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Topics - Charles

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Critics' Lounge / Screen Mockup,
« on: 13 Jan 2016, 04:50 »

I'm totally satisfied with the GUI, but is the bg/sprite contrast too low to be playable?

I'm about to go nuts creating this mags game I'm working on. I've been so out of practice, it's like grinding teeth! I don't have photoshop at the moment, so doing simple things like palette reduction, creating gradients, and tinting the grays takes three different programs.

Why is it in grays you ask? Because I am colorblind as heck.

And yes he is in his underwear; Inspired by Ripley in Alien, and because I wanted to pixel guys in undies... pbblt.

I don't know if this is gonna qualify for this month's mags, (my idea is for a sci-fantasy game, involving space plague) but even if it doesn't, I'm gonna try hard to finish it anyways.

If my workflow doesn't make me commit seppuku before I manage to finish.

I'm in such a hurry, I'm really just wanting a level of quality that's playable and not eye-wrenching, so thoughts?

UPDATE: 01/17/16

So I'm still refining my color reduction, palette creation, frankly the whole process of coloring an image. But I thought I'd post an update, so you could see some tentative partial coloration, especially on the GUI.

At this speed of progress I'll never get it done for MAGS, but I have some ideas of adapting this concept for a regular game, so we'll see if anything comes of it. #nopromises

General Discussion / Palette Creation, Palette Conversion
« on: 05 Jan 2016, 07:36 »
So I was, wanting to reduce the colors/remap the palette of some graphics drawn in hi-color, into low-color sprites. Specifically into a single palette that all my sprites can use, specifically Dawnbringer's 32 color palette. However, when I do this, the graphics look terrible, there's just not enough colors available to represent the graphics that way.

I can't use room specific colors for these, because the graphics will be present in all the rooms. So, what I'd like to do, is use a single universal palette across my entire game.

But, trying to create one is really hard for me, because I'm colorblind. Another reason I like using a pre-determined color palette. (I can do fair-work, when I have a 'crayon-box', to pull colors from.)

So I was wondering, what palette creation tools do you guys know of? Or software for color reduction? Any hints here? 

Okay so I created an external script, and wanted to declare a bunch of variables that I could access later,
I thought I followed the AGS manual nearly verbatim, but apparently I'm missing something; I get:
SpellFinder.asc(18): Error (line 18): Parse error: unexpected 'spells'

Here's the code:

Code: Adventure Game Studio
  1. struct Spell {
  2.   String name;
  3.   int tool;
  4.   int element;
  5.   int incantation;
  6.   int mark;
  7.   int gem;
  8. };
  9. //Declare Spells
  10. Spell spells[10]; //Total Number of Spells
  11. //Tool (1 - Wand, 2 - Athame)
  12. //Element (1 - Earth, 2 - Water, 3 - Fire, 4 - Air)
  13. //Incantation ( 1 - Whispers of Wisdom, 2 - Song of Strength, 3 - Words of Power, 4 - Call of Destiny)
  14. //Mark (1 - The Hand of Glory, 2 - The Eternity Loop, 3 - The Pentacle Star, 4 - The Three Fates)
  15. //Gem Color (1 - Ruby, 2 - Sapphire, 3 - Emerald, 4 - Diamond, 5 - Obsidian)
  17. //Declare Spell 0 - Air of Destiny
  18. spells[0].name = "Air of Destiny";
  19. spells[0].tool = 1;
  20. spells[0].element = 4;
  21. spells[0].incantation = 4;
  22. spells[0].mark = 4;
  23. spells[0].gem = 4;

I declare 9 more spells using the same method above, but I didn't see any point including anything past the first one.
Get back to me soon guys, danke.
Edit by Andail: fixed ags code format


I've attempted to simply add an object to a room and when I go to drag it, this error is displayed and the background to the room is removed from the display and replaced by a giant red X cross.

Error: Font 'Arial' does not support style 'Regular'.
Version: AGS

System.ArgumentException: Font 'Arial' does not support style 'Regular'.
   at System.Drawing.Font.CreateNativeFont()
   at System.Drawing.Font.Initialize(FontFamily family, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont)
   at System.Drawing.Font.Initialize(String familyName, Single emSize, FontStyle style, GraphicsUnit unit, Byte gdiCharSet, Boolean gdiVerticalFont)
   at System.Drawing.Font..ctor(String familyName, Single emSize)
   at AGS.Editor.ObjectsEditorFilter.Paint(Graphics graphics, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedP anel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithE rrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl. WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I thought perhaps I could fix it with a clean install, so I installed it to a new folder. I received the same glitch/error again.

