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Messages - sharprm

#1
Hi, I've been away a while and am on a new computer. I downloaded AGS 3.1.2 and KADS doesn't work. It gives "run-script must supply dialog request ID" for every time I have a "run-script -X" where X is a number.

Should I

-re-download the old version of AGS

-has KADS functionality been bettered by the new AGS (I want a dialogue system just like Monkey Island)?

-or do you have updated scripts?
#2
The Rumpus Room / Re: Cheesy subtitle for AGS
Sat 21/03/2009 13:16:11
AGS- not compatible with girlfriend.

(srry if said before)
#3
I agree about lighting being important.

I might be doing something like this in the far off future ...
#4
General Discussion / Re: About Dreams...
Mon 24/11/2008 22:39:28
I had the sleep paralysis thingey ... also agree about it being a good explanation for the alien abductions.

Here's something I want to know? Did anyone when they were young dream up solutions for adventure game puzzles. I remember doing that for Simon the Sorcerer, something about a snowman in a tower and then I woke up, remembered it, after a bit i realized it didn't work though.

The other one i have is i'm dreaming, i realize its a dream, but think its a really good plot for a movie. Then i wake up, remember it, and after a bit realize its a just crap like a scoobey doo plot. Anyone get those as well?
#5
Intelligence isn't something i thought about. The guard on monkey island 2 is pretty stupid. Then again maybe its because he is red/yellow.

Just to be clear the 'color theory' isn't my own, its something someone told me after they had gone to a human resources training day. And its nothing to do with what actual color the dialog would have. It's just an idea how to write the dialog.

Maybe another example (btw i think this one is too complicated and i can't remember the other 8 factors) to steer things away from color confusion:

Introverted/Extroverted
Judgmental/perceiving

Voodoo lady: EP
Wally: IJ

Voodoo lady: Hello Wally, how can i help you?
[Wally walks into wall by mistake]
Voodoo lady: I sense something is not right with you. (perceiving)
Wally: Some jerk stole my monocle!  (judgmental)
#6
Hi,

Maybe this topic has been done before [i'm very lazy and don't search], but basically asking does anyone use any psychology theories when writing characters/dialog? An example of a psychology theory I came across:

People have 2 colors assigned to them. Each color represents a group of traits that is their strength.

Red - good with people
Yellow - creative
Green - organized
Blue - good at abstract concepts

Watching movies sometimes its easy to assign 2 colors to characters based on the dialog/actions. I was wondering if anyone does this in reverse? Assigns two colors, then writes dialog/actions that fit this theory. Below is an example i tried. Turned out okay methinks. Anyway, there seems to be many psychology theories, so I was wondering does anyone use them and which ones? And you can have a go at assigning colors to other game characters and writing scenes if that floats your boat too.

eg. Elaine Marley - Red and Green
      Stan - Red and Blue

(scene: Stan's used coffin emporium. Stan is nailed in the coffin) 
Elaine: "hello? where's the attendant?" (green - organized)
Stan: "say there, can you help me out?"
elaine gets stan out 
Stan: "thanks!"
Elaine: "how long have you been trapped in there? that must have been a really awful experience" (red - caring)
Stan: "tell me about it. 3 customers came, rang the bell and left without buying anything. I'm traumatized. But shoot, you're here now and you're dying to buy a coffin, right?" (blue - thinking about profit is abstract)
Elaine: "*sob* its for my Guybrush"
Stan: "oh no! Guybrush! i hate to lose a satisfied customer - even if that means more business to me - but Guybrush was special. Truly. I remember selling him a death vessel like it was yesterday. What was it called? The Sea Monkey. Anyway, I know he would appreciate you coming here, to Stan's, to buy a coffin. Just standing here, he said, 'i wish someone loved me enough to buy the deluxe coffin model'. Well, what do you think? Tell me, honesty, isn't this the finest example of craftsmanship?" (red)
Elaine: "I think you're confused. I want an animal coffin for my dog, Guybrush. Some idiot threw him out of a treehouse" 
Stan: "oh jeez. thats tragic - I got rid of all my animal coffin stock last week. Had to make room for Governor Phatt's order. Tell you what though, why not get the deluxe model anyway. There'll be room for the dog toys. Only the best for man's best friend. Guybrush will appreciate it. The dead one i mean."

