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Messages - xil

#61
Thanks for playing guys, I'm glad you liked it!

It's a bit of a shame I managed to pick a random channel which conflicted but I think I'll leave it as is as it's only a small game :)
#62
Quote from: Mandle on Thu 02/07/2015 11:07:23
I was wondering if anyone would object to an extension on the deadline until Sunday (July 5th)...I was going to try to wrap it up tonight, but I'm just too tired after work for anything except bed, and too burnt-out from working on the game all day yesterday.

So yeah, it would be awesome to have the weekend to finish if nobody minds...?

Sound fine to me, I know the feeling!
#63
Thanks for giving it a go Stupot+, I'm glad you liked it! :)
#64
Hmm, just for sake of argument I booted up a 3.3.3 and a 3.4.0.5 and loaded in the default game template. Adding the .ogg file and playing worked perfectly in both versions which means it must be my specific game. I'm going to have to investigate to see what is different with the game I created using the blank template in 3.4.0.5 as that still won't play .ogg files.
#65
Apologies to those who have just downloaded, I noticed a couple of little bugs. I've updated the download.
#66
I seem to be having trouble playing .ogg sound effects in 3.4.0.5 - It plays them no problem in the editor but once running the game, I can't hear them.

If you get a few mins could anyone let me know if you have the same issue? .ogg files play fine for me in the previous minor versions, it's just 3.4.0.5 that seems to have issues.
#67
I'm still working on my May MAGS entry, but I had a nice little idea for June's so here it is! It's pretty short (10 mins?) and although it's a horror game it's not going to give anyone nightmares :)

Wrong Channel - Completed Game Thread



#68



Wrong Channel is a super low res point & click horror adventure. Can you survive? Can you make sure you don't select the… wrong channel!


[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/wrongchannel2.png[/imgzoom][imgzoom]http://calicoreverie.co.uk/wp-content/uploads/wrongchannel4.png[/imgzoom]

#69
Apologies for missing stage 2. I've been working on a MAGS entry so haven't had too much spare time.

I had a little go at painting my scene based off of the nice tutorials in the thread but I'm afraid it's just a little bit too much for my skill level. I am, however, experimenting with voxel art because I am doing a 3D game in Unity, so my scene will see the light of day at some point! If I manage to get something done in the next day or so I'll post it as my stage 3.

Other than that, a huge thanks to all of those who provided feedback and for the excellent tutorials about light and composition, they have been extremely helpful. I look forward to seeing more of the stage 3 images!
#70
Apologies! I think because you were updating a message I wasn't getting email alerts for the thread, my bad for not checking :)

Either way, congrats Anke, a worthy winner!

I'm glade that my 100 pixels or so could produce such an array of emotions, just goes to show what low res art can do :D
#71
Yea I'm with Cassiebsg on this one, I prefer the block shading as opposed to the gradients. Just to be super awkward (for the character), I would probably choose version 4 with a bold outline like in 10. For the room I would choose 4.

In all honesty if you had shown the other styles with a soft outline and I had seen nothing else or any other versions then I would have most likely thought they looked amazing as you clearly have a lot of talent. However, seeing the soft outlines next the the bolder outlines, I actually think it makes the soft outline images look bad. So at the very least I would make sure the style is very consistent which ever way you go.
#72
Edit: Snarky beat me to it :)

Slasher I think you missed a key part of Snarky's code:

Code: ags

void movePlayer(int squaresToMove)
{
  // I'm not sure exactly how the little detours work, so I'm just assuming a linear (loop) board.
  // If choice of path is automatic you can code it here, if it's a player choice you should probably determine it outside of this function
  currentSquare = (currentSquare + squaresToMove) % SQUARE_COUNT; // The % is a modulo and makes the board wrap around, so e.g. square 45 = 3
  player.Walk(squareX[currentSquare],squareY[currentSquare]);
}


After throwing the dice you should not be checking currentSquare, that is updated automatically.

