INDIANA JONES (1989) Game

Started by , Fri 25/05/2012 13:46:28

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Guybrush379

Hello everybody!  :)

I really need a help. I'm searching people with programming skills in AGS to help me creating a 1989 Indy style game. I'm pretty good with graphic and characters. What I want to do is the SCUMM interface like in 1989 Indy and the last crusade. How to start this kind of project on AGS? I've seen that the basic layout is that of Fate of Atlantis style. I want the 9 verbs and item names, the same interface of Last Crusade.

Then someone who teachs me coding for verbs and interactions. Thanks!  ;)

Basically I want to create my own adventure (Twin Peaks game based on the Lynch TV series) with the same SCUMM like in 1989 Indy. Hope you can help me.

Ghost

#1
If you just need help with the interface, AGS comes with a 9Verb template (currently maintained by abstauber) that has all the functionality you're asking for. It's a very comfortable and versatile template, and it even has full documentation. I suggest you start AGS, create a new game with the 9Verb template, and try out the (small) sample game.

To learn the basics, you should also check out the series of AGS tutorials (by densming) on YouTube; they cover most things a beginner will want to know. I'll put the link here as soon as I find it ;)
Here is the link: http://www.youtube.com/watch?v=1Ml_DR76Cl4

Hope that gets you started!

Eric

Quote from: Guybrush379 on Fri 25/05/2012 13:46:28Basically I want to create my own adventure (Twin Peaks game based on the Lynch TV series)

This got my attention! I'm curious as to where you're planning on picking up the story (feel free to keep this to yourself)? Good luck with learning! Those tutorials are great, and there's also a PDF by densming that I found useful.

Guybrush379

Thanks guys, if I'm stuck with something I will ask you... as soon I've seen all the coding involved I was worried... I've tried the mini tutorial game and I see a FoA style interface. Maybe I can change in someway, still have to read and learn...

I'm quite confident with Adobe Flash also (for this reason maybe Flash Scumm may be little better, don't know...)

The idea is to include the future exe of the game inside this Flash webpage I've done. I really don't know even if is possible include an exe on a browser  :(

In the past I've tried also to do a Broken Sword adventure and done some Simpsons sprites for a game but was too much ambitious projects. The atmosphere of Indy 1989 game is amazing still nowadays, I really can enjoy again each time I play it, like Monkey Island of course. That original magic is someway lost from modern adventure games.

Here the page I've done
http://www.twinpeaksgame.altervista.org/

Ghost

Right now you can not include an AGS game in a browser. But we have proof of concept that it is possible, and the engine has just been made open-source and is undergoing someoverhaul (or so I hear  ;-D ). Chances are that one day...  ;)

If you want to start changing the template GUI, start with the sprites. They are all there in the sprite folders, and you mention graphics being your strong suit, so this may be a nice way to start. I don't know FlashSCUMM but AGS is a monster when it comes to functionality and versatility, and I can only recommend you try it out ;)

Guybrush379

One more thing... I think the best res for an Indy style game is 640x480, right? Cause at 320x200 is too small...
Paint is hard to use because of it lacks levels and you can do only 1 Ctrl+Z, anyway I think is necessary to get the same background, sprites look. What do you use usually? And which format to export background and sprites, PNG?

http://i45.tinypic.com/2aiwyg.png

This is the main background for my Indy test game, this will be my first try with AGS  :)
Basically I want to recreate the Indy office in Barnett College and make Indy moving inside with some sort of basic dialogue and SCUMM interface.

Ghost

#6
The higher the resolution the more pixels you will have to draw and animate. There's nothing wrong with that, but if you want to mimic FoA, use a game resolution of 320x240, but run the game's winsetup.exe to activate a x2 filter. That way you get the good old-fashioned retro look AND a game window of 640x480. (It's magic!  (laugh) )
Actually, 320x240 is just personal preferrence. You can also go with the original 320x200, but you lose the square aspect ratio then; but this really is a personal choice and you can pretty much pick what you want. Just keep in mind, MOST AGS games are extremely low-res. When running them windowed you usually have to use a multiplier filter to get a reasonably large window.

PNG is a good format; lossless and easy to use.

I suggest you get something better than Paint. The forums have a thread with a good list of paint programs; you do not need expensive fancy stuff. I use an old copy of Photoshop because I am used to it, but there are MANY freeware or shareware programs out there- Gimp just being one of them.


