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Messages - wackojacko

#1
Ok, I'll try to create a new game project with only the island map room, and upload that
#2
Ok, here's the link. It's a self-extracting exe-file and it's about 848 kb:

http://tim.vd.hoeven.free.fr/MonsterIsland.exe

The original game is in Dutch so I tried to translate it in English. Some parts of the game could still be in Dutch. You can only play the island map. Try walking from the bridge to the beach (by first clicking on the bridge and then on the tree). Or try walking from the beach to tree, that's impossible too.

If you meant the game project, I could upload that on my site too, but I'm afraid that my ideas and artÃ,  will be stolenÃ,  :-[.
#3
Quote from: Scummbuddy on Mon 20/09/2004 21:06:58
I don't think thats neccesary. It may have to do with regions and such. or maybe you only have to only walk to walk-to points?

Could you be a little more detailed? I don't understand what you mean... ???

And for Borisz:

Well, I made the walkable area a bit wider but that doesn't seem to change anything
#4
I don't think thats the problem 'cause when I click to that point and stand somewhere else, the ego does walk to that point.
#5
Hey, I have a little problem
In my game I have an island map, like in monkey island.
When you click on a location the hero walks to that point and when it walks over a region it goes to a new room etc.
But if the Ego stands somewhere on a place in the map, it's only in one area, the Ego only starts to walk when I click very close to him. If I click a bit more far away(where the area really IS walkable) it doesn't move.
Here's a picture of it with the walkable area shown:

http://tim.vd.hoeven.free.fr/1.bmp

Can someone help me? ???
#6
I still say it's easier because you don't have to create new talking views for when the ego has to raise a hand while talking or has to walk while talking. If you want to now how it works you can look at this engine, where this feature is used in: Twigz Engine

here's the link:
http://www.shatteredrealmproductions.com/Twigz%20Engine/Twigz%20Costume%20File%20Format.htm

Check the text from somewhere in the middle of the page, it's about the custumes and how they work in the game

I think it is very usefull
#7
Well, if the whole character body is in layers, like arms, head, body and legs, you just let the normal head sprite disappear and show the speech head, so the speechhead won't overlay the normal head. In this way you can also change arm animations while walking, etc.
#8
Hey, I was wondering if this is a good suggestion for AGS. I believe this was also used in the Monkey Island series.
Here's my suggestion:
Now, if you want to create a talking view,you have to redraw the hole character, and only change the head and/or hands for talking. It's not possible to walk and talk at the same time, cause then you have to redraw the whole walking animation and change the head for talking etc.
What if you only have to draw the head for the characters speechview?
So that the game automatically puts the speech head on the characterbody, so not the whole sprite has to change. Then you won't have to redraw the whole body again, and it saves some room. And now you can create a walking and talking character, just by 'sticking' the talking head on the character when he's walking. This 'speech head sticking' is used in an other game creation program too (I forgot the name) and seems to be very usefull. I don't know if this is possible to do, but it's just a suggestions, though it comes in very handy. ;)
Just wondering if this could be possible
#9
Quote from: redruM on Sun 05/09/2004 22:05:16
I don't want to sound like a mod-wannabe, or something, but, wackojacko, first, this thread isn't for sugestions, which is made clear on a few posts, and second, why are you posting this after havinjg created a thread adressing the very same subject, to which CJ replied
QuoteYeah, the dialog options act like a Popup Modal GUI and pause the game. However, I've had a fair few complaints about this so I may well add an option to change the behaviour.
?

Ok, I'm sorry for the suggestions. I saw other poeple doing a suggestion so I did one too, I did not knew that. sorry for that. And for the second, the thread was already answered and I tried to put a solved sign next to it, but that didn't work...Cj posted it after it was already solved,  so I didn't read that anymore. So I'm very sorry, but don't get me wrong, I'm not a bad person ;-)
#10
I would be very nice if the animations in the room don't freeze anymore when you are choosing an option in a dialog topic
Is this possible?

O yeah a possibility to scroll between dialog topic options in the game like in MI would be nice too. I hope I'm not rude and asking too much, I really appreciate your work!
#11
tank you very muchh it works great!  ;D
#12
I'd like to make a room like in MI 1 in the voodoo house. You walk in the house and the screen scrolls to the voodoo lady when you walk to the edge of the room. I'm now using this command:

if (character[EGO].x == 310){
ReleaseViewport();
MoveCharacterBlocking(EGO, 429,111, 0);
while (character[EGO].walking!=0) Wait(1);
RunDialog(0);
}

So, when the EGO reaches the edge of the screen the screen just flips to the next area! I want to have it smooth. You walk to the edge of the screen, the game pauses and the screen scrolls to the "voodoo lady". Is this possible to do?
#13
ok thanx

b.t.w. I did searched the forums, but i couldn't find anything, so don't think wrong about me ok :)
#14
Ok Sorry for the second post, I think I have to life with that freezing thingÃ,  ;)
But has anyone an idea how to scroll in a dialog topic between the options? Like in the Monkey Island series? Like if there where too many choices you could scroll beween the choices with arrows at the left of the choices.
I used proskrito's dialog GUI but hat GUI doesn't show any scroll arrows when there are to many choices.
I hope I'm clear :D

P.s. Is there a way to change the space between the choices and the color of the text?
#15
Well I haveÃ,  a sea thats animating and its very weird when it just freezes. And I have a bar with pirates and stuff all laughing and moving. And lights on the ceiling. And the just all stop during the option choose. I think thats a bit weird to see. But then again if there's no solution, so be it
#16
Hey Proskrito Thankx for the answer ;D

I still have another question: If you run a dialog topic and you can choose an option to say, ALL the animations in the room (including the background) freeze! And after you choose an option the animations continue again. Is there anyway not to freeze the animations?  ???

(I know this has nothing to do with the template, but since nobody else had an answer to my question I just try it here)

(I thought I already posted this message, but I couldn't find it anymore)
#17
you can restart by pressing f8,
#18
Oh yeah, one more thing. The blink views don't work in the SCUMM template, at least not in my version (v2.0c)
#19
Ofcourse! That was a really stupid question  :-\
Thanx a lot!
#20
Hey I have a room with an animating background. And in the same room you can start a conversation with someone. In this dialog you can (ofcourse) choose wat you want to say. But when the choice window pops up to choose an option to say, the animating background freezes. And when you choosed an option the background starts animating again. But I want the background to keep animating and not to freeze when chosing an option.
The solution might be very simple but I couldn't find it.
Can someone help me?
???
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