Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - LeChuck

#1
Good to hear there's still some interest in Bjørnar's universe! :smiley: There's no way I could port the interface over to the latest AGS version (believe me, I've tried!), so v2.72 would hopefully still do it. :-[
#2
Does anyone still care for or remember Life of D. Duck? Or should this remain a remnant of the previous decade?

I've uploaded some footage from the wee beginnings of Life of D. Duck 3, thought to be a sort of Ducktales adventure. Game was last worked on in 2009... D. Duck would of course find a way to tag along:
https://www.youtube.com/watch?v=LP8oMhrAHRw

Yes, even Life of D. Duck uses placeholder dialogue and artwork/animations. 8-)
#3
Quote from: Michael Clayton on Mon 04/10/2010 22:57:51
The game is awesome! Is it possible to run it on Fedora 12?

Can Fedora 12 run AGS games made in version 2.72? If yes, then yes you can! Perhaps the guys in the tech forum knows?

As mr. Clayton here dug the thread up from the grave, I thought I'd update the thread with a new trailer and a few fan made "let's play" videos:


Trailer 2:

(click image or here to open youtube)


Let's Play Life of D. Duck II:
(The robotic voices are not in the original game! These videos are fan made.)

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
#4
Quote from: MashPotato on Fri 09/01/2009 03:15:27
It was a big pleasant surprise to see B&B up there!  Thanks Gilbot :D

Not to mention Life of D. Duck II, who would've thought?  ;)

Edit: B&B, to me, was one of the most enjoyable AGS games of 2008 btw.
#5
Quote from: theRedPress on Tue 04/11/2008 01:29:22
You could give the raptor some knees, elbows, maybe some more appropriate dino feet? :/

I tried giving him some knees and claws but it didn't look right!

Quote from: Babar on Tue 04/11/2008 13:54:24
I suggest having his eyes closed.

I tried going with this, as both you and Trent mentioned.

Here's a running animation test that's not cleaned up or anything:


Bouncy jump


Bouncy jump with 2 extra frames

Notice the excellent navel animation. Colours are way off because I optimized it too much!
#6
Quote from: TwinMoon on Mon 03/11/2008 23:29:01
Well, it means you deleted one too many ;)

In room 1, the game tries to run a function called "room_c" but it isn't there.

My guess would be to open room 1 (doubleclick it and edit room), open the events tab (the button in the bottom right with the lightning on it) and see if any of the events points to room_c.
Then remove that text of course.

Oooh! Thank you, that was quick and easy!
#7
So I finally downloaded the last build of AGS. I made a copy of my old game and converted it to run with version 3, and started deleting rooms and characters I didn't need for this new test game. Without mercy and without repenting. After getting rid of all the errors the compiler found, the game pops up and crashes immidiately with this error:



What the heck does it mean? I have little experience with this version and hardly know where to look.  :-X
#8
Quote from: Trent R on Mon 03/11/2008 19:50:51
However, his eyes are bugging me.
Should I put some blue in them? Maybe that will help!



Like that! Any better now? I think it makes him look ghostly.


Quote from: Questionable on Mon 03/11/2008 20:22:09
The space between the Pteros belly and the egg (the white space) feels odd.

That's not an egg, that's his fingers pointing towards each other!



Quote from: Babar on Mon 03/11/2008 18:44:17
Pterodactyl is great also, but I'm not too fond of the legs. Can't think how you could make them better, though...



Does making his knees smaller help?
#9


This is raptor. He is as stupid as he is adorable.




Here we have Pterodactyl. He is born too early so he has to guard the eggs of his brothers and sisters.


Input please, ladies and gentlemen!
#10
Quote from: rbaleksandar on Thu 30/10/2008 06:48:40
The only think that you should probably fix is the inventory - make it out of paper too, cause it look odd.

I can definitely see your point here, but I don't agree with you! ;) Personally I think it looks great, and the reason it's a different colour than the rest of the game is so it wont blend in with the rest of the graphics while opened, while at the same time sticking with the papery-feel of the game. Nothing seems more natural to use than an egg carton for the inventory in a duck themed game. The main menu is also brown carton.

Quote from: Stefano on Sat 01/11/2008 19:19:05
This definitely is my kind of game! Wouldn't change a thing.
Just love the cultural critics concealed behind the purposely misspelled dialogs and naive art.

My personal favorite bit: The knocking on cousin Anton's door animation. Don't know why exactly, but I laugh every time!

Thanks for making it!
-Stefano

Purposely or non-purposely, it's good to see that some people appreciate the naivity in this game, and that not all are revaulted by the childlike style of it all. Have you looked at the artists' page over at www.bjornarb.com? Style and essence!


Thanks for the feedback so far guys, it means a lot! :)
#11
Pretty fun game, nice to play a game without real dialogue for a change! Some of the puzzles were a bit confusing as they didn't offer any explanations, but what do you expect from a game with no dialogue?  ;)


Edit: vv That's not a bad idea. Perhaps Stephen Fry of Little Big Planet should narrate?
#12


For nearly three years, me and an aspiring artist named Bjornar B have worked on Life of D. Duck II. This game is a celebration of Bjornar's artistic and linguistic abilities, with him dealing with the ingame art and dialogue and me doing pretty much everything else, including interface and menus. Six months after the first game came out, we started working on Life of D. Duck II. Apparently, the first game was the AGS pick of the month in July 2007.


Trailer 1:

(click image or here to open youtube)

Trailer 2:

(click image or here to open youtube)


Let's Play Life of D. Duck II:
(The robotic voices are not in the original game! These videos are fan made.)