Critics' Lounge / RogerRevamp
« on: 13 Oct 2011, 13:33 »

This is a prototype Roger Wilco, based on the classic Sierra version.
Similar proportions, similar style to the original.

I reduced the pal from Sierra-8 to a 5 shade gradient. I'm not sure about the contrast, thoughts?

He also seems a tad thick on the south-view, but all in all I'm satisfied.

I think it reads pretty well against backgrounds of varying lightness, but again, not sure on the contrast.

The light's upper-left, since it's directional, mirroring 'left/right' won't be possible, but I think it gives it contour, depth.

p.s. I think I may have 'vonstered' him a bit with the anatomy, but it's hot.

Critics' Lounge / Voice Acting ;D
« on: 03 Dec 2009, 23:28 »

After seeing Calin's voice work, I couldn't help trying it myself.

Really think there should be a voice acting competition, it's so much fun.

Critics' Lounge / Background Help (outline trouble?)
« on: 20 Nov 2009, 03:57 »

I did most of it in photoshop
The first version is outlined in photoshop.
The second one is lined over in pant, trying to 'crisp' up lines.

If anyone has any tutorials on blending outlines, to create a sierra-esque effect, I'm all ears.

Solid color outline... Slightly different? I'm unsure how to apply the outline.

Color Without Lines

Lines without color.

Critics' Lounge / Portrait
« on: 30 Sep 2009, 02:38 »

I was wondering is this size too large for a profile done for 320x240

And yes the blank hair is intentional. I kinda like the effect.

This is not so much as question as to 'how to' as much as 'how should.'

I have an animating background created, but I was *ahem* unaware of the restricted number of frames.
What would be the best way to fix this? Create a large object, and animate that?

Or is there some way to increase the number of possible frames the background can use?

Thx In Advance for any help you can provide. -SAG.

Critics' Lounge / Lava Cave
« on: 29 Jul 2009, 06:51 »

Size is intended to be only 144px high.

Can't figure out what's wrong, but It needs more detail, would appreciate drawovers.

General Discussion / Fate of the Recruitment Thread?
« on: 08 Jul 2009, 04:43 »
Didn't there used to be a 'team' request thread.
I can't find it in any of the categories?

Critics' Lounge / Critique on Merman Sprite.
« on: 08 Jul 2009, 04:35 »

This is like 8 colors, including transparency.
Done in a adapted sierra-esque style for 320x240.
His 'skintone' is not human colored, it's meant to have it's slightly 'neon tone'.

Critics' Lounge / Background, small wizards studio
« on: 07 Jul 2009, 00:14 »

I've been trying to brush up on my background skills,
Done in paint.
any suggestions...

Not really enough 'clutter' for what I wanted...
Yet to sprite the chair for the desk in either.


I really need help with colors here, I'm color blind. Mostly Blue/Purple but some Red/Green.
I'm getting there but I'm not satisfied with my skintones, or with any of the colors really.

This is two variations of the color scheme represented here, with the higher contrast one on the right being my last attempt.

Some Help Guys? Huh?


(AC: I hate the resize blur on firefox, have they found a cure for that yet?)

Critics' Lounge / Background Front Corner, Crit. UPDATED
« on: 18 Sep 2008, 20:01 »

This was a test shot, for a background I'm doing, what I want from you wonderful people is what I should do/missing/everything.
I'm going to 'redo' this background completely, so I need detailed suggestions!
Thanks a ton in advance, -SAG.

I think I'll post some sprites I've been working on later, this is just... frustrating.


This week's theme is Magic, what does that mean?

-use your imagination!

Size - None
Colors - 64 or less


Critics' Lounge / Background for C&C
« on: 20 Apr 2008, 21:34 »

This is the 640x480 version, for my game it will be scaled down to 320x240 so keep that in mind if it's relevant to your comments. ;D
Basically tell me whatcha think?

Critics' Lounge / Music- Jungle Skies - Shonen-Ai Guy
« on: 14 Apr 2008, 04:25 »
Here's the mp3 file direct link : Jungle Skies Mp3 .  EDIT BY SAG: The Flash Doesn't Work... Please download the mp3, and listen.

Sorry for earlier, I was attempting to use a 'flash mp3 player' that was faulty. -SAG

Hey, as far as music goes I'm a newbie but here's two Midi's I made.
What I really want to know, is what good programs are there for converting the 'midi' files into something a little better sounding.
A good synthesizer anyone? Anyways, here's the links.

Critics' Lounge / Emo/Gothic Char for Critique/Redraw!
« on: 06 Mar 2008, 02:09 »
Here's an Emo/Gothic Char I'm thinking of using in a stylized game. However I'm not sure yet. Any suggestions? DRAW OVERS ARE WELCOME! ;D

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