New but still unnamed project has officially started

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mugenjohncel
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#16 Post by mugenjohncel » Sat Apr 15, 2006 11:11 pm

lordcloudx says...
Using RO(ragnarok online) screencaps on an offline private server might also be a good idea.
Uh-oh!... Using Ragnorok material is a big No-No here.

I personally knew someone who got sued by Gravity for using sprites and BGM ripped from Ragnarok Online (It was Juno back then).

Not to mention the fact that they really DO go after people and establishements who are using private servers (Warn them then Confiscate their Machines) and severely persecute those who use Bots... by deleting their accounts.

(You must have heard the recent wave of notices and warnings given to Internet Cafe's here in Manila... We got one too.)

Just like big monopolistic companies like Microso... you know who I'm refering to, I really do suggest you don't use materials copyrighted by those Gigantic companies... they got money (Lots of it!) and do everything to protect their respected copyrighted materials... Unless you live in Japan.


BCS Said...
Yes, Poser 6 is quite the memory hog on system resources.
My GOD!... It really is a HOG!

I am currently running on 2.3Ghz with 1 Gig of Ram (Quite a Lot) and 128MB Video Memory and yet... I'm running at turtle speeds.

(Note: Photoshop 7, Jet-Audio and Bittorrent was running in the background)

Just got myself a copy last night (Finding Poser 6 here in Manila did turned out pretty easy).

Yup! I guess I'm stuck with Photoshop and Manual Drawing for a while.

...again Sorry about my English.

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#17 Post by lordcloudx » Sun Apr 16, 2006 3:05 am

oohh I see... hehe I remember that incident. Quite a few internet cafe chains have been closed down in my area as well.

but, using philippine copyright laws, you can always argue that using the fair-use doctrine, you're not making a profit etc. etc.... nah just random ramblings forget about it.

looks like I won't be using poser 6 anytime soon on my 256 mb 1.7 ghz machine on a 64 mb video card either.

hmmm.... how bout half-life's worldcraft proggie? I never really tried to learn how to use that one.
How do you make your games? I see. Thank you for the prompt replies, but it is my considered opinion that you're doing it wrong inefficiently because I am a perfushenal professional. Do it my way this way and we can all ascend VN Nirvana together while allowing me to stroke my ego you will improve much faster. Also, please don't forget to thank me for this constructive critique or I will cry and bore you to death respond appropriately with a tl;dr rant discourse of epic adequately lengthy proportions. - Sarcasm Veiled in Euphemism: Secrets of Forum Civility by lordcloudx (Coming soon to an online ebook near you.)

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Just a little update

#18 Post by mugenjohncel » Sun Jun 04, 2006 11:10 pm

My GOD!... It really is a HOG!

I am currently running on 2.3Ghz with 1 Gig of Ram (Quite a Lot) and 128MB Video Memory and yet... I'm running at turtle speeds.

(Note: Photoshop 7, Jet-Audio and Bittorrent was running in the background)
OK... I take that back

Poser 6 wasn't the memory hog I thought it was.

Just installed it on a Brand New rig (Sold my old one) with a fresh installation of Windows XP and It runs very fluid actually.

Rendering is fast (Well... I got a pretty wickedly powerful machine here so that might be a factor) so I suspect the real reason why Poser 6 was slow on my previous computer is a very messy Windows XP set-up and a Dying Hard-Disk.

Now if only I could figure out how the lighting works since most of my render usually turns out darker than I expect it to be.

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Re: Just a little update

#19 Post by Watercolorheart » Mon Jun 05, 2006 6:28 am

mugenjohncel wrote:
My GOD!... It really is a HOG!

I am currently running on 2.3Ghz with 1 Gig of Ram (Quite a Lot) and 128MB Video Memory and yet... I'm running at turtle speeds.

(Note: Photoshop 7, Jet-Audio and Bittorrent was running in the background)
OK... I take that back

Poser 6 wasn't the memory hog I thought it was.

Just installed it on a Brand New rig (Sold my old one) with a fresh installation of Windows XP and It runs very fluid actually.

Rendering is fast (Well... I got a pretty wickedly powerful machine here so that might be a factor) so I suspect the real reason why Poser 6 was slow on my previous computer is a very messy Windows XP set-up and a Dying Hard-Disk.

Now if only I could figure out how the lighting works since most of my render usually turns out darker than I expect it to be.
This happens with me, also. I do a ton of postwork and color adjustment to try to brighten it.

I would recommend Renderosity.com's freebie section to get started with some objects:

http://www.renderosity.com/freestuff.ez ... 1149503286

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#20 Post by mugenjohncel » Wed Jun 28, 2006 11:20 pm

Ah... some free time to resume my Ren-py activities.

Just a little update...


My motivation is at an all time high!

Sorry... the rest of the project is classified information but rest assured that the project is very much alive and still going strongly .

Look forward to it.

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#21 Post by lordcloudx » Thu Jun 29, 2006 1:27 am

I see you blended the outlines with the hair and skin color this time. Nice.
How do you make your games? I see. Thank you for the prompt replies, but it is my considered opinion that you're doing it wrong inefficiently because I am a perfushenal professional. Do it my way this way and we can all ascend VN Nirvana together while allowing me to stroke my ego you will improve much faster. Also, please don't forget to thank me for this constructive critique or I will cry and bore you to death respond appropriately with a tl;dr rant discourse of epic adequately lengthy proportions. - Sarcasm Veiled in Euphemism: Secrets of Forum Civility by lordcloudx (Coming soon to an online ebook near you.)