This should be a discussion about dialog itself, not the color presented on screen (as radiowaves pointed out below)
#7
edit:

I have limited internet quota so I only looked at one ...

It had alot of problems Helm - its ALMOST as if you haven't even read "How to draw comics the  Marvel Way".

I did a quick paintover to show you how comics are supposed to look - no need to thank me!


#8
Sorry for the confusion. This is a text game.

I have MI1 on scummvm ... so I'll have a close look to see if its random ...

edit: for MI1 the talking is
-not linked to what is said
-not random
-a cycle(?) that is longer than the six frames itself
-a cycle that always starts the same

So I will get a hold of MI2 and some screencapture software and record the cycle, then
figure the cycle. Thanks for help, I guess I should have checked it myself, I just assumed that AGS would do things exactly like monkey island.

edit2: Yep, I think i've got it, it was a pain writing the sequences out but for MI2 demo, talking is as described above. Note that the frames are not played with equal length, eg. some frames 3 delay, 6 or 9. Order of frames for looking towards us is different from side views and has different length. Just for someone's future ref.
#9
Hi,

I tried to search the forum for this but couldn't find anything ...

I have sprites that replicate the Guybrush sprites in monkey island 2 (taken from a template). There is about 6 sprites. Mouth open, head up, head up mouth open, head down, head down mouth open. Sorry I'm on another computer and can't check this properly.
I need to assign those frames to sounds like 'a' , 'ee' , 'o'.

Does anyone have an example where they have assigned the sprites to the sounds like Monkey Island 2? Or just a list or something. The closer to how MI2 did it the better.

Thanks,

sharprm
#10
Quote from: RickJ on Mon 11/08/2008 07:21:01
has absolutely nothing to do with human beings or measuring devices. 

You need to perform an experiment to confirm it (using measuring devices). I went down to the uni near my place and asked them.

They were testing that Schrodinger's cat idea. So many dead kittens.
#11
AGS Games in Production / Re: See no Evil
Mon 11/08/2008 23:19:33
Iv4n: Not only that but I was wearing women's underwear when I wrote that whole post.

Khris: Take a look at the mirror, she says the black paint is flaking off. That should be a clue how to proceed. Also think back to monkey island 1, there's another clue.

Darth: The game is not done [edit: so I think this is the right place to post]. Only a game where you found out what caused the explosion, who the creepy guy was, is this all just a dream etc. would be satisfying to play.

[edit: When it will be completed is unknown. I'm sure you guys are familiar with this but I was surprised how much work went into just one room. When I do get some more work done on it I will be sure to post...]
#12
Quote
While I'm not a physicist (or a mathematician), my understanding of these things is that they're not saying "we don't understand why this is", they're saying "we can't understand why this is". Uncertainty (e.g. Heisenberg's, which I probably should have mentioned above) as an intrinsic, inevitable property of the relationship between humans and the rest of the universe.

I'm no physicist either but people who skim read physics books and mix in some Buddism are annoying because its hard to know if it is BS. Are you sure there are things that can't be understood or is it there hasn't been a theory developed yet or is it they need more experiments? Perhaps you have misunderstood the limitations of our understanding.

Something that seems off: the uncertainty principle is about a trade off between measuring two quantities - location and momentum. I don't know how they measure these two quantities but it would use some device (eg. sensors, photographic plate), not humans.

Getting back on topic they found experimental proof that the purple teli tubby was gay.
#13
AGS Games in Production / Re: See no Evil
Mon 11/08/2008 02:49:25
    Quote from: TheJBurger on Mon 11/08/2008 01:47:12

    Gameplay-wise, I'm not sure what you were going for. The GUI is nice, but many of the options seem redundant. I know you may have wanted to give the player more options than he or she needs, so that the player can figure out the puzzles for themselves, but several verbs weren't used at all or used only once. It was also a little frustrating since you would get generic "I can't do that messages" when using the door, instead of trying to open it, which seemed wrong to me until I remembered there was an open command. The same could apply to the extra inventory items, which I do not like as a personal preference, especially in a game this small.