You need to set currentSquare to 1 at the start of the game and you also need a variable for the total number of squares.

Then when you throw the dice the code will grab the currentSquare, add the dice amount to that number, check the X and Y coords based off of the new square and move the player to those coordinates.

To try to merge Snarky's and your code you could perhaps do:

Code: ags

#define SQUARE_COUNT 42
int currentSquare = 1;

// After throwing dice
 
 if(oDice.Frame >=0){
 
 cGandolf.SayAt(cGandolf.x+9, cGandolf. y-100, 500, "you have rolled a one.");
 oTumbler.Move(oTumbler.X, oTumbler.Y+40, 2, eBlock, eAnywhere);
 
 currentSquare = (currentSquare + oDice.Frame) % SQUARE_COUNT; // you might need to convert oDice.Frame to an integer?
 cHobbit.Walk(squareX[currentSquare], squareY[currentSquare], eBlock, eWalkableAreas);
 
// etc etc


The hardest part to understand is the % SQAURE_COUNT - you need to do this because if the player is on square 39 and they roll a 5, you don't want the code trying to send them to square 44, you want the system to get the number 44 and then do the calculation: 44 % 42 - the outcome of this calculation is 2. So the player will loops round the board and go to square 2.
#73
I've updated my entry slightly :)

Ardana is now facing off against Darth Baric! (and she spins her lightsabers!! 8-))

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/low-res-twi-lek-jedi2.gif[/imgzoom]
#74
Thanks for the input Misj', I really liked the idea of multiple platforms! I'm not actually worried about scaling as I'm going to be using this for my first 3D project in Unity so I can scale the player character however I like :).

For my secondary sketch I'm going to put together the 3D model and hopefully can do some of your ideas justice :)

I'm going to go through everyone's entries and just say what I like and don't like from a player perspective as, frankly, I'm not a background artist so it wouldn't feel right critiquing something I can't even do myself.

loominus
I really like the scene and think the harbour master building looks fantastic. Possible issues: the sign and the foreground rope would conceal the player sprite when he/she is on the stairs and that the umbrella tpye thing in the middle of the image is hard to tell if it's in the background or not.

Misj'
I love the foreground with the hook/crane thing and the use of a sort of crow's nest. Possible issues: the harbour master building gets a little 'lost' in the scene.

ThreeOhFour
I love the position of the light source, giving you an option in-game to do a little tinting when the player is far right. Possible issues: the boat/ship almost looks disappointingly small and I feel a little bit of a disconnection between the sign and the entrance of the harbour master building.

Cassiebsg
I prefer the camera angle in your second image and really like the unique position of the Harbour Master's entrance. Possible issues: I need to wait to see the ships in place but I'm not entirely sold on the shape of the Harbour Master building, it feels a little bit like it's leaning to the left.

Myinah
This is probably one of my favourites so far, I can really see it working well in-game. Possible issues: The arch could perhaps be made a little smaller and I'd like to see a bit more boat/ship I think. The perspective also feels a little 'fluid', if you intend to stick closely to this sketch then I would personally like to see it tightened up a bit.

cat
I agree that the light from the left in your last 'market square' approach really does add a lot to the scene. Possible issues: I would like to see the whole thing zoomed in a bit more as currently I can't quite visualise how it would work in-game.

Ykni
Although I liked your first ideas the current sketch is a huge improvement from an 'in-game' perspective. I like the harbour master building but maybe try to include the tent from your earlier ideas as it looked cool :). Possible issues: I'll wait till you decide on a sketch to take forward.

selmiak
It's really hard to do anything but love this scene so far :), I really look forward to seeing the ships go in. Possible issues: The only way I could see this working in-game is if each location had it's own 'zoomed' view.

Lasca
I like the camera angle and the way the tree in centred in the image. Possible issues: The harbour master building looks a little boring compared to how the rest of the scene is coming along. I think some more variation in depth on the face would help.

