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Messages - .M.M.

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41
Critics' Lounge / Re: Police Underground
« on: 25 May 2013, 14:12 »
Zdravím!  :smiley:
Maybe try redrawing the sign "POLICIE ČESKÉ REPUBLIKY" to make it look more like the actual police sign -

42
I really like the style - you can still see it used to be a photo, but it certainly doesn't look cheap! Disadvantage of this style is that it would be really hard to add characters, at least I think so.

44
Actually, it works differently:
Quote
(AGS manual)
The default values are DIST=10 and EAGERNESS=97.

As a special case, setting DIST=0 and EAGERNESS=0 makes CHARID behave as if it is chasing CHARTOFOLLOW - it will try and get there as quickly as possible. Setting EAGERNESS=0 also tells the character not to stop when they reach CHARTOFOLLOW, but instead to randomly wander around the character - useful perhaps for a very energetic dog or something.

There is also another special use for this command. You can pass the special value FOLLOW_EXACTLY as the DIST parameter rather than passing a number. If you do this, then CHARID will always remain at exactly the same X and Y co-ordinates as CHARTOFOLLOW. This might be useful for effects such as a temporary halo over the character and so forth.

If you use FOLLOW_EXACTLY, then EAGERNESS has another meaning. If you pass 0, CHARID will be drawn in front of CHARTOFOLLOW; if you pass 1, it will be drawn behind.

So, you can pass 0 and 0, the monster then walks around the character even if it reaches him.

45
Engine Development / Re: AGS engine Android port
« on: 24 Feb 2013, 09:59 »
Do you mean the libraries? I struggled with it for a few days with no outcome, in the end I had to ask JJS for the library files built by ndk...

46
Try downloading an older version of AGS, then import the GUI files, run the project with the new AGS and export GUI files. It's a bit complicated, but it should work.  ;)

47
Sorry about grave digging this thread, but I found out that the setup linked here was for the original, Czech version. I've fixed it now, so if anyone decides to try it out, you'll understand what's going on now in the game. :P

49
Engine Development / Re: AGS engine Android port
« on: 22 Jan 2013, 17:19 »
Would it be possible to have buttons in the application, which would return ASCII key code (they would trigger on_key_press function)? For example, having a D-Pad that would act as WASD on the keyboard. I know it sounds like a nonsense for Adventure Game Studio, but this engine is great for making RPGs as well, and the lack of multi-touch controls is the only thing that makes it impossible to port real-time RPG from AGS to Android.

50
This sounds great! I've been thinking about making an Android version of my game, but I realized that it would be a problem to find any potentional players... And this could be the solution, as there's no need to look for the original AGS Android plugin and install it manually, who would bother just to try a freeware game. ;-) Unfortunately, I'm having trouble with my credit card (Google Play doesn't accept it for some reason), so I can't download it right now. But I have to remake the game first anyway, and I'll try to solve the credit card problems in the meantime, because I really want to contribute at least a bit. :-)

51
Critics' Lounge / Re: Graphic style for the next game
« on: 01 Sep 2012, 23:12 »
I would have tried to make the tiles a bit less repetitive. Mainly the platform tiles, but also at the back wall.
Also, I think I would have toned down the black and white tape at the edge of the platform a bit.
About the portrait: Again, I'm no artist but whenever I try to do artwork, it ends up with too little contrast. I believe this portrait suffers from the same problem. It would benefit from more shadows and contrast.
I tried adding the contrast and I also thickened the upper eyelid.

This is just a quick change, but I don't realy want to draw shadows, because it takes much more time to animate and I'd like to make different views for different moods and situations. My goal is to make the sprites as simple as possible.
And thanks for your reply!

52
Critics' Lounge / Re: Graphic style for the next game
« on: 01 Sep 2012, 12:12 »
When I looked at the number of replies, I thought it was criticism on my sprites...  :P

53
Critics' Lounge / Re: Graphic style for the next game
« on: 31 Aug 2012, 11:17 »
I tried making a portrait matching the background style - this is what I've got.

