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Messages - Scarpia

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61
Game announcements / Re:New graphical adventure
« on: February 20, 2003, 09:31:08 PM »
LOVE those graphics!! Did you do them yourself? Or did you rip them from the original game?

Czar: Can you draw like this? Really?????? I wish I could have backgrounds like that.


Scarpia

62
Technical forum / Mouse cursor confusion
« on: February 20, 2003, 09:25:56 PM »
Just a quirk I guess..


When the game is running in window mode, the cursor is a transparent white arrow, but it turns into a non-transparent red arrow when hovering over an entity. When busy, it is a non-transparent red hourglass, and whwn the mouse cursor is over the window's title bar, it goes invisible.

I'm befuzzled..

* Could the mouse cursor please not be transparent over the title bar? It looks bad. I get really really scared when my cursor disappears. Really, I do :)
* Is the mouse cursor going to be transparent - or not? Right now it's like it can't really decide which :P


This is just the beginning.  8)


Scarpia

63
General Discussion / Re:Why WME?
« on: February 20, 2003, 08:51:47 PM »

The scripting language in AGS is a very cute and simple one, so I guess that's a plus. However, Chris Jones who is the maker of AGS, has cut a few corners when it comes to usability: there is no "new room"-feature, and you can quite easily overwrite your rooms by mistake. When creating a "blank" game in AGS, the engine by default adds a bundle of default sprites (horrible ones, too), as well as a default character, etc., all of which can't be deleted. The reason is so newbies don't accidentally mess up their game beyond repair, but to me, it is merely a source of frustration. Still, if you can live with those little quirks, AGS is an easy tool for creating point-and-click adventures.

If you want to create point-and-click adventures with the retro look and feel of Monkey Island I & II, or text parser based systems like Leisure Suit Larry I, AGS already has the corresponding GUI's. There is something to be said for that.

And, yes, it is both stable and robust.


With that said, I still like WME better after only seeing 5 minutes worth of it, and I'm a HUGE Monkey Island fan. But that WME interface is just SOOO beautiful! Great Job Mnemonic!


But I guess the real question is: Once the first real (ie. big) games using WME come out, how smoothly will they run, and how flexible is the dialogue scripting when a game designer wants to create huge chunks of dialogue quickly?

The important issues to me are: Flexibility, speed, reliability, and how well the engine will suit my game design process from a usability point of view.


Scarpia


64
General Discussion / Re:New download idea...
« on: February 20, 2003, 08:35:05 PM »
If not, maybe one of the board contributors will make an online version (wink, wink)


Scarpia

65
Game design / character development
« on: February 20, 2003, 08:32:01 PM »

Before gathering up a development team, try to take the game beyond the "cool idea" stage.

You will need to complete the plot. Most (90%) of the characters should be defined in RIGID detail (with the most important dialogues written), as well as descriptions of ALL rooms in the game. Beginning, middle, end, and obstacles along the way - those should be in place. You don't need all the solutions for overcoming those obstacles yet, but you will need to know which parts and puzzles will be the hard ones, and which will be the simpler ones. Most importantly: YOU MUST HAVE THE GAME ATMOSPHERE FLOWING THROUGH YOUR VEINS LIKE MAD! That feeling is the source from which the characters, room settings, and dialogues spring.

"Here endeth the lesson."



Scarpia

66
Game design / Re:Actor Exchange
« on: February 20, 2003, 08:21:06 PM »
*LOL* Cartoon chars in 3D world. Like: "Who did Roger Rabbit Kill?"


Perhaps if you ask nicely on other adventure game designer boards, you can probably get a lot of their old, worn-out character sprites. People are usually very helpful like that, unless you nag them for the complete source for their latest, 70% finished, game project. That gets them kinda cranky sometimes. Wonder why?  ::)


Therealmoondevil: Can we see some of your artwork? I love the cartoonish style, wish I could do it myself..


Scarpia

67
Game design / Re:A little arty doodle I made - What do you think
« on: February 20, 2003, 08:15:51 PM »
Hi Luke

I think your art is very nice, especially the sky and the water's reflection of the moonlight. I think perhaps that the rocks / cliffs / mountains look a bit organic to me, like perhaps a bit too much 'blur' effect on the edges. And the green smoke is a bit too diffuse by the base, I think it would start off a bit narrower at the bottom, then spread out into the atmosphere as it float upwards and drifts away. Pretty one I think. Let's see some more.


Scarpia

68
Game design / Re:Will Exchange My Audio for Your Art
« on: February 20, 2003, 08:09:17 PM »
Hi DrJeep.

I think it would be nice if you could provide a link to some of your compositions or whatever, just to show that you're serious.

I'm not your man, though. I couldn't draw good sprites if my life depended on it. Bet you know what I'm talking about, huh?


Scarpia

69
Feature requests, suggestions / Re:Low level events
« on: February 20, 2003, 08:04:26 PM »
Oh boy. A suggestion is posted on the board, and two and a half hours later, it's been implemented.


I like this guy.



Scarpia

70
Feature requests, suggestions / Re:Speech question
« on: February 20, 2003, 07:58:07 PM »
While we're on the subject, will there be support for:

* MIDI (I know, I'm a sucker for low quality sound)
* MP3
* MOD

Just wondering..

Scarpia

71
Feature requests, suggestions / Re:DirectX ... OpenGL/SDL?
« on: February 20, 2003, 07:55:16 PM »
Hmm.... Although I'm not even dreaming of doing such a thing, damn it could be cool. Imagine a compiler option of:

Create executables for:

[ ] Windows
[ ] Linux
[ ] MacOS

*LOL* that'd be *inconceivably* cool.



But I guess someone who REALLY wanted to make a game for _three_ different platforms would probably write their own engine.  ;)


Scarpia

72
Feature requests, suggestions / Re:Foreground objects
« on: February 20, 2003, 07:48:20 PM »

I know what he is referring to. I do not know Sludge, but AGS works exactly like Banbury describes.

In AGS, the objects in the foreground that are actually just parts of the background image, can be defined as "walkbehinds". In SCI or AGI, these are referred to as "Priorities", since that's what they were supposedly called at Sierra originally. Defining a walkbehind is basically painting it over with a walk-behind color, and setting its base line (actor feet below the line, is drawn in front of 'object', actor feet above the line, then actor is behind).

HOWEVER -- the walk-behind color has a tendency of getting 'in the way' of the object, so to speak, when you draw on it, thus making it impossible to know if your area is too big for the object. So -- drawing around it is actually a MUCH MUCH better solution.


Scarpia

73
Technical forum / Background not showing?
« on: February 20, 2003, 07:40:18 PM »
Hi.

I seem to be the only one to post about this issue, but even that won't stop me (mwahaha):

When I try to Run the demo game, it works fine, except that the background image doesn't load. I'm stuck with a lot of blank white space (and the text is kinda hard to read on that background) with a bunch of objects, entities and the actor walking around. It's kinda hard to navigate around like that.

How do I fix this? I changed the gfx settings, but with no luck. Everything else works fine :)


Scarpia

74
Technical forum / Re:What language have you use to make Wintermute?
« on: February 20, 2003, 07:24:22 PM »
Heh, C++ was invented by a danish guy. Yay for the danish programming community! *lol*


Scarpia  in his  8) Cool Armani sunglasses

75
Technical forum / Re:Some Questions About Features - Procedures
« on: February 20, 2003, 07:12:59 PM »
Wow :o

Nuff said.



Scarpia

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