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Messages - Mats Berglinn

#1
lo_res_man is right about the Grim Reaper suit, it was never an inventory item in Grim Fandango.
The same goes with the corndogs in Sam & Max: Hit the Road, they were just an object.
#2
Hints & Tips / Re: Once Upon a Crime
Thu 03/01/2008 18:01:15
I feel completely dumb.
Spoiler
I'm trying to get my first clue on the case but I can't use the comb with the grass though Red said that she needs it to use the fingerprint powder on it. I have the badge, pillow filling, sample jar, pie and fingerprint powder. What have I missed?
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#3
Hey everyone.

I'm working right now on a Day of the Tentacle fan-sequel called A Tentacle Hero.

The Story: A year has past since the events of Day of the Tentalce. Dr. Fred have made two more tentacles to ease the house-hold, experiments in the lab as well as motel crew. One day, Dr. Fred's evil twin brother, Dr. Dread and his robot cohort, Mecha Tentacle, barges in the mansion to kidnap the tentacles for a world-domination plan. Green Tentacle sends an emergency letter to Bernard, who immediatly goes to the mansion together with his friends Hoagie and Laverne, as well as Benny, his nephew.
Arriving at the mansion Dr. Dread and Mecha finds the tentacles and is about to kidnap them when Bernard pushes Green out of the way and get himself captured. Satisfied with his catch Dread and Mecha returns to their secret lab. Green Tentacle, Hoagie, Laverne and Benny uses Dr. Fred's latest invention, the Phoney-Porters, telephone-booth-like teleporters to get to Dread's lab but the main unit for the porters short-curcuit and forces the porters to land in differnt parts of the world: Green back to the mansion, Hoagie to Dorkshire, England, Laverne outside Cairo, Egypt and Benny to the outskirts of a village in Amazonas, Brazil. It's up to Green and the friends to fix the Phoney-Porters to save Bernard and the Tentacles and the world as well from Dr. Dread and Mecha.

Screenshots so far (I've other screenshots but something went wrong with them, I'll put them up as soon as possible):



The game are in pro-beginning of the production, that is I've made a lot of rooms, done minor scripting and have some animations done and got backgrounds (I've got an background artist, he's Joelphillippage) but the story and the puzzles are mostly done comceptually, maybe around 75 - 80 %. Some rooms, backgrounds, sprites and characters have been ripped from DOTT but most of the game will have original materials.

What I'm looking for: For the moment I'm after sprite-artists and/or animators who can do character and object sprites in DOTT or DOTT-esque style and as well as animate them.
If you're interested, then please contact me as soon as you see this, through messages or e-mail. I would be very grateful if some of you can help me with this BIG project.

Thanks in advice, Mats.
#4
I think someone already have mentioned an AGS manual but I don't remember who or when.
#5
Quote from: Radiant on Mon 24/09/2007 08:29:31

shrinkray to make things tiny/huge - Day of the Tentacle
An amulet that lets the main character change into different animal forms - Zak McKracken
A pair of lips - Monkey Island


Not entirely true. The shrinking ray is something Old Purple Tentacle used, it was never an inventory item, so it doesn't count.
About Zak: It's not an amulet but a crystal and besides, it just switches bodies with animals, Zak never turns into them.
Monkey Island: That depends on what TYPE of lips you refer to. MI had WAX lips but not the real thing.
#6
Quote from: FSi on Sun 16/09/2007 10:06:15
My things:
- George W. Bush's moustache

President Bush doesn't even have a moustache so it doesn't really count. If he ever had one then maybe...
#7
Heh, that's a good one, Stupot!  ;D
#8
Actually I was reading the manual at that part but I wanted to test the character theme first, but now I know that was a mistake. Anyway, I've followed the example and it worked.

But there's something that still fuzzes me. If you play Music1 (which is used for many rooms in the game) then it would play in ALL the rooms even in those which have other music. How do you think I'll fix this? A GlobalInt maybe?
#9
I'm trying to make the character theme on the GUI scripts like this:

Code: ags
    if (button>=12){ //12 = first of the buttons for switching players / giving things by chron-o-john   
      int counter=1;
      while (counter<MAX_PLAYERS){
        if (Tposition[counter].smallpicbevelbutton==button){
          if (GetAGSMode(GetMode())==4 && ALLOW_CHRON_O_JOHN==1){
              GiveInvChronOJohn(game.inv_activated, Tposition[counter].charac);
          }
          else { 
        //  if (GetAGSMode(GetMode())==4) SetMode(DEFAULT);
          SetPlayer(Tposition[counter].charac);
          }
        }
        counter++;
      }
  }
         if (GetPlayerCharacter() == BERN){
         SetMusicRepeat(0);
         PlayMusicQueued(13);
     }
         if (GetPlayerCharacter() == HOAG){
         SetMusicRepeat(0);
         PlayMusicQueued(11);
   }
         if (GetPlayerCharacter() == LAVE){
         SetMusicRepeat(0);
         PlayMusicQueued(12);
   }


Well, so far I've just begun with the scripting so I haven't done the repeatedly_execute part yet but when I try to switch characters the themes aren't playing, the regular background music (music1 which by the way is marked as the music in the room that always plays due to it's marked as "Play music on room load") just keeps on playing.

