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Messages - fransaskois

#1
Completed Game Announcements / Re:Dante's Day
Thu 22/04/2004 09:37:38
pretty good game.  If I had one comment to make, it's that the music's a little too high-pitched to be playing throughout the whole game.  then again, i haven't finished it yet, so I don't know if it changes later :P

good work, though
#2
Hehe, hi Farsight/

It sure is cleaned up... didn't I send you an email?  No matter.  Thanks for your beta testing skills.
#3
What's that you say, Scythe Island, Fransaskois/Simon's piratey AGS adventure game has finally been released?

Yes, I say, Yes it has!  



Look! It has a church in it!  And a moon!  How many games can claim that?



Oh my, an island named Scythe Island that looks like a Scythe?  That's hilarious!  What will they think of next?

That's right, ladies and gents.  Come one, come all, for many more marvels await!

Download the game here, now!  Quickly!

Thank you for your time!  This game will be thirty minutes you won't regret.... if it takes longer than that... it'll be the best hour of your life! 2 hours? Even more fun for you!  It takes you more than 2 hours to finish?  Hm.... congrats on finding what side of the keyboard faces up.

I kid,  i kid.

Download and enjoy.  Feedback encouraged.

-Simon P
#4
There sure is!  I'm about 98% done, and I just need to fix the ending cinematic before sending it to the beta testers.  after i get their tumbs-ups, it's go for launch!

here's a bonus shot for you guys
#5
Critics' Lounge / Re:Background C & C
Sat 17/04/2004 08:16:11
It needs more cowbell.

Hehe, jk.  I have no idea what RON is, but it looks good.
#6
Done, done and done.  I'll fire off an email as soon as i know what the heck i'm doing.
#7
I like #6 and #8, but the hair from #5.  These are really good, I'm going to have nightmares.
#8
I love acronyms, as you can tell.

Here's some backgrounds and some shots of another character from "Scythe Island," a (hopefully) funny pirate adventure game that I'm making.


This is an animated BG, the little boat in the back is rocking gently.



This one's of my favorites... it's more of a transition screen than a bg, really.  I don't wanna just make a Monkey-Island style background, but something original.  You can see what I'm trying to do: jaggedy shadows, cartoony style.  Kinda DOTT or Sam N Max, maybe... (Two games i haven't played :P )

This is the main character:


Long, thin limbs, but not gangly.  I just realized that I forgot to draw his beard in his side view.  Damn.  I have to get back to work.

Anyways, I'd love to hear what you guys think.  Everything was drawn in Photoshop.  I wish I had a drawing tablet...

(All images were sized up for your viewing pleasure and lots a bit of quality along the way.)

thanks!
#9
Grrrr.... this is the third time I try and write a message -my computer keeps freezing before i can finish them- so I'll make this short.

You're in peter, i'll email you later, probably around Wednesday.  

Looking for one more beta tester...

bye, and thanks
#10
I agree, nice backgrounds.  

By the way... is the title a reference to "A Clockwork Orange" ?

Anyways, I'm sure the game will be real horrorshow.  Carry on, my droog!
#11
wow, thanks again strazer.  You're like my AGS tech angel person.

Hm...That sounded kinda... fifi.  I take it back....sorry

thanks anyways
#12
Thanks guys, this was very helpful.

One thing, however... In my game, after you talk to the NPC who's doing this background talking, he dissapears from the room.  

I set up an int that would change after dialogue 1 was completed (simonsint), and tried to tell AGS to only do the background speech thing if this integer was at 0, the original, pre-dialogue setting.
Here's what I have.

------------------------------dialog script file-----------------------------
@S  // dialog startup entry point
return
@1  // option 1
NPC: "Mister...I... I..."
run-script 2
new-room 10 // Room 10 is a black screen which, after a second or two
                     // brings you back to the room you were just in.


-------------------script header----------------
int pause=0;        //   There int's are for the background speech
int speakline=1;  //     thing described above.

int simonscounter;  // this i made, and could be the source of my woes ;)

-------------------global script------------------  

function dialog_request (int value){
 
   if (value == 2)
   AnimateCharacter (NPC, 1, 6, 0);  // NPC animation
   while (character[NPC].animating) Wait (2);
   simonscounter = 1;

--------------------------------------------------

----------------------Room Interactions, Repeatedly Execute-----------------
if (simonscounter == 0)
{
if (pause > 0)
...   //carbon-copy of the solution given above, these are my background                        ...   // speech lines, etc.
}
// then i added this.  As you can see in my global script, simonscounter
// is set to 1 when the dialogue is finished.
if (simonscounter == 1)
       {
   pause = -1;
   }
}


---------
This is what I want to happen:
-Player enters room1 , NPC starts background speech
-Player talks to NPC.
-Once their dialogue is done, NPC does his animation game goes to room 2 (black screen), then returns to room 1.
-NPC is gone, room is silent.

