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Old 04-10-2011, 03:57 PM   #1
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Default Bizarre Earthquake

Hi everyone, i'am making a 3rd perspective point&click adventure game with AGS engine. I would like to talk about it

David is an adolescent, who has just graduated from college. He's working as an assistant of Julia who is beautiful and attractive earthquake research expert. Likewise, David desires to learn all about an earthquake and hence it's soon about to supply this curiosity in spades...

Release date : May or June 2011 and will be freeware.

Features :

* 1024x768 high resolution and smooth, pre-rendered 3d background graphics.
* 32-bit color depth.
* Fully animated pre-rendered 3d characters.
* Interesting story ? (You decide).
* High FPS that you will be satisfied with computers newer than 2005.

Progress :

Graphics : % 95
Animation : % 25
Sound : % 76
Puzzles : % 29
Story : % 75
Coding : % 35

Screenshots :





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Old 04-18-2011, 03:13 PM   #2
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I'm not too sure about the story but I think the graphics looks great, although maybe missing some extra grit. But it looks like a great effort, what engine are you using WME?
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Old 04-19-2011, 10:51 PM   #3
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Does look good. I await further news on this.

I notice that you're Turkish. Whilst your English is very good, I still think that recruiting English proofreaders is worthwhile. They can make the difference between the player understanding you and dialogue sounding completely natural.

Actually, come to think of it, a lot of games I've seen by native Endlish speakers would have benefited from a bit of proofreading.
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Old 04-21-2011, 09:20 AM   #4
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Thanks for comments. I'm using Adventure Game Studio 3.2.

stepurhan, my English may not be very good because i had lots of negative critics about grammar of my previous game I will publish playable demo soon and after that if i have negative critics about English again, i will definitely look for proofreaders to correct mistakes for full version.

I made a trailer of the game consists of in-game animations. Here :

http://www.youtube.com/watch?v=tvDJVVQH7qk

It's Turkish trailer but you may also watch it till 1:30. I would like to hear your comments about trailer
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Old 04-22-2011, 05:38 PM   #5
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Hi proximity! Can't say much about it so far, but looks promising.

If you don't mind some nitpicking, can I just talk about a few details? I realize you are in the process of working the animations, so I presume you are looking to improve some aspects like if the bottles shouldn't have fallen sooner than they did; the walking of the character (when the door is opened you can see the feet "kicking" it); etc. Will the character have a shadow (in the photos and video provided I realized he still doesn't have one)?

Epic music in the trailer!

Good luck!
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Old 04-23-2011, 04:09 AM   #6
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Hi TechnoSpike, thanks for your comment. I couldn't understand your suggestion about the bottles. Are they falling earlier than it should be in the real life ? I made them in Havoc engine with real life gravity 9.8 kg.m/s2.

The character doesn't have a shadow. In Adventure Game Studio, making a shadow to a character is hard work

You're right about kicking the door. I wanted to make the character step forward when he opens the door but the result is what you see
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Old 04-26-2011, 02:59 PM   #7
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Quote:
Originally Posted by proximity View Post
Hi TechnoSpike, thanks for your comment. I couldn't understand your suggestion about the bottles. Are they falling earlier than it should be in the real life ? I made them in Havoc engine with real life gravity 9.8 kg.m/s2.
Hi, sorry, I don't exactly have experience with earthquakes (movies or news reports don't count ), I just thought that perhaps the bottles should have fallen sooner than they did, for instance, the PC speakers fell before the bottles did. Like I said, I don't have any experience whatsoever with earthquakes, and don't know whats the "typical" behavior of objects in that kind of situation or anything like that, it was just something that felt "odd", so to speak!

Quote:
Originally Posted by proximity View Post
The character doesn't have a shadow. In Adventure Game Studio, making a shadow to a character is hard work

You're right about kicking the door. I wanted to make the character step forward when he opens the door but the result is what you see
Ah, that explains it!
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Old 04-28-2011, 03:57 PM   #8
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@TechnoSpike, i see your point. Bottles would fall down at the same time with speakers but i thought player might miss animation of one of them if they fall at the same time, because they are at the opposite of the room and hard to follow both. It may reduce the reality of the scene but when you play the demo if you still think they should fall down at the same time, i can change it of course
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Old 05-06-2011, 01:57 PM   #9
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Quote:
Originally Posted by proximity View Post
@TechnoSpike, i see your point. Bottles would fall down at the same time with speakers but i thought player might miss animation of one of them if they fall at the same time, because they are at the opposite of the room and hard to follow both. It may reduce the reality of the scene but when you play the demo if you still think they should fall down at the same time, i can change it of course
Ah, now I get it! I was only thinking in terms of "reality", and not in terms of what was more adequate to the storytelling process.
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