What does Khaveen look like in the QFG2 VGA version

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Shaminar
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What does Khaveen look like in the QFG2 VGA version

#1 Post by Shaminar » Fri Jan 04, 2008 10:23 am

Greetings. Its been a while since I was here.

I'm also excited to see the released QFG2VGA version.

But one curious thing I'd like to know before it comes out.

Can someone show me a dialoge picture of Khaveen (and maybe Ad Avis) since I'd like to see this Villian...I know he Has a Mostashe, but I'd like to see what he looks like in VGA style.

Shammy

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#2 Post by Anonymous Game Creator 2 » Fri Jan 04, 2008 10:25 am

You'll have to wait till the final release, I'm afraid. We've already released all the teasers we can afford to release!  ;)

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#3 Post by Music Head » Fri Jan 04, 2008 11:13 am

Or be selected as a beta tester. ;)

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#4 Post by MacGyver » Fri Jan 04, 2008 6:05 pm

Think Ugarte would be more interesting coz he looked like a woman in the EGA version.

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#5 Post by AGP » Sun Jan 13, 2008 9:02 pm

Hopefully they look consistent with Quest for Glory V, when they had all the colors to play with for their looks.

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#6 Post by Solarkid » Mon May 26, 2008 6:09 pm

Hey i'm brand new to the forums here (though i have read them for years)  so i may be completely and utterly incorrect about everything to follow.

But is it not the case that AGD use vga with 32-bit colour, as opposed to the sierra method of Vga 256 colours. Considering that QFG5 is, I believe 16-bit colour, technically there are actualy more colours availiable for the AGD version of Qfg2, giving it plenty of scope for consistancy while still using a different 2D style.

As i say, im new to the forums so if im completely wrong feel free to rip me to shreds.

Dave

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#7 Post by avoozl snot » Mon May 26, 2008 11:07 pm

MacGyver wrote:Think Ugarte would be more interesting coz he looked like a woman in the EGA version.
Ugarte looks dumpy in the second game because of all the stuff he's smuggling under his clothes.

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#8 Post by Joseph Howse » Tue May 27, 2008 1:44 am

Solarkid wrote:But is it not the case that AGD use vga with 32-bit colour, as opposed to the sierra method of Vga 256 colours. Considering that QFG5 is, I believe 16-bit colour, technically there are actualy more colours availiable for the AGD version of Qfg2, giving it plenty of scope for consistancy while still using a different 2D style.
Hi Dave,

You raise an interesting point about the connection between palette size and the ability to achieve consistency with QfG5's artistic style.  I'd add that resolution is another important factor.

I believe AGDI uses 16-bit color in 320x200 resolution.  Dragon Fire used 16-bit color in 640x480 resolution.  Trial by Fire (and the original So You Want to Be a Hero) used EGA color in 320x200 resolution.  The remaining games (So You Want to Be a Hero remake, Wages of War, Shadows of Darkness) used VGA color in 320x200 resolution.

With the increased resolution, Dragon Fire adopted a significantly more "zoomed-out" or wide-angle perspective.  (This becomes particularly obvious when comparing reduced-resolution screenshots from Dragon Fire to screenshots of the same resolution from the earlier games.)  So in terms of camera work--even without considering the flexibility that 3D offers over 2D--there are some QfG5-esque techniques that would probably not translate well into the lower resolution.  (There would be too little detail in wide-angle shots.)

Sincerely,

Joseph

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#9 Post by Solarkid » Tue May 27, 2008 3:00 pm

Hmm, to be honest, i expect that AGD will make a far better job of ugarte than Sierra did in QFG5, i found the afg5 textures terribly aliased

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#10 Post by deltamatrix » Tue May 27, 2008 4:59 pm

16-bit? I thought AGDI was in 32-bit.

Well I'd say its very likely that QFG2 will be 32-bit given how much the art standard seems to have improved in the teaser shots.

In AGS, the degradation of importing a 32-bit image into 16-bit is very noticeable. Unfortunately, I've found that AGS can be slow when running a 32-bit game.

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#11 Post by Erpy » Tue May 27, 2008 5:25 pm

We do use 32-bit. I don't recall any of the testers having issues with slowdowns due to the color depth, so I'm crossing my fingers in the hopes these kinds of slowdowns will be very rare with the public too.

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#12 Post by Anonymous Game Creator 2 » Tue May 27, 2008 8:30 pm

Though, there are minimal sprites with an alpha-channel in QFG2VGA. There are only a few of them being used for spell effects.

The game should still run under 'forced' 16-bit mode quite comfortably.

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#13 Post by Joseph Howse » Wed May 28, 2008 10:33 am

Erpy wrote:We do use 32-bit.
Ah.  The game directory on the AGS website lists KQ1VGA and KQ2VGA as 16-bit.  Sorry for spreading misinformation!  :|

Joseph

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#14 Post by Erpy » Wed May 28, 2008 11:55 am

They are, but QFG2VGA is made with a version of AGS that supports 32-bit, so that game is 32-bit while our older projects are still 16-bit.

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