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Messages - Ryan Timothy B

#241
lmao Didn't know it was already asked in this great thread.  Thanks Domino. ;D
#242
A few months ago, perhaps longer, someone posted a 3D blue mug/cup for anyone in AGS to use.  Where did that go?  I can't seem to find it in the search.
#243
Good work on the module Duals.

I noticed one thing though.  Instead of adding gamewidth to the fog character that jumps to the other side of the screen, you should check the character's sprite width and left character's X, and add that to the right's X.
Just in case anyone wants to add longer fog sprites, or even shorter.  Dummy proof :).

I also don't think you really need to do the speed for each layer of fog, which is quite daunting.  One master speed should do it (heck, the master speed could even determine direction, -1 would be left, +1 right, and 0 stop).  1 being slow, and higher being faster.  Then you set the wind speed for each layer of fog in the module to a slow speed, then multiply by the masterspeed like:
movex[0]=0.16*inttofloat(masterSpeed); //character 1+2 (1st Blanket)
movex[1]=0.08*inttofloat(masterSpeed); //character 3+4 (2nd)
movex[2]=0.04*inttofloat(masterSpeed); //character 5+6 (3rd)
movex[3]=0.02*inttofloat(masterSpeed); //character 7+8 (4th)
movex[4]=0.01*inttofloat(masterSpeed); //character 9+10 (5th)

And I figure using an Int would be less complicated, and I can't see someone wanting a masterSpeed of 1.5.
If it still doesn't work for them, they can go into the script and change it manually. :P

Also you forgot the direction!! ;D

Anyway those were just my thoughts--take 'em if you want.  I totally didn't expect you to want my files or script, I just wanted to make the AGS demo so you could understand what I meant.  But this works too.  :)
#244
Oh yeah sure, I left them the way they were so you could walk behind the individual depths of fog.  But whatever works for you. :P


And sure, whip up a fog module if you want to.  Just make it so people can set the height of the horizon so then the fog's y will be calculated accordingly. :P

Kinda like:
fog(int horizon, int speed, int direction, int characterStartNum);

The characterStartNum would be like: character# 1 to 10.  You'd also have to toss in a Loop frame count just to make sure they have the right amount of Fog sprites in the Loop.

And Direction, anything below zero would be left, anything above zero would be right, and zero would be static.

I can't think of anything else at the moment.  
Glad it works for you.
#245
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_files.zip

There you go Johnny-Joe.  I took the liberty to send you the 320x240 size sprites as well.  Also tossed in parts of the script in case you wanted/needed it.  If your game is 320x240 you'll have to divide all the x and y coords in half.  And if the depth of your background is different than the one I had in my demo, you'll have to change the 3 fog layers manually (1 and 2 are both at the bottom edge of the screen).

You'll have to create 10 characters (it's best if their numbers were all in numerical order 1-10 or 16-25, etc etc--that way you can use a while statement).

Also you'll have to flip every other image in AGS manually so the fog layers can seamlessly connect to each other.  I tossed in a pic that explains it (a picture is worth a thousand words).

Have fun--don't get into too much trouble!  ;D

Oh and if ya let me see what it looks like if you get it going, I'd be happy :).

edit: I guess I forgot to mention that this fog will only really work on backgrounds that you can see the horizon (or back wall, level) from left to right.  Otherwise it would look pretty wonky.  The speed was also amped up quite a bit just to show that they were all moving.  But speed could work for an evil monster lair like you have shown--but I'd test to see what it looks like at a slower speed first.
#246
Actually before I send the files over, which do you like better?

http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_scroll.zip

This one moves with wind, and the more distant they are the slower they move.

Edit: Oops. for testing I had TAB remove the blanket layer of fog (which doesn't move now, since all the rest do), forgot to change it back to toggle the background.

Edit2: Actually I decided I kinda liked the blanket over top everything and moving as well (cause you see it on the character).  So I added it back.  ;D
On this file: http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_scroll2.zip

Tell me which one you like the most and I'll send it on over. :P
#247
Sorry for the delay there, buddy.  I spent an hour longer than I intended making this, since I didn't know you were going for the 'ground' fog.  And I had fun playing around with Photoshop's gradients and whatnot to make it look as close to real as I could be arsed to do for this demonstration.

http://www.bryvis.com/entertainment/other/agsf/fog_dualnames.zip

There are 4 characters for the background fog, and 2 characters for the scrolling fog.  If you really wanted to (which I was almost tempted to do) was to make the individual 4 character fog's scroll as well at different speeds (by adding another 4 characters).  It would have been pretty interesting.

My computer obviously stays at around 40fps.  Shouldn't drop too much on the lower end computers, I think.

Edit: Oh I completely forgot.  Press TAB to view it with a black screen.
#248
Oh, I see.. you're going for the 'ground' fog.  Like you see a fog machine make for those creepy movies.  I don't know if my gradient fog will be of any use to you if you want this type of fog.. I'll have to think about it first.
#249
I finally had a chance to check out the castlevania intro (youtube wouldn't let me the last time I checked for some odd reason).  I personally don't like it.  It's way too fake looking.  Looks more like cartoon clouds than anything that resembles fog.

Like I said, I'd go with the gradient approach that I had shown earlier (I would just spend an extra few minutes on the gradient placement [Reed]  ;), like I said already).  You're right that the trunk should be of 'near' equal visibility as the top of the tree, but the only reason why it's heavier at the top is for the exact reason you've already pointed out, the top of the tree is further away than the base of the tree.  Also fog always appears more dense higher in the air, because: *ding* *ding* It's Further Away--and you're looking through more of it!  ;D

But if you're so keen on making it animate, there is one suggestion I have for you.  I'd use the Filter>Clouds in Photoshop.  Probably with medium gray and black, then set the layer's blending mode to Multiply.  That way the black areas go transparent and the mid-point between black and white would go translucent.  Then you lower the opacity and have that as a blanket, possibly as a GUI or a character with high Z order, and have it move from left to right with another 'character' blanket to come into place when the first blanket is going off screen.

