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Messages - nonesuchplace

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Game design / Game Concept: An Unkindness
« on: February 03, 2009, 04:45:22 AM »
The name is just a filler right now (a group of ravens is called an unkindness of ravens.)

The main character is Raven, a trickster spirit of past, transposed into a modern world.  You are lost, forgotten, run-down, beaten and battered.  So you decide to see if you can't just bring back a little of what made you a god in ages past, you decide to steal the sun again.

The story will take place in three time segments, Pre-history (when you first stole the sun,) Modern day (getting to the story-realm to actually steal the sun,) and the time where you are coming back from stealing the sun all over again.  You will bounce back and forth between the modern-day and pre-history segments throughout the game.

The player-character will have a handful of abilities in each segment.  In the pre-history, you will be able to change your face (which can be used to fool NPCs,) and fly short distances.  In the modern-day segment, you will be also be able to change your face, but you won't be able to fly.  Instead, you will gain some other ability that I have not come up with yet.  I think that it will have something to do with shaping shadows.

"Raven" rough:

Does this enthuse anyone?  Does this even make sense to anyone?  Is this doable?

Community bulletin board / I forgot to introduce myself earlier:
« on: January 18, 2009, 07:49:51 PM »
But I decided to completely make myself a fool by failing to translate "multi-layered backgrounds" into "parallax," thereby causing a double-post as my first action.

But now that I have throughly chastised myself...

My name is Shane, I live in the frigid North-East USA.  Whoever reports the temperature to WMUR didn't the other day because "It was too cold to go out and check."

I am running a POS XP box from a few years ago, but will be moving up in the world when I get my tax return.

I am working on a game that will (hopefully) end up being serial in nature, like HL2 (only I will actually finish the episodes.)

I am tooling around with different ways to illustrate the game, from hand-drawn to Inkscape'd.  I am not quite sure what I want it to look like.

I can indeed take critique!  If I do something stupid, do tell me.  At the very least, it will make for a funny story later.  I may even change my behavior!

The game (as I go back a ways,) largely takes place in a world halfway between here and where the gods roam.  I have some interesting ideas of incorporating meat-space time into the game, but I will go into that more when I have a more solid idea of what I want to do with that.

So, hello to all you crazy rebels!


Technical forum / Re: Parallax questions.
« on: January 08, 2009, 03:51:36 PM »
I could have sworn that I dealt with the filter layer correctly... damn, did I really forget to save after I edited those out?

Thank you for the link, I needed that one!  I know how to fix the bluish mountains, and I will be doing that.  In my original image, before I decided to try parallax scrolling, I had added a layer that is a filter.  That is the transparent landscape.  That qualifies as a major oops.

Thanks for your help!



I also apologize for failing at finding the other post about this question.  I failed at realizing that "Multi-level scrolling bgs" and parallax are the same thing.  Thank you for your patience!

Technical forum / Parallax questions.
« on: January 07, 2009, 06:27:09 AM »
I am working on a scene that I want to have parallax in.

I have the background drawn out and chopped up already.  I am utilizing the .png format for the bg elements.  When I drop the pieces into sceneman, they don't have transparency where they should.  To top it off, I can only find mention of parallax _existing_ in the documentation, and I haven't found _anything_ about implementation of it.

What am I doing wrong?
Does anyone know hoe to make parallax work?

The images I am using for this scene can be found here:

The .svg will render in any mordern browser, and can be edited easily using Inkscape

The 001bg##.png files are supposed to be layered back-to-frint, 01-06.  001bgsans.png is what they look like when layered correctly.

I hope this helps you helping me.



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