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Messages - yht33

#1
I've just been hired to animate on a game, so things may slow down a little on the character pack front, but I assure I will finish it as soon as I can.

So far the big thug guy is 100% complete, and I've got another two almost done. Plus, just for you m0ds, a perchable parrot is also almost complete aswell.
#2
Ali, I am working on my own game, as well as the character packs, and also someone else's game. So I'm a little busy, and also a little sleepy.

Still, it's always fun to animate, no matter what time in the morning it is.
#3
Here's a little taste of what I've got so far.

   

   

If anyone has any suggestions as to what kind of pirates they'd like to see let me know, so far I have:
big thug (as above)
hook style captain
lady pirate
cabin boy (or stowaway)
old peg leg man
monkey
pompous pirate
#4
Thanks for your feedback.

I'll get to animating then.

Cheers

Tim
#5
Hi everyone,

I'm currently working on a bunch of different characters for use in AGS (or any other tool that uses sprites really) and releasing them for your use.

I thought I'd gauge your interest in the whole thing before I go to the effort of making a lot of walk cycles etc.

I will be making full walk cycles for 4 angles, hopefully with about 10 characters per pack.

Obviously there is a lot of pirate stories in adventure gaming, so I thought I'd start with a pirate pack.



This is the sort of style I've been doing so far, I'll make all the characters in each pack in a similar style so they can be used in the same game together. Also all the images will be made for use in a 320x240 game, at 16bit color.

Let me know if this kind of thing is wanted/needed, and I'll try to get the first pack done as fast as I can.

Thanks

Tim
#6
Hi everyone,

Thanks heaps for your help, you were absolutely right, neither the png or the bmp had working alpha channels. Photoshop was being a liar.

For future reference you can export animation frames straight from flash to a png sequence (with a working alpha channel) and bring them straight into AGS. This will make things much quicker for my game/test.

Thanks again.

Tim
#7
Hi,

I'm new here, and new to ags. I've had a good search for the answer to my question and haven't been able to find an answer, so apologies if this has been asked before.

Basically, I'm trying to import sprites with alpha blending, my game is set to 32bit color depth, but when I import a png, bmp or tga version of the sprite (which was created in flash, although I've since opened it in photoshop to double check that the alpha channel is ok) it gives me no options to use the alpha for transparency. I simply get the standard, pallette index 0, top-left pixel etc, no alpha channel option. So obviously the image looks less than desirable.

To me it seems like the game isn't actually in 32bit mode. I've checked in the GAME, Change color depth, and it says it is set to 32bit mode.

Any help would be greatly appreciated. I'm a huge adventure game fan, and also an animator, so ags is exactly the kind of thing I've been looking for. And if I can get this alpha blending problem solved, I'll be a happy man.

I've linked to an image of the import screen, plus a png and bmp version of the sprite for reference.

Thanks so much for the help

Tim

http://www.mukpuddy.com/mukbucket/agsimport.jpg
http://www.mukpuddy.com/mukbucket/squirrel_idol_side0001.bmp
http://www.mukpuddy.com/mukbucket/squirrel_idol_side0001.png
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