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#22 Post by monele » Thu Jun 29, 2006 3:26 am

Wow... Really nice art ô_o... *bounces with expectation in his little corner*

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#23 Post by RedSlash » Fri Jun 30, 2006 3:23 pm

Very nice. Too bad with the "Sorry not this time", hopefully there will be a next time! j/k :)

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#24 Post by mugenjohncel » Fri Jun 30, 2006 11:39 pm

A little preview of things to come...

Sorry (again)... the rest of the project is still classified information.

Still having trouble coding ren-py

(I'm seeing a lot of traceback error as I progress)

(Ah... I wish somebody would spare some time and make an In-depth tutorial regarding imagemaps)

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#25 Post by PyTom » Sat Jul 01, 2006 3:01 am

Blinking cursor:

Just do:

anim.Blink(Image("cursor.png"))

instead of plain old Image("cursor.png")


Clock:

How do you have it implemented now? If you can show me that, I can show you how to improve it.
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#26 Post by mugenjohncel » Sat Jul 01, 2006 3:34 am

Ah the clock...

Right now the clock you see on the top left screen is nothing but a blank frame and a PNG with time on it (in this case 2:30AM)

But I do have a working theory on how I could possibly implement someting like this... problem is, I dont know how to implement it in ren-py

This is how my theory supposed to work...

Ren-py has the ability to track the amount of time that has passed since the beginning of the game (I've seen it in the ren-py demo) and I have a set of pictures (PNG) with hours written on it.

Example:

PNG1 = 12:00AM
PNG2 = 12:30AM
PNG3 = 1:00AM
PNG4 = 1:30AM
PNG5 = 2:00AM
and so on...

Now let's assume that 5 minutes of playtime (realtime) equals to about 30 minutes (In game time) and the game starts at 1:00AM (In game time) and I'll put a variable (or code... well I really dont know what to call it) that detects the amount of time that has passed since you started playing the game (real time) and assuming that you have played for more than 5 minutes (real time) but not more than 10 minutes (real time) ren-py will display a PNG (in this case PNG4) that says 1:30 AM on the top left of the screen and if your playtime reaches 10 minutes, ren-py will display a PNG (PNG5) that says 2:00 AM on the top left of the screen and so on...

The potential problem (and bugs) that I could see on this little theory of mine is that I don't know if ren-py can save (in a save file) the amount of time that has passed since you begin playing and as I have told earlier, I have very low coding skills.


I'll try the blinking cursor first

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#27 Post by lordcloudx » Sat Jul 01, 2006 4:32 am

hehehe
I'll try the blinking cursor first
the clock thingy sounds like it just needs some if else statements, but I don't really know how to do that or anything else in ren'py.[/quote]
How do you make your games? I see. Thank you for the prompt replies, but it is my considered opinion that you're doing it wrong inefficiently because I am a perfushenal professional. Do it my way this way and we can all ascend VN Nirvana together while allowing me to stroke my ego you will improve much faster. Also, please don't forget to thank me for this constructive critique or I will cry and bore you to death respond appropriately with a tl;dr rant discourse of epic adequately lengthy proportions. - Sarcasm Veiled in Euphemism: Secrets of Forum Civility by lordcloudx (Coming soon to an online ebook near you.)

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#28 Post by monele » Sat Jul 01, 2006 5:24 am

mugenjohncel wrote:The potential problem (and bugs) that I could see on this little theory of mine is that I don't know if ren-py can save (in a save file) the amount of time that has passed since you begin playing and as I have told earlier, I have very low coding skills.
Yes it can :

Code: Select all

renpy.get_game_runtime()
Will return the number of seconds elapsed since the beginning. I'm not sure it's saved though. I hope it is so I can actually tell how long a game was when the player reaches the end.

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#29 Post by PyTom » Sat Jul 01, 2006 9:56 am

Hm... I'm not sure if the behavior you're describing for the clock is really what you want, as it unrelates the clock from the game-world. So you could have someone eating breakfast at 8 pm, which would seem somewhat strange to me.

Probably, the best way to do a clock like that is with an overlay function:

Code: Select all

init:
  python hide:
    def overlay_func():
        ui.frame(background=Frame("foo.png", 12, 12),
            xminimum=24, yminimum=24, xpos=20, ypos=20)
        ui.text(clock_time)

    config.overlay_functions.append(overlay_func)
You can then adjust the clock_time variable throughout the game:

Code: Select all

$ clock_time = "10:00 pm"

"It's 10 pm, have you backed up your game?"
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mugenjohncel
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#30 Post by mugenjohncel » Sat Jul 29, 2006 5:57 am

My webpage is now up and running.

http://mugenjohncel.freewebsites.com/
OK! I know it's a freesite and it still doesn't have anything on it but I'm working on it.

I'll be posting photoshop and drawing tutorials soon but most of them will be focused on coloring, lineart, image processing and cleaning scanned images and backgrounds.

Also, I will post some of my earlier works here and details announcements and progress about my still unnamed ren'py project.

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