I'm not sure all the lines are noticeable enough, but it somehow loses its depressive feel with bigger contrast.

54
Critics' Lounge / Re: Graphic style for the next game
« on: 26 Aug 2012, 10:28 »
Thanks! Yes, I'm not sure about the back wall, too. It actually looks this way:
http://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Praha%2C_Vltavsk%C3%A1%2C_metro_-_n%C3%A1pis.JPG/800px-Praha%2C_Vltavsk%C3%A1%2C_metro_-_n%C3%A1pis.JPG
I wanted to make it a bit darker and with some tiles destroyed... Well, it doesn't look exactly as I wanted it.  :-\

55
Critics' Lounge / Graphic style for the next game
« on: 25 Aug 2012, 22:33 »
Hi, I've been thinking about the graphic style for my next game: I needed something simple, yet atmospheric. I want to create a post-apocalyptic RPG, something between Stalker and (the book) Metro 2033. First, I decided to try something inspired by old RPG, like Zelda or Final Fantasy, just less "Japanese" (although it mainly depends on characters). This is what I've got:

This is just a start, without any inhabitants or their shelters.
And this is with some basic shadings - with two light bulbs:

What do you think about it? I don't want to draw too much shadows, because it would look strange with characters in-game.

56
Completed Game Announcements / Re: TimeSink of Chronos
« on: 14 Aug 2012, 11:49 »
Hi, I tried the game, but when I got into fight, I could do nothing - looks like the interaction with enemies doesn't work... By the way, why are parts of the game drawn and parts are somehow... "glued together" from photos?

57
I wanted to download it, but the servers are down...

58

Only The Good Die Young - freeware Wild West action RPG!

(sorry for my English - I'm not a native speaker and I had to translate it on my own, so there may be mistakes and typos, but I hope you'll still enjoy playing the game)

"Everyone has to make somehow for living. Someone by a righteous job, someone prefer to risk. Well, I went too far with the risking - so far that the London police strated to be interested. I didn't want to spend half of my life in a cell, so I came up with a plan how to get to America." - It's been more than a year since then and I only laugh to my plans about another - and better life. I have to live as I always did, and this means that not even here is my name popular among local lawmen. But I'm still free and I hope the luck won't leave me.
Jack Smith was a  common thief until his path carried him into the village E. Lee, where new railroad has been in construction and he decided (not completely freely) to help. Will he keep his word, or will he help the bandits to destroy the railroad?


Explore the village and its surroundigs in the middle of hostile desert.


Create a character according to your favourite style: from an agile sharpshooter...


... to an unstoppable gunman wearing armor of long-ago forgotten conquistador!


Fight against local outlaws!


Or save your character at any time in the game, connect joystick and challenge your friends to a duel!

_______________________________________ _______________________________________ _______
Credits
Author of the game  ... Miroslav ".M.M." Mynář
"Keyboard movement"  . . .  Rui "Brisby" Pires & "strazer"
"Joystick" plugin . . . "Wyz"
"Journal module"  . . . "Akumayo" & ".M.M."
and everyone from the forums gladly asnwering my questions

if you liked the game, you can suport author of the game by contribution on account
CZ54 0300 0000 0002 5033 4388

Setup file:https://www.dropbox.com/s/c3ldjn16lepjhfp/onlythegood_en.msi

59
Critics' Lounge / Re: Try my RPGdemo anyone?
« on: 20 Jun 2012, 13:24 »
Interesting, I liked the graphics. My suggestions: change the speech font, it is hard to read it and it hurts my eyes (am I the only one?). Also, you don't have to use that much cursors, even one would be enough - when there's nothing, the character walks there, otherwise he interacts with the hotspot.

60
It's not impossible, I thought it more like that it's easier to use (at least for me) because I don't have to worry about the viewports.

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