I just wanted to know what is the proper template for human size, objects or items of different sizes, or even if I wanted to have a sprite of a robot how do I know the proper size width x height to look correctly in the screen?

Thanks in advance.
#54
Recruitment / Graphics art wanted
Sun 14/11/2021 02:42:35
   Hello,

I am seeking one graphic artist who willing to work for long term until my project is completed. I am making a game called Robot War in a planet filled with robots and native creatures in this planet. There will be no human drawing here, either robots, plants or alien creatures in this planet. There is a war between two opposing factions and you start as a small robot who is nothing and end up in the end the main hero that saves the day. Is it possible you could show me sample of your work?

Thanks in advance.
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