    Some of the options are currently redundant but the finished game will use those verbs. An interaction for "Use" door will be added, thanks. Though I can see why you might be overwhelmed by items, the lightbulb and the i.d. card are technically the only unused items.

    Quote from: TheJBurger on Mon 11/08/2008 01:47:12

    The dialog was witty enough for me, but borderline arrogant.


    I find it amusing - good to know someone else finds it funny.

    Quote from: TheJBurger on Mon 11/08/2008 01:47:12
    Overall, it's very impressive and ranks up in the most-polished AGS games, even though it could use more interaction messages. Nice job![/list]

    Thanks for playing + compliment.
    #14
    AGS Games in Production / See no Evil
    Mon 11/08/2008 00:57:52
    Listen up, because I'm only going to say this once.




    This is an adventure game for MEN.

    There's a walkthrough included but its blank except for the line "you're a wimp" because REAL men don't use walkthroughs.

    There's no screenshot.  I know how to upload photos. I have an photobucket account filled with photos of me fighting in Vietnam. There's no screenshot because I want to weed out the wimps who won't to risk their *precious* time and download quota unless there's a screenshot.



    Good. Now that they've left, I'll describe the revolutionary new feature of this game: an EXTRA verb. That's right, in addition to the Monkey Island 2 verbs, there's a BREAK verb. How handy would that have been? "Wally won't give me his monacle". BREAK Wally's face.



    Here is the GUI.



    First row:

    look, pickup, use, talk, give

    Second row:

    open, close, push, pull, break

    Now some quotes:

    "It's like Beneath a Steel sky and Monkey Island had a baby. A REALLY ugly baby" -- Fake Name, Fake town

    "The GUI is retarded. Only autistic people can construct sentences using pictures" -- Family member

    "Totally Awesome. The creator must be the bastard child of Ron Gilbert" -- Me

    "Only one room, what a rip off!" -- Anonymous

    "I won't download this until you post a screenshot" -- Annoying person, right before I punched them in the face

    Download link:

    http://www.box.net/shared/21ymyn806n

    UNRESOLVED BUG: someone has found a bug where they can't use the jumper leads with the black box even after the door console has been removed and black box cooled. If you get this, sorry thats the end of the game for you.

    Anyways, post feedback and any errors you find please.

    Thanks to Proskrito and skuttleman for template + KAD respectively.

    Also if you were one of the fellas who showed Ron Gilbert your game, can you post or message about how that went?

    I think it would be cool to reverse the cycle and have Ron play your adventure game. I won't show him this yet because its not finished, but I'd like to know if he was interested in playing good amateur games like FOY.

    Yes, it's only one room.

    #15
    Melee Island graphics was very cool and I think this one is on the right track.

    Not sure how to help but some things I noticed:

    1. The buildings on the right are lighted by the open door but that door seems too far away for that to work.

    2. The brick walls don't have perspective.

    Pine trees behind those houses in the foreground might make it seem less bare.

    edit: Here is a sloppy paintover

    #16
    Hi, I'm sharprm. Making adventure games is a pain, even with this wonderful program AGS.

    I'm making a small game and have this vague idea that emailing it to Ron Gilbert would be cool. I've only done a quick search and it seems some people showed him some on a CD. Does anyone know how that went down, is he interested in AGS games?
    #17
    That works, thankyou.
    #18
    Hi, this is good - I am new at this but I got it up and running - I have a monkey island dialogue system now so thanks!

    I think I found an error. Can you tell me how to get around this?

    If you have two options, and make it so that one option turns itself off after you say it, then the character will automatically say the last option afterwards,
    but then you have to choose the last option and you get an error. To replicate the error, turn off all the options on the template except the last two and the first one (I think).

    I have one work around: allways have the option "goodbye" and "where do babies come from?" for every conversation, but ...
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