Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Proskrito on Thu 05/06/2003 12:11:15

Title: Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Thu 05/06/2003 12:11:15
I was working on my lucasarts style game, and i started to make some custom functions that could make things easier later at scripting. And then, after reading a pair of questions about lucas interface, i thought it could be useful, with proper documentation, for newcomers or people who want to make a lucas type game quickly, if i released it as a template.So i started to 'modularize' it so it could be used for any kind-of-lucas game. Well, it wouldnt be exactly a template, but more like a 'sub-system' for AGS with functions optimized for lucas interface. there could be made templates for the 'sub-system' for different lucas games like MI2/FOA/DOTT, MI1/INDY3, Maniac Mansion/Zak McKraken....
Since AGS is by default more oriented to Sierra interface, it would be like a 'patch' for SCUMM easier support, with only a few functions.

Do you like the idea? could it be useful?
i could give more details, how it works etc if you want.
tell me please! :)

::::::EDIT::::: Released the first version for testing purposes.  Read my other post below and get the link there. Feedback will be much appreciated :) :)

CURRENT FEATURES

1- Easier way for defining and checking cursormodes (specially extended ones).
2- Map type rooms are handled by the template.
3- SCUMM-like interface, including:
    - Ability of assign predefined actions for hotspots, characters, inventory items and objects that will run with the right mouse button.
    - MI2-FOA-DOTT almost exact looking and working(some cosmetic issues :P) Save and Load GUIs, with up to 99 savegames. (maybe too many, but the games mentioned had 99 :) ).
    - Ability to assign actions to "Walk" modes
    - The main GUI works in the same way as the ones in MI2-FOA.
4- Some little functions i made for myself that i think could be useful.

NEW LINKS:
*fixed the "give" thing.
*added keyboard control
*other minor 'bugs'.
-Monkey island 2 styled (http://galeon.com/golfa/otros/SCUMMtmpMI2.rar)
-Fate of atlantis styled (http://galeon.com/golfa/otros/SCUMMtempFOA.rar) (but still with Lucasfan's Guybrush an MI2 rooms)

( Is this the appropiate forum for this??? )
Title: Re:Lucasarts sub-system
Post by: Gonzo on Thu 05/06/2003 12:47:16
Seems like a good idea. I'm a big fan of the SCUMM interface and doing it in AGS probably could be a bit easier. I know nothing about the technical side of implementing a 'patch' (maybe 'plug-in' is a better term?) but it seems like a good idea to me if it is possible.
Title: Re:Lucasarts sub-system
Post by: Proskrito on Thu 05/06/2003 13:07:52
it´s not a plugin, it´s done entirely with scripting, maybe if i make an example game it would be easier to understand?
Title: Re:Lucasarts sub-system
Post by: Merciless88 on Thu 05/06/2003 14:03:38
It's probly what I was searching for when I started with AGS, something simple, don't need it anymore, but do make a demo to demonstrate what the "patch" might look like.
Title: Re:Lucasarts sub-system
Post by: Scummbuddy on Thu 05/06/2003 14:19:17
Well, Proskrito, you know I'm working on scumm styled games.  So yes.
Title: Re:Lucasarts sub-system
Post by: Nacho on Thu 05/06/2003 14:52:12
I am absolutely amazed with that idea Proskrito... You know that I love Lucas Style (I am continuing the backgrounds you sent to me by e-mail doing one in the same style) And that patch should help us a lot. You should deserve a place in the AGSers olympus by that. Carry on with the good work.

P.S. On friday I finish grades... hope to chat with you then.
Title: Re:Lucasarts sub-system
Post by: gonzalezj on Thu 05/06/2003 20:59:33
I had worked on such a "patch" a long time ago. I was able to get a whole LEC interface to work correctly. The interface itself was styled like DOTT as far as the graphics were concerned. I decided to look it over and revamp certain parts of it and try to make the script cleaner. I will keep you posted, because I plan on releasing it soon once I streamline it and add documentation.
Title: Lucasarts sub-system RELEASED
Post by: Proskrito on Tue 10/06/2003 23:42:30
Well, the first version is released for testing, i would LOVE whoever give me some feedback, what you liked, what you didnt, what would you like to see in future versions, what should be explained better in the readme file, etc.
PS: its not yet a template, but a little crappy minigame :(, read the text file.

there are some details in the first post.

Ok, here it is:  SCUMM TEMPLATE  (http://galeon.com/golfa/otros/SCUMMtemp.rar) (rar file 630kb)

Thanks  :)
Title: Re:Lucasarts sub-system
Post by: gonzalezj on Wed 11/06/2003 07:24:51
A few of the things I have noticed:

1) When clicking on an inventory item in SCUMM games, the inventory item becomes a cursor to be used on something.

2) Give function uses the same item in the buffer when clicking on GIVE continuously. You also have to click USE before the give function seems to work.

Personally, on my SCUMM system, I have gotten everything to work except the SAVE/LOAD and the predefined functions with the Right mouse button.

Hope this helps!
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Nacho on Wed 11/06/2003 08:29:49
CONGRATZ PROSKRITO!!!

That makes AGS the most powerfull early 90ies style adventure maker ever!
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: BlackBaron on Wed 11/06/2003 09:10:32
Really nice.  ;D

I found interesting the aproach you use to implement  predefined actions.

Just one suggestion, add keyboard control, for example, if you press "p" you select "Pick up", if you press "t" you select "Talk to", etc.