What have I done wrong?
#10
Could you at least tell me where in the Global script I should put it in, please? I don't ask for fun you know.  :P
#11
Could you show me some spefic scripting, please? Oh and in version 2.62 if you have forgotten.
#12
Anyway, I've got a new question: In the current game I'm working in I would like to hear a short character theme played, before the real music plays, when you switch to other characters on the DOTT template (like in DOTT where you hear a short theme for Bernard, Hoagie or Laverne when switchen to one of them). I'm not sure how to script it but I've got Music 11 for first character theme, Music 12 as second and Music 13 for the third.
What do you think?

Mod Edit: Split from LucasArts GUI thread as it's not specific to that, and might be of use to others who wouldn't think of looking there.
#13
You're right about that Scummbuddy. I'm one of these people.

Anyway, I've got a little problem with the DOTT template through use of AGS version 2.62. For some reason sometimes the marked Verb options on the interface sometimes be replaced with some other sprites (for example character sprites or inventory or objects). I've checked the scripts and the GUI part and they say that they're using the correct sprites. I strongly suspects that it's a somekind of bug.

I've tried to solve it by making copies of the sprites of the marked verbs, import those copies and change the sprites to those and delete the old ones. Sometimes it works, others it don't (it really doesn't work with the original blue cup however). I have absolutely no idea how to solve this. Do you?

EDIT:
Never mind about that strange bug, it just happened when I copy over room files and import exported characters. It doesn't happen if I start from scratch.
#14
As far as I know (anyone correct me if I'm wrong here) there are no directly Monkey Island fan games that are directly based around the universe of the series. There are some spoof-spin off games. Night of the Hermit is quite good example of a spoof-spin off because it features Herman Toothrot but the story isn't canon (neither official nor inofficial) to MI series since it mixes with the Maniac Mansion story slighlty.

jetxl: You must mean Pirates of Monkey Caribbean. Like Night of the Hermit, it's not canon to the MI-series but a mix of MI and the first Pirates of the Caribbean movie.
#15
Well, it could be something even if the style (apart from the original characters) aren't DOTT styled.

By the way, why does Laverne have a purple shirt when she usually wears green? Somehow purple doesn't fit her.
Good otherwise.
#16
Something has occured to me: Have there ever been an anvil in a adventure game before? You know, the ones they usually throw or drop in cartoons.
#17
I've played this game a couple of months ago (and in english too) and I thought it was great. I wonder why you didn't released this here in the first place when it was already translated to english? Ah, doesn't matter.

Spoiler
By the way, I thought that the inspector was Inspector Gadget (they look very similiar until I saw it was Clousaude (or however it was spelled).
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#18
A really funny small game but there are some things I've been wondering about Bernard's room through the MMM series:

1: Why does Bernard always say that his computer is always out of order and that he had just installed Doors XP, when in some episodes you CAN use the computer?
2: How come the diploma on the wall in some episodes have the text "Eieirkopf" even in English?
3: Does none of the MMM makers realize that Bernard according to Maniac Mansion's intext about him that he is the winner of Geek's Award, NOT Egghead Award? I mean, sheesh, everyone who have played MM should know that (sorry for being harsh but I'm so annoyed by the fact).

It was funny about making Chuck an actual character instead of just a lifeless object as he "seemed" to be. I wonder if it's the same with Chuck the cactus from DOTT?
#19
You also get liquid nitrogen in Grim Fandango.
#20
I've noticed a HUGE programming mistake at the later parts of them game:

Spoiler
Once Elizabeth have been locked in you can "Use" the hay, find the rope and see the "strange pet" more than once when it SHOULD only be used once. Then later on you can go back to the Dauntless by jumping into the sea but will have to go through EVERYTHING again (except for getting the grease and use it on the window). By doing this you will get an error message once you try to walk to the treasure chamber as Jack, obviously because the ghost pirates are in another room. I can't believe anyone misses that! Seriously Marion, don't just alpha-test the game, let others beta-test!
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By the way, Super Star Wars was released for SNES, not NES!

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