I think it would be the best and most realistic looking approach AND with the least amount of work.

Dual, if you're interested in a quick AGS mockup to see what I'm talking about, I could probably make one in like 20 or so minutes total.  Let me know.
#250
Quote from: Jim Reed on Fri 01/01/2010 23:24:20
Quote from: Ryan Timothy on Fri 01/01/2010 23:12:47
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg

I doubt it. Foreground elements should show more, not the ones near the bottom.  In this pic, the gradient shows mostly because of the perspective, but check the tree on the left; it's upper part shows normal, emphasizing my point.

Dude, I said layers depending on depth.  Heavy at the top, less at the bottom.  Very light transparency, and with all the layers on top of each other, it would look just like the image I showed.

And when do you see fog moving around like a cloud?  The only time you really see it is if you're driving down the road with your car lights aiming directly at it.  And it still barely moves.

Needing to animate fog, or having 'cloud shaped' fog would be almost dreamy or fairytale.  Don't get me wrong though, you can still have an 'animated' effect with the fog, just very very very faint.

Better yet, I'll do a quick mock up with 3 layers of fog and some tree silhouettes (which can easily be done in AGS with characters/objects).




Edit: Here you go.  Took me only a few minutes to make it, and it looks very similar to the example I had shown.  (obviously if this were my project I would have spent a little longer than a few minutes):
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames.png

And this is the before image of the sunny day with the path:
http://upload.wikimedia.org/wikipedia/commons/3/34/God%27s_Path_is_Higher_than_Men%27s_Path.jpg

I only used 3 layers of gradient fog, and 3 layers of trees.  If a character were to walk through this, they'd slightly 'flash' to the other color, I imagine.  It would require some testing.  But yes, the characters contrast should be lowered the further back they get.
#251
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg
#252
If I were to make it, I'd more than likely use a GUI.  It seems like the most reasonable approach.
#253
The Rumpus Room / Re: Happy Birthday Thread!
Mon 21/12/2009 05:34:44
we all know the right way is miss-J :D
(I now know how it's supposed to be pronounced but I can't for the life of me train myself to say it right in my head)
#254
I've heard of both Blender and Maya (and I've seen Maya in action), just haven't ever heard that Blender is better.

Anyway, I was bored today and wanted to make my first Zbrush dude.  I copied Simon's idea of a squid, the guy from the Pixologic website.  I didn't make it to copy him, I made it to experiment and learn.  And figured a squid with multiple tentacles would be the best place to start. :P

Here's my odd looking squid thing: http://www.bryvis.com/entertainment/other/agsf/first_zbrush.png
(Pretty lame, but good for a first real go at Zbrush-I'd say.  Took me an hour to make those eyeballs, and they suck! haha)

It's too bad there aren't any animation programs that you can create characters as easily as you can in Zbrush, and animate the limbs as easily as you can move Zspheres (but obviously with limb length limits).  At least I've never heard/seen of it.
#255
Anian:  Anim8or seems pretty easy to use, but almost too simple. I don't think I'll be giving this one a go.

Synthetique: I don't think I've even heard of Zbrush.  It looks awesome, also quite simple to use.  I checked out every picture they had to promote the program (which there are hundreds and hundreds of images).  I'll definitely be downloading this to see if I like it or not.

Thanks.
#256
I don't believe this question warrants it's own thread, since I imagine there are only a hand full of applications that fit my needs.  So I figured I'd ask here.

What is a VERY EASY 3D Character Modeling Program? (Free or not)
I plan on making a few characters with basic detail, nothing too extreme.  Basic shadows, and texture mapping is all I need.  I don't have a lot of 3D experience.  The only 3D programs I've really played with are: Halflife Hammer editor, Rhinoceros 3D (a little), and Google Sketch.  I've never really touched any complex shapes much beyond rectangles, cylinders, etc.

Here's an image I found with pretty much the size and simplicity of a character I hope to create:

And if I had to touch up the frames in Photoshop, so be it.  I pretty much just need something that I can easily create walk cycles, or action scenes with.  It more than likely won't be limited to the Human skeleton, probably some funky aliens too.

It would be really cool if there was an ability to save the camera coordinates so that all the characters are on the same viewing angle.
Also I'm not 3D stupid, just inexperienced.  If it's an easy, worthwhile program, I wouldn't mind spending the time it takes to learn it.

(It's for my super secret project--and no, I'm not making some kind of warcraft or oblivion type game, even though the image resembles them)  ;D
#257
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 10:15:40
I know.  I was just being a dink. :P
#258
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 06:51:52
Scarab, are you saying happy birthday to: Wavy, Gray Hair? lol

;) ;D
#259
The Rumpus Room / Re: Happy Birthday Thread!
Fri 20/11/2009 02:03:42
Happy birthday to the guy who has stolen all boredom from me by giving me a friendly forum and a great program, which I probably spend way too much time on. :)
#260
Quote from: Crimson Wizard on Sun 08/11/2009 15:05:01
Do you mean, a game with such "pencilmated" characters, or a game where you can change enviroment by drawing it?

A game where you're playing, and the world is drawn and changed around you (by the creator and his 'pencil') just like you see in the video.  You get stuck in a room, the creator draws a door for you.  You see a pretty woman and you're walking towards her to ask her out, the creator draws a rock in front of you causing you to trip.  You'd obviously have to make the creator a kind of helper, or comedian.  As though the creator is just sitting back and watching the show, adding a few details here and there.

I think it would be a great and funny adventure game.
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