Guybrush379

I do have Photoshop CS3 but I'm searching for Pixel Art. I've read somewhere that you can strecht the scanned drawings or other images to look like retro classic pixel art games (with paint).

The problems for me are related to SCUMM interface and Cutscenes. I've tried to modify some PNG of the GUI interface but cannot make how I want. For example, there are parameters on AGS to resize or change dimensions of each single thing but I cannot manage to get a simple pause bar.

I cannot even eliminate the pause bar background, it's not good start...  :-X

I've seen also that original Indy from 1989 has in fact 320x200 for sceneries (640x480 it's the all thing with black bars for dialogues and GUI)

Ghost

Quote from: Guybrush379 on Sat 26/05/2012 19:55:27
I do have Photoshop CS3 but I'm searching for Pixel Art. I've read somewhere that you can strecht the scanned drawings or other images to look like retro classic pixel art games (with paint).

Well, Photoshop is the tool, PixelArt is the style. Some games use scanned images and then tweak them, others use "true" pixel art where you really just draw with mouse/tablet. I think I remember FoA uses scanned images- and to manipulate these, paint is really NOT the perfect tool, not in the least. In Photoshop you can do good resizing, posterize the image to get a better colour count, and most importantly you have layer support, which really is essential.

As for the AGS part, I really have to ask: You're not a newcomer (registered back in 06), how much experience do you have with the software, and what exactly do you need help with? Do you have trouble setting up a GUI, or do you need even more basic help, like importing an image?

Khris

Quote from: Guybrush379 on Sat 26/05/2012 19:55:27I cannot even eliminate the pause bar background, it's not good start...  :-X
Don't get discouraged that quickly, AGS takes time, especially if you start off with the 9verb template.

To make a GUI's background transparent, use color 0; 0; 0 (like it says beneath the properties box).

Guybrush379

Well, yes, in the past I've tried with AGS but then switched to Lassie and tried something with flash where I'm more confident. But if you haven't a team or lot of guys working with you is hard to do all by yourself. I'm trying to make an adventure "replica" of the Indiana Jones of 1989: for this reason I'm trying to recreate that GUI, but is hard... if you guys can give me an example file to start with (cause the GUI I see on AGS is of Monkey 2, Fate of Atlantis), I prefer to start with something simple and that I like more (Indy, Monkey 1).

Ghost

As Khris said, it takes some time to get used to AGS. Don't let it get you down though!
Here's a link to an Idy fan-game made in AGS, just to show you that it *can* be done: http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1515

I am also very sure there was a classic MI1/Indy template once. I will see if I can dig it up. But keep in mind that a GUI is only one part of your game; if you can't make a complicated interface now, try a small one-room game first, maybe with a different GUI. It's hackneyed but "small steps" often lead to good games.

Guybrush379

#12
Oh, I forgot a thing... anyone knows how to rip music from games, I've found Lucasripper for graphic, I need one for music!  :(

Fantastic... I've found this around the web, it's very cool tool for anyone who want some 8-bit retro sounds FX!

SOUND FX Generator

Guybrush379

I'm back at work... I'm now studying the program, learning a bit, drawing some sceneries. I cannot quit this! lol


And I'm taking some basic lessons also from them

Snarky

OK, good thing we didn't delete your account then, eh?  ;)

I moved the posts where you were asking for people to help you over to the Recruitment board. You'll have better luck if you make sure to post in the right part of the forums.

Gabarts

I'm happy to announce that my very simple DEMO of "Indiana Jones and the Gold of Gengis Khan" is ready for you to try.
But first I have another little annoying problem (the same that occured with the video intro)

After using the same code for room load of my final credits room for the DEMO
Code: AGS
function room_FirstLoad()
{
 gAction.Visible = false;
 gMaingui.Visible = false;
 cEgo.Transparency = 100;
}


I still get the annoying GUI pop up of about 1 sec before launching the room events
I've alredy changed the GUI parameters like starting visibility to 0 etc etc...
Some tricks? Thanks

Gabarts

Sorry, forget this, I've seen maybe what's the mistake, I've used Firstroomload instead of room Load  :-X
I will post the DEMO soon...

NickyNyce

#17
Couldn't you turn your GUI's off in BeforeFadeIn instead?

Or turn your GUI's off when the character leaves the previous room

EDIT: Ooops...yeah, you said that.

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