Daniel Thomas
Before your 10th June update I would have said to bump the scene to the right and add some more boat/ship in. You quite literally did that in the update and I like the part of the ship you used. Possible issues: The Harbour Master building sign is on the subtle side, perhaps a larger sign could be added?

Sox
I like the use of detail in the background and the plank/walkway going across to the ship. The idea for the Harbour Master building is probably my favourite as well. Possible issues: The foreground is a little lacking and I agree with what some of the others have said about the sides of the building matching up a little too neatly.

** (I've mostly gone through the posts from the first page assuming people have updated so let me know if it sounds like I've accidentally referred to the wrong image.)

Let me know if I missed you out!
#75
Quote from: Ponch on Sun 14/06/2015 17:13:13
Quote from: Bulbapuck on Wed 10/06/2015 21:10:00
maybe a carrot was a poor example.
Nonsense. My game shall have a carrot! :=

Well now I just feel bad and whatever the theme I'm going to have to include a carrot aren't I!
#76
Quote from: LimpingFish on Thu 11/06/2015 02:57:09
Quote from: Bulbapuck on Wed 10/06/2015 21:10:00
Voting is an interesting idea.

We always vote, don't we? Didn't I win...something...way back when? To the Wiki!

EDIT: I did! Hooray!

Bulbapuck was replying to my idea of voting for a topic :)
#77
Quote from: Bulbapuck on Wed 10/06/2015 11:19:27
Quote from: LimpingFish on Wed 10/06/2015 01:07:21
Wouldn't that just give us a false sense security? Changing a character name, or substituting one object for another, wouldn't take much work and could easily be accomplished within the time limit. It certainly wouldn't prove that somebody didn't cheat.
Quote from: Radiant on Wed 10/06/2015 07:27:46
It's not about cheating, it's about having a theme. Setting a nice theme will encourage more people to join than just a "yeah, do whatever" event.
^This^

AdventureJam was a 2 week "yeah, do whatever" event and had 89 entries. Having a topic is just like voting on the days to do the event, some people will be busy, others wont, just like the fact some people will join because they are inspired by a topic and others will not join because the topic is restrictive and uninspiring.

Quote from: Bulbapuck on Wed 10/06/2015 11:19:27
1) It's nice to have something tying the games together. Even if it's just a carrot.

I think a carrot would be an example of something that is far too precise. My idea of a vague topic is not using something physical but to use something like a feeling or description (e.g. pain or colourful). This way people can interpret the theme and apply it across a wider spectrum. I also think that a topic vote would be a good way to go. Just like the days, if that's the time most people can do it then so be it, if my game has to have a carrot in it because 20 people wanted carrot as the topic, then fair enough, carrot it is!
#78
I loved the last OROW so I'm definitely in, although, I'd be gutted if it was Aug 10-16 as I'm best man at a wedding on the 15th. :-\ Maybe I could take the week off work! (laugh)

I personally don't see the point of a topic, or at the very least, it should be insanely vague. If you offer a huge amount of prize money or massive exposure for the winners then a topic is a must, but this is a small competition between like-minded individuals and if someone cheats, they are only cheating themselves.
#79
I can't really offer any comments as I'm horribly unqualified so apologies about that! I have, however, decided to partake as higher resolutions backgrounds (it's still pretty low res! :P) are something I don't ever normally do.

I've gone with a twist on the theme which I hope is okay:

- It's a 'space' harbour in a steampunk/cyberpunk etc low sci-fi setting (think Firefly)
- The whole thing is a floating platform
- The ships (yellow) are in fact space ships
- The trees (blue) are going to be some sci-fi rectangular things

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/bgworkshop2-sketch1.png[/imgzoom]

The most trouble I had was the spaceships, it really seems to rely on artistic talent to pull them off so I'm in a bit of trouble I reckon! I'm fairly happy with the rest of it and my next stage will be to add some life to it with some people and traders, maybe some guards etc
#80
Congrats guys! :)
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