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Messages - Joseph DiPerla

#21
I just tried the latest Daily snapshot of SCUMMVM and it now supports AGS games. But I think it is limited to like up to 2.73 or something like that for now. https://www.scummvm.org/downloads/#daily
#22
:-O This looks great! Is this a commercial project? I am glad you decided not to abandon this.
#23
I don't know if it helps, but I just saw this pull from SCUMMVM for support for AGS: https://github.com/scummvm/scummvm/pull/2738. I know they use SDL. But I don't know how much would be useable or helpful for you due to coding styles and approaches.
#24
AGS Games in Production / Re: Kola Queen
Mon 18/01/2021 14:35:58
The color palette is amazing.
#25
Circular and oval shapes are actually hard to capture accurately when it comes to voxels. Everything is square and doesn't even out well.. Not unless you use 100,000 voxels to create your work. You can kinda see an example of what voxel characters tend to look like: https://sketchfab.com/search?q=magicavoxel+character&sort_by=-relevanceype=models
#26
I made some edits to the whole head. Making cartoon, non-boxy heads are very difficult to do in voxel. See below. I am debating Spherical as a different style of game image all together or even Marching cubes. What do you think of the head design over all and which style do you think would work better?

#27
Hi Y'all. Wanted to see what style you prefer for this character. Basically I created the character as a voxel in RPG in a Box.



Then I have him rendered in RPGIAB. Which looks like this:



I then took him to Magicavoxel and applied a cloud render for the cube shape and an HD Background for lighting, checked off pixelated as well and I got this which got me a sort of pixelated effect via old style art.



Finally, I just tried the Clay shape render on Magicavoxel and got this as well:



Personally I am torn between the the Rendered RPGIAB version and the Magicavoxel Pixelated looking version.  Any thoughts? Suggestions?
#28
The footsteps occur after you pick up the letter. Sorry. On the Allegro version, for me, I hear them. But not on the SDL Version. I am not sure if it related to system issues or the transition from Allegro to SDL.
#29
I played "Off the Clock" With the new SDL2 version. Great Job!

I noticed that in the beginning when you pick up the letter in the Allegro version you hear footsteps when the character walks. But on the SDL version, you do not.

Second... Save Games do not work from one version to another. Not sure if this was expected or not. So when I save a game in the Allegro version, you see the save game in the SDL version, but if you select it, the game crashes.

On the other hand, if you save a game in the SDL version and try to restore a game in the Allegro version, the save slot just says Invalid Save Slot and also crashed the game.

But in general, Saves work when restoring from it's own version that the slot was saved on.

Only played about 20 minutes with this version. Will keep playing to see what else I find.
#30
Gotcha. I think I was thinking of AGS.Native.
#31
I saw in the GIT Discussions that you are also rewriting the script compiler in c++. Was this originally part of the editor in C#? What is the benefit of the rewrite? BTW, nice job on that rewrite. I had been following along and it seems like a lot of work went into it with everyone involved.
#32
Engine Development / Re: AGS 3D
Wed 02/12/2020 04:56:57
Honestly, I don't think this would be a good idea for AGS to transition too myself. I don't know many AGS users that would even utilize a full 3D world. However, a 2.5D version might not be so bad where you can use 3D Characters or place a few 3D Objects in the 2D Space. But a full 3D capable engine would just take away from what AGS is and would distract the developers from taking the necessary time to develop or enhance other parts of the engine.
#33
I "Believe" SDL has

*better OS Portability support
*is used more widely therefore can encourage more contributors
*is used by SCUMMVM
*is an easier library to implement and work with than Allegro.
*has faster 2D Blitting
*integrates better with other libraries
*I also "believe" SDL has better 3D routines.

This is just some of what I understand of SDL and I could be wrong about it all.
#34
General Discussion / Re: the blender 3D thread
Sat 24/10/2020 23:14:26
LOL. Yeah, just experimenting with Substance Painter. Never used it before. But I was thinking the exact same thing! It's like they seem all D Printed. I was trying to find a way to make him look slithery like a tentacle, even a little wet.. But I couldn't find the right settings for it.
#35
General Discussion / Re: the blender 3D thread
Sat 24/10/2020 23:01:43
Took my Paint3D Model and exported it and used it in substance painter. Playing around with a few different materials and colors.



Added Green Tentacle as my second character.. made with Paint3D.

#36
General Discussion / Re: the blender 3D thread
Thu 22/10/2020 18:52:46
Thanks. My next attempt will be an Alien Mindbender. Im starting to enjoy 3D design more lately. Im using gravity sketch in VR and it makes such a difference to be able to edit or create 3D stuff.
#37
General Discussion / Re: the blender 3D thread
Thu 22/10/2020 05:09:51
This is actually the first time I attempted a character. And it took me 15 minutes to do. Now.. I have to admit.. This isn't blender though. But I am proud of what I did for a first time in 15 minutes. LOL. FYI: I used Paint 3D.

[imgzoom]http://sw-bfs.com/misc/Purple_Tentacle.jpg[/imgzoom]

EDIT:
Messed around with the environment a little. I think this makes him look much better:

[imgzoom]http://sw-bfs.com/misc/Purple_Tentacle2.JPG[/imgzoom]
#38
***Waits for moderator to lock thread***

Just kidding. Thanks for doing this CW. Also, if anyone here was allowed to bend the rules a little, it would be you.
#39
I "Might" attempt this. I had an idea of a western and a steampunk sci fi game where a cowboy(Or whoever, its a work in progress) lives in a simple western town and needs to get to the "stars"(Enter the steampunk town and elements). I am not great at graphics and my idea is a bit ambitious.. But I will take a whack at it and see if I can come up with something. Room in progress below(I know it's not impressive.) But I am using different techniques to make the images for the game.



[imgzoom]http://sw-bfs.com/misc/test1.png[/imgzoom]
#40
You have no idea how big of a Zak Fan I am. This is amazing. Unfortunate that it can't be finished. Alas... Maybe some day we will get an awesome and completed remake of Zak.
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