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9


Plot:
D. Duck is a champion. Having won Duckcity (Duckburg) marathon, his only goal left in life is winning the heart of Daisy. When D. Duck comes home with heart medicine for his sick old grandmother, fat Uncle Jubalon arrives at his doorstep. Unable to stop his uncle from breaking into the house, D. Duck is witness to an appetite unlike any other. As his girlfriend flees the scene, she seeks shelter in the loving arms of lucky Cousin Anton (Gladstone Gander). Take control over D. Duck as he struggles to handle his biggest problems yet, and meet up with popular Disney characters such as Uncle Scrooge, Magica De Spell and his three troublemaking nephews.


Cover: (printable high-resolution version included in game)



Screenshots:




Features:
- Same kind of interface as in Sam & Max
- Don't like right-clicking to change cursor mode? Turn on the cursor menu
in the main menu!
- Keyboard shortcuts, check Readme.txt for details.
- All custom made menus
- Hundreds of different ingame sound effects (yes, really)
- Well over 20 different Commodore 64 tunes
- Runs in glorious 640x480 resolution
- Exclusive dialogue and artwork by Bjornar B


Download:
DDuck2Setup1.00.exe (70.7 MB) (Windows installer - recommended)
DDuck2Files1.00.rar (74.4 MB)


We both hope you'll enjoy this journey through this wonderful world of scribble art! :)


Edit: Life of D. Duck II in AGS Games Database.
Edit2: Are you horribly stuck? Check out the walkthrough in the Extras folder!
Edit3: Someone dug this thread up from the grave. Added the second trailer plus a series of fan made "let's play" videos.
#13
Maybe you could post some samples of your work... ?
#14
This sprite looks amazing! But seriously, are you going to make a whole game with the same level of precision and weight distribution for all characters? What about the other three walkcycles? Looking forward to playing it in 2026!  :P
#15
For me, music is a must. It has the power to take a boring game and making it into an extraordinary game. If a game doesn't have music it's not worth playing IMO. I bet part of the reason people thought Doom 3 was so lousy compared to the two previous games is because it only had a boring ambient sound instead of real music. Shadow of the Colossus was also a game that benefitted tremendously from having really, really good combat music. There wasn't much music when riding around on the plains on the hunt for colossi, but when you finally found one and started climbing it, damn you felt badass.

I'm starting to ramble here, so I'll make it short: music is a must while sound effects are a huge plus. Even for adventure games.
#16
Quote from: monkey_05_06 on Sun 28/09/2008 10:07:49
You're using some legacy scripting there (this scripting is designed for AGS 2.62 and earlier), so my first question would be which version of AGS you're using.

I hear this in every thread I post, but I've been working on this game for a few years now and it's too much work changing every bit of code. Using 2.72.


Quote from: monkey_05_06 on Sun 28/09/2008 10:07:49
Basically you'll want to do something like this:

Yeah, with a few modifications, it works great! Thank you! :o
#17
Alright, in my game the player can use TAB to open or close the inventory list. Problem is, if I hold it down it flickers like hell. How to I make it wait until the button is released without using Wait(1);?

Here's my code:

Code: ags

if (keycode == 9 || keycode == 54) { // TAB or 6

  if (IsGUIOn(LUGGAGE) && IsGUIOn(OPTIONS)==false) { // Inventory GUI is off, so turn it ON.
    
	PlaySound(358); //bings
	StopMoving(EGO);
	GUIOn(INVENTORY);
	GUIOff(LUGGAGE); // button that opens inventory if clicked on
      
        if (GetCursorMode()==eModeWalk) SetCursorMode(eModeUse);
   }

   else if (IsGUIOn(INVENTORY)==true) { // Inventory GUI is on, so turn it OFF.
     
	PlaySound(359);
        GUIOff(INVENTORY);
        EnableCursorMode(0);
        GUIOn(LUGGAGE); // button that opens inventory if clicked on
        SetGlobalInt(1, 0);
   }
}


Im guessing the clue is the IsKeyPressed function, but I'm not sure what to make of it.
#18
I adore the graphics, music and Nelly's voice. The Widebeard character didn't sound very menacing, but maybe he isn't supposed to. I wouldn't worry about the size of the characters, I think they look great!

I found a weird bug though, where I would get stuck and not be able to move:



Edit: Haven't been able to reproduce either...
Edit2: I know it's just a tech demo, but I got this error message: The character 'Nelly' could not be displayed because there were no frames in loop 7 of view 20.
#19
All right you guys, it seems I've been so dependant on object based objects (...) lately that I've forgotten about the power of object[whatever] style scripting. Thanks!

Quote from: KhrisMUC on Thu 11/09/2008 09:28:28
Question though: Why are you animating the object, then setting it to visible afterwards?

I figured it was to make sure it is already animating once it becomes visible, so it wouldn't hesitate to animate if there's a slowdown. I do it all the time and it works fine. I'm sure it's not necessary, but why not? :P
#20
Here's the thing; I've run out of objects in this room. No problem, it can be solved this way:

Code: ags


if (logtaken == 1) { 
     oLog1.SetPosition(167, 132); 
     oLog1.SetView(493,1); 
     oLog1.Animate(1,2,eRepeat,eNoBlock,eForwards); 
     oLog1.Visible = true;
}
else if (logtaken == 2) { 
     oLog2.SetPosition(167, 132); 
     oLog2.SetView(493,1);
     oLog2.Animate(1,2,eRepeat,eNoBlock,eForwards); 
     oLog2.Visible = true;
}



... and so on, with four total objects. Basically what this does is reuse an old object that the user has picked up previously, and reuse that object for this animation. Is there a way of making this simpler? It's basically the same thing over and over with different object names.
SMF spam blocked by CleanTalk