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Messages - AgsUser007

#1
Quote from: Lyaer on Sat 22/05/2010 01:06:39
My guess is Abandonia just didn't want to risk treading on LucasArts' toes by providing a download for an unofficial remake of one of their games.  Probably it's just the original Maniac Mansion that is ESA protected?

That was one of my thoughts as well, that Abandonia didn't want to risk a battle with LucasArts.  Here is the link to the game on their website http://www.abandonia.com/en/games/300/Maniac+Mansion+Deluxe.html

Apparently the game was remade by "LucasFan" back in 2004 but doesn't give any details as to what program was used for recreating the game.
#2
Quote from: ProgZmax on Sat 22/05/2010 00:09:26
Maniac Mansion Deluxe on THIS site is a remake of maniac mansion made in AGS and is therefore freely distributable (provided Lucasarts never complains about the characters,etc).  

Yep.  That's exactly what I thought, and wondered how it could be ESA protected, because i'm thinking its the same game
#3
Normally, for older retail PC games no longer available, I visit Abandonia.com.  Anyhow, I was thinking of Maniac Mansion Deluxe and saw it on there, but instead of the game being available for download, a little icon said, "Protected by the ESA"  Yet, I can come onto BigBlueCup.com and download Maniac Mansion Deluxe with no problem.  Any insight on this would be appreciated.  Thanks :)
#4
Quote from: Laukku on Thu 04/09/2008 18:47:35

Nope. At least in the template, all global commands are in global script, then if player input doesn't match with any of those, script of the current room is called.

AgsUser007, check the room script. And I recommend to use my enhanced version of that template instead, as it is much better IMHO.  :=

Oh I didn't know you had made that template.  Very nice job, however I wanted to have the parser look almost exactly like the AGI parser.

But anyway, the only text parser script that i'm seeing, is under the Room Settings area, and then Edit Script.  That is where all of the code is, do I have to enter all my code in manually like that if I want it to be text parser?
#5
I've been working with the text parser, and wanted to know how i'd be able to take an object by using the text parser?  I downloaded this "textparser v2.0 template" and it includes the yellow key on the floor, all with a walkable area and the key is also in a region.  But when you play the test game of just the template, you can walk over to the key, type in "get key" and Roger will take it.

Now I did notice it had a script name of KEY or something, but everywhere else I look for any other scripts, I come across none, and I don't see a KEY script.  It's in the object section for the room at the top there is a blank field labeled "Script Name" and in it is KEY or OKey, but from looking around for a KEY script I don't see any, the schema box is blank, and there are no options set in any of the interaction menus.

So i'm at another bind.  First, how do I make MY character pick the key up, and then have it show in the inventory?  And in my game, yes, I did go into the interaction menus and tried doing it that way, but I think that interaction menu is for point and click games.

Second, why in the test game is the key in a region?

In addition, my other thread about the custom characters not working correctly, please check it out and fill me in there.

Thanks! :)
#6
Ok folks, I FINALLY figured out what was going on today.  I have a friend working on some artwork for me, and today he came over to do some.  The pixel sizes I was using was 15x15 because the key object that automatically comes with AGS is drawn on an 11x4.  However when I was importing the sprites my friend made, they were coming out ALOT smaller than normal.  And I finally seen that they were imported as 320x200, well, I was importing my sprites as 640x400 which was making them ALOT smaller than what they should have been.  SO, once I figured that out, I also realized I had imported my character like that too, and now he is as large as Roger.

My main problem is still this.  Whoever drew the character, drew him on a green background.  My game is set up for hi-color.  But even when in the game, you still see the green.  When I imported him, you still saw green.  Now if I make it a black or pink background instead of green which would make the background color not show, then any black outlines, such as shadows, around him disappear.  I've even tried changing his black outline colors to grey and it still doesnt work.
#7
i'm using the v2.72 version of AGS.  I went into the sprites editor but didnt see anything on the lower half of the right hand screen to change the resolution.
#8
How do I take screen shots when running a game in AGS, and do i need to be signed up with this imageshack?
#9
Well its weird even how the character is working.  The default Roger character was made at 18 x 40 pixels, made for 320 x 200.  My game is set to 640 x 480 and Roger fits my room pretty well, but my other character was done at 15 x 50 pixels and is waaay to small for the room.  How can I make my character larger?

I'd post a screenshot but i dont have a place to upload my pictures to.  I did figure out why my character was showing up on the screen twice.  I also figured out that if the character is on a pink background, everything will show up fine in game.

My main problem right now, is trying to make my character as large as the default Roger character when in game.
#10
Quote from: olafmoriarty on Fri 15/08/2008 13:25:55
When importing, do you use "set upper left pixel to transparent" or whatever it's called?

Yes, I leave all of the pre-clicked options alone, but yes I do have it set to "top left pixel set to transparent" when I imported the sprites. 

Also with my character, he appears twice on the screen.  There is a double above the other one and they both look exactly the same.
#11
I downloaded several files of characters and these characters are tiled so that you can use the import tiled sprites and drag and click to import all of them at once.  I can import the sprites fine.