BUT this is what happens:
-Player enters room1, NPC starts background speech.
-Player talks to NPC.
-Once their dialogue is done, NPC does his animation then game goes to room 2 (black screen), then returns to room 1.
-NPC is gone, but "ghost" background speech is still going.

Anyways, that's that.  I hope you can make sense of what's going on.

thanks guys
#13
Quote from: DanClarke on Mon 12/04/2004 19:43:27
hey freind just a quick one, on your map drawing, North should be pointing...North. I think its like that on all maps. Looks interesting. :)

It's pointing to magnetic north.* ;)

-fransaskois


* - which is not the same as cardinal north, or whatever the other north is called.
#14
General Discussion / Re:Help with graphics
Tue 13/04/2004 02:50:54
I'm something of a noob myself, but couldn't you go into the game,  press Print Screen (it's near F12) and then Paste into Pain or Photoshop?
#15
Okay, this is what I want to do.

When the player uses inventory item 5 (let's say it`s a mask) on EGO, the player char, i want EGO's view to change so that he looks like he's wearing the mask.

Here's what I did;

Interaction editor
-Use inventory on character
   + Conditional - If inventory item was used (5)
           -Run script :

---

 // script for character1: Use inventory on character
SetCharacterSpeechView (EGO, 11) ;
SetCharacterView (EGO, 10) ;

---

It seems to work well.  He walks and talks with a mask on.  But after EGO talks to someone, his NormalView reverts to sans-mask.  Thing is, his Talking View is still the one with the mask, it's only when he's not talking or if he's walking around that it goes back to the mask-less view.

Any solutions?  Take your time in answering, I have an essay to write for tomorrow. ;)


-----
UPDATE - I'm done my essay now, and still no answer!
#16
Wow, I go to bed, wake up and have 5 responses to read... youpi!

Well, I won't say too much because I'd like to leave some surprises.   I can say that the main character is not from Scythe Island, but he's there on an important mission.  

I'm actually kinda proud of how he's turning out, his personality's pretty interesting.  He's not just a Guybrush clone, or some blank faceless main character.

And if you -insist-, I can put an artichoke and/or a nunnery in there somewhere.  ;)
#17
Scythe Island
A Graphic Adventure by Simon Prefontaine

How appropriate, you script like a cow.

Greetings one and all to my first post in the AGS forums.  I downloaded the program about a week ago and haven't been getting much sleep since, much to my body's chagrin.

I've been working on a small-medium length adventure game based loosley on the Monkey Island games.  Why do I saw "loosely based?"  Several reasons-
1- I don't wanna get sued.
2- More creative liberty this way.
3- I don't have to make my art look -just- like in those games.

Etc etc... I suppose "Inspired by" would be more accurate.  

Release date is early May 2004, or When It's Done.  Whichever comes last.

What can you expect from this game?
-Tomfoolery.
-Some Monkey Island-style humour, mixed with some of my own.
-Hijinx.
-Interesting characters
-Shenanigans.
-Puzzles that make sense.  None of that "use the Artichokes on the Nunnery" nonsense.
-More pirate puns than you can shake a pegleg at.
-Did I mention tomfoolery?
-Good spellign

Here are some screenshots for your viewing pleasure.


Birds-eye view of Scythe Island


All good quests begin somewhere.


Mopman Dan, one of the hapless inhabitants of Scythe Island.  
He'll swab your deck anytime.

I'm not much of an artist yet, I'm banking on the writing and plot to push this game along, mainly.

Anyways, I hope that's -just- enough to wet your appetite.

I'd love to hear your feedback.  Stay tuned!

-sp



UPDATE - April 13th

PS - Grr....scripting be hard.

PPS - I've been laughing out loud while test-running my game, I'm really eager to get this out the door.  I need to redraw the GUIs, fix one scripting problem I've been having, and make 1 or 2 more NPCs.  Stay tuned, folks!

PPPS - and I've actually found a spot to put the artichoke-nunnery thing... if I have the time.

PPPPS - Oh, and here's a new screenshot for my ardent fans.


Oh my God, it's full of stars!

PPPPPS - *cough*cough*twobetatestersneeded*cough*cough*


----EDIT------

Scythe Island has been released!  Check out the post in the Completed Game Announcements forum! Thanks to everyone for their support!

-sp
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