Thanks a lot!
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Wed 11/06/2003 09:23:02
Quote1) When clicking on an inventory item in SCUMM games, the inventory item becomes a cursor to be used on something.
Well, not in MI2. At least in my copy of the game, when clicking in a inv game: if you have "pick up" or "walk to" , it will "look at" it, and if you have any other cursormode, it will run that interaction.
Quote2) Give function uses the same item in the buffer when clicking on GIVE continuously. You also have to click USE before the give function seems to work.  
OOPS! i know what that must be, i fixed that, but i must have not saved it. I´ll fix it now.(fixed, had to remove 2 lines  ;D) Uploaded the fixed version.

And gonzalezj, think that there is more invovled that making the MI2 interface to work, is the flexibility what makes it difficult. ;)
And i didnt understand your first point  ??? (in what games did that happen?)
Thanks for trying it!

Good point blackbaron!! :D (Could someone tell me which key trigger which mode in the english version?)
Thanks guys.



Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: loominous on Wed 11/06/2003 11:48:32
Just the thing I was looking for, thanks a bunch. Great work.

The keyboardcontrol didn t work for me though. I tried every button on the keyboard but nothing was triggered.

A minor thing: when you use the pickupcommand on an object that isn t fetchable, the message "I can t Pick up that" is displayed. The usual way of saying this is to my understanding: "I can t Pick that up".

Anyway, very nice effort. (this templete oughta be a standard feature in AGS imo)
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Wed 11/06/2003 12:06:34
Thanks for trying it loominous! :D
And yes, the keyboard controls doesnt work, because i dont know which keys trigger which mode in the english version of MI2. Could you (or anyone else) tell me??
i could suposse:
p-pick up
o-open
c-close
l-look at
t-talk to
g-give
u-use
Is that correct? Push and pull??
And thanks for the pick that up correction.
Now it works with most modes in unhandled event:
it writes "i cant + themode + that", thats why its displayed this way. I´ll change it.
Anyway, you´d better change the entire unhandled event stuff.

Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Vel on Wed 11/06/2003 12:47:44
s - push
y - pull
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: LucasFan on Wed 11/06/2003 13:16:58
Quote…this templete oughta be a standard feature in AGS…

I agree. Well done, Proskrito!  :D
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Scummbuddy on Wed 11/06/2003 16:59:06
--LucasFan.  I was using your old one for the past couple months trying to create exactly what Proskrito has done now.  

I'm going to download it and tell you how much I love it.
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: gonzalezj on Wed 11/06/2003 18:31:59
If you played DOTT, whenever you click on an Inventory Item, the inventory item becomes a cursor and can be used to interact with objects in the background or can be used with other items in the inventory. In fact, I think almost every game after DOTT does that. The only reason why I guess I saw that it was missing is the fact that I have been modeling my SCUMM system around DOTT. It's not a big deal if yours has it or not, I just wanted you to know  :)
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Wed 11/06/2003 18:43:20
Added keyboard control as blackbaron said.
Fixed some issues with the dialogs gui.
Oh, and the 'Pick that up' thing..
Quote--LucasFan. I was using your old one for the past couple months trying to create exactly what Proskrito has done now.
In fact, the guybrush in the template is Lucasfan's  ;D (hope you dont mind) . (And i didnt get the other sprites just cos they were in german  ;))
Have anybody tried to make something with the template??
New links:
Monkey island 2 styled (http://galeon.com/golfa/otros/SCUMMtmpMI2.rar)
Fate of atlantis styled (http://galeon.com/golfa/otros/SCUMMtempFOA.rar) (but still with Lucasfan's Guybrush an MI2 rooms)

EDIT:
OHHH I see gonzalezj, i looked at MI2 and FOA for reference while making the GUI, i just thought that the DOTT one would act as these two. Thanks for spotting it out.
I have played now and i have realized that the cursor is different, and it changes to the inventory item selected. I didnt remember that.
I think i´ll do it when i finish my finals.
PS: I made the normal and talking DOTT sci fonts, and synthetique made the credits font, just if you didnt know. Ask me for them if you want.
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Morgan on Wed 11/06/2003 19:18:28
I have downloaded this but how do I get it to work?
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Wed 11/06/2003 19:23:34
uncompress it to a folder in your hard disk, then start ags, when it prompts, select "load an existing game" , go to the folder where you uncompressed it and select "ac2game.dta".
(You will need winrar or similar rar compatible program for uncompressing)
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: jannar85 on Thu 12/06/2003 11:16:50
Quote from: Proskrito on Wed 11/06/2003 19:23:34
uncompress it to a folder in your hard disk, then start ags, when it prompts, select "load an existing game" , go to the folder where you uncompressed it and select "ac2game.dta".
(You will need winrar or similar rar compatible program for uncompressing)
Wrooong!! You have to place it in the AGS main dir ;)
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Proskrito on Thu 12/06/2003 14:00:30
QuoteWrooong!! You have to place it in the AGS main dir
Wroooooooong!! its not a template yet, its a game actually   ;)  :P
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Scummbuddy on Thu 12/06/2003 16:42:34
Ahhh Burn!

J/k    anyways, yeah Proskrito, I'll be using this to create our games.  Just keep up the good work buddy.
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Barcik on Thu 12/06/2003 20:06:49
Wow! Very imrpessive!
Title: Re:Lucasarts sub-system -EDIT: RELEASED
Post by: Nacho on Fri 13/06/2003 08:31:14
And I am implementing this stuff in our project, Barcik...