My problem is that the background the characters are on is green.  When I test my game, you can clearly see a pink background tile surrounding the character.  The default character, Roger, is drawn on black.  So I changed the green color to black.  Now whatever color i've changed it to is still around the character.

How can I fix this?  Is it a, in game pallette issue?
#12
General Discussion / Re: Police Quest 1
Tue 05/08/2008 08:03:48
Thanks for the copyright info, I do not know alot about it, so I will take time to check those links out.

As far as a remake, sorry I guess I had my words mixed up, what I meant was like, a Police Quest 1.5.  It's supposed to take place the day after Jessie Bains is sentenced to jail.  I won't go into great detail about it, but regardless it should be good.

(and yes I am keeping the ORIGINAL PQ1 EGA driving NOT the VGA version.)

If I did say remake, the VGA remake was horrible, it did the EGA version NO justice at all.  Just trying to drive in the VGA version was close to impossible, which is why I never let my EGA version go.  8)

They did the same thing with SQ1 EGA remake into VGA which wasnt too bad, but the EGA version still was better overrall.

So no, this game will not be a remake, it's going to be set in-between PQ1 and PQ2.
#13
General Discussion / Re: Star Trek
Mon 04/08/2008 06:07:38
There have been several television topics about Star Trek, but its not the technical stuff they want you to relate to.  As the story progresses, each person is dealing with an issue, and the other people are all friends of that one person, and they try to help each other out.  There have been many many times where I would take a real life situation, and applied it to Star Trek, and it made sense, not only to me, but the others around me as well.

The Star Trek with Picard, (St:Tng) made more sense than the original did, and there was a main "moral of the story
" that as we go through life, we try and better ourselves, even with the many many problems we face everyday.   

As for the technical stuff, the writers or producers, decided that because its so technical and most people won't understand what any of this means, we'll provide a means to understanding, which was done so that they created a book titled, Star Trek Technical Manual.  And in this book explains every single technical detail that is talked about on the show.  So if you REALLY wanted to understand the technical stuff or what it meant, searching online is one way, or reading this book.
#14
General Discussion / Police Quest 1
Mon 04/08/2008 05:53:38
I came up with an idea that I'd like to do a re-creation of Sierra's Police Quest, In search of the Death Angel.  It was the first PQ game Sierra made.

I have some questions about this however.  Mostly pertaining to copyrights, such as "I cannot title my game, Police Quest."  But also I wanted to know if specific colors could be copyrighted, pictures, backgrounds, etc. etc.

Another thing I'm concerned about is that the game used the city of "Lytton" and i've read on the Wiki that "Lytton is fictional" when in fact it is not a fictional place, since I brought it up on Map Quest.  So, if it isn't fiction, can Sierra copyright "Lytton".  One guy told me that he doesn't see how a specific color could be copyrighted, but I wanted to get someone's opinion on this or someone who might have some expertise with this, cause if I do eventually make something like that, I just want to know that all the bases were covered.

Another thing I'm curious about, when you drive the police car in Police Quest, would that whole thing be copyrighted, not just the pictures, but the whole idea of it.

Any answers would sure help.  Thanks.
#15
I'm sorry, but, where do I put the code for the scroller?  Should there be brackets or semicolon's in there? 
#16
Quote from: KhrisMUC on Tue 03/07/2007 07:06:11
In the sprite import dialog you can set where AGS looks for the transparent-to-be color. Either set it to one of the four corners or to palette index 0. If done correctly, the sprite won't appear in a green but a pink rectangle. (In the sprite manager, pink = transparent.)

In-game, what appears instead of the up-animations? Nothing? Or just the wrong sprites? Check the view again, the up loop is loop #3.

About the star wars module: isn't there a readme file or something like that included?

With the star wars module i do believe there is a readme file, but i dont think it explains how to use it, i think it just explains how to add it into ags, gives some sample scripts, but doesnt say, "in order to use the star wars text, first you do this, then do that"

I'll double check tho, and thanks for the help so far.   :)
#17
First, I got the JuncCostumes.zip that contains a bunch of characters in a tile form, and on 1 picture.  Now i'm assuming if I want to make another character, I have to import every tile of that person individually and as a sprite, then make the new view, and assign the appropriate animation tiles to its corrisponding loops, up, down, left and right?

If this is so, on how to make a new character, I did these steps, and when I play my game, my characters "up" animations do not appear when I am walking around.  Also, the picture of this character is on a green background, i'm assuming the character is supposed to be around all black?  In my game, the character is surrounded by that same green, as if i'm looking at the sprites themselves.

I also got the star wars text scroll module, installed it, but cannot figure out how to use the darned thing.  Do I have to start a new script?  Please help  :'(

Thanx
#18
Hints & Tips / Re: Minds Eye
Sun 09/07/2006 07:56:46
Spoiler
How do I get past Hare and the other guy?Ã,  I gave them the cigs, and I got the lithium.Ã,  What other substantial thing is there to give them?
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