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Messages - Psych0F0x

#2
aww, I've been neglecting this board too much and the posting of tunes! But I won't be able to make any soon, midnight you say :X
#3


O RLY? :P

Edited by mod: Please don't quote the whole post with large images, especially when it's just the last post before yours. Thank you.
#4
Quote from: EagerMind on Fri 25/08/2006 06:32:29
You won't get in trouble (at least not at first), you'll just get a letter from a lawyer telling you to stop production. What are the chances of that? Roll the dice ....
it will be a free AGS game so there won't be much stopping of production.

Quote from: ProgZmax on Thu 24/08/2006 09:22:19
Just bear in mind that gamers are far more critical of a fan game than they are about something original.
I'll try to make it an original fan game =)
It's more or less not based on Guybrush though, so it's kinda less of a fan game than the standard fan game.

#5
Heh, the idea with this game is still to make a game good enough to share, and if it is, I will =)
#6
Thanks, I guess I'll just leave that out then, just to be safe. Atleast it'll be a challenge to get around that and still use the idea. It's going to be my "warm-up/training game" before I make my longer( and hopefully full length) AGS game I already started with.
#7
I'm going to make a game that's gonna be about a dream that Guybrush has, so is it possible to make an avi of a tiny certain part from monkey island 3 and use it as an intro without getting any trouble about copyright violation or whatever?
Ofcourse it goes without saying that I'm gonna put Lucasarts in the credits, since it's kind of a spinoff thingy I guess.
#8
Hi, first of all I'd like to thank Nihilyst for taking over this compo for me, you did a great job, cool idea to let people make their own lines.

Manicmatt: I was waiting for a guy from the carribeans, instead it was some other foreign dude, not that it really mattered. Pretty good work on the lines, decent voices.

yodaman: Yours didn't really have a bigger difference between characters than ManicMatt's entry, still this was also a cool entry.

Both didn't have many effects, but that's ok , the ones you guys made were still decent. Not much else to comment on so it was a bit difficult to choose. Since this compo contains a new element we didn't have yet(make up your own lines) I chose to take this into consideration too.

Ok enough blabbing, the winner is ManicMatt , I quite liked your lines, it really felt like a good weird conversation with the cab driver.

Come on and give us a cool new compo!  ;D
#9
sure, I might enter anytime soon
#10
Um sorry I'm having a big writers-block and my finals are coming quite soon, so mind if I pass this one on to Nihilyst? I could try and write something but it would be poop at the moment. Brainfarts aint cool.
#11
Quote from: Arcangel on Sun 07/05/2006 21:58:22
Not complete: Need some shadows and maybe other instruments. :P


hah that one is nicely stolen and adjusted!


the real version


Sorry to be such a partypooper but I just thought you should know this
#12
Whoops, not my intention to make him sound gay , but yeah I wasn't that satisfied with him either, oh well.

So thanks and I'll try to whip up a cool script for yall.
#13
Wow thanks a lot! It's working, it has some bugs though but I'll just try and fool around a bit with it.
#14
Critics' Lounge / Re: Dark office bg
Wed 03/05/2006 17:48:28
Very nice background ^_^ Is that table with the glass, bottle and ashtray an important part in the bg? If not, it might be nice to bring that part to the background(of the background ;)) by desaturating and darkening it.
You could also put some texture on a whole bunch of things, unless  you want to keep it clean.
Oh and the overal could maybe be a bit darker, whatever you want.
#15
I'm using 2.71? hm
#16
Ok I guess it's better to post the code. I left the cursor over hotspot thing in incase there was something important in there(probably some junk in there too from fooling around with the verb coin) Another problem I have is that I can't use the verb-coin in my custom inventory, so any help with that is also very much appreciated.

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {

//  ******************** HOW TO MAKE CURSORS CHANGE OVER HOTSPOTS/OBJECTSA/CHARACTERS *******************************
//Using the GetLocationType function you don't have to write a code for every hotspot in the game and you get
//the cursor change also above objects and characters ( tou can modify it to change only on hotspots or objects,
//change it to TALK when above characters etc)
//Let's say your cursors are:
//0 WALK
//1 LOOK
//2 USE
//3 TALK
//4 TAKE // NOT USED
//5 CHANGED WALK
//6 CHANGED LOOK
//7 CHANGED USE
//8 CHANGED TALK
//9 WAIT
//Just put the following code in the GLOBAL SCRIPT'S REPEATEDLY EXECUTE function
string name;
GetLocationName(mouse.x,mouse.y,name); // Get the name of what's under the cursor
if (StrComp(name,"")==0) SetDefaultCursor(); // if blank ( or hotspot with no name
//'used for CHAR STANDS ON HOTSPOT') do nothing
else {
if (GetCursorMode()==0) { //if cursor is WALK
if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(1); // change cursor to CHANGED WALK
else SetDefaultCursor(); } // change back to WALK
}
//Verb Coin 
 if (IsGUIOn(2) == 0) { //is the GUI up? 
  if (clicked == 1) { //we check if someone clicked.. 
   if (IsButtonDown(LEFT) == 0) { //this executes if the button is released 
     if (timer < 7) { 
       timer=0; //reset the timer 
       clicked=0; //stop that checking 
       ProcessClick(mousex,mousey,0); 
       //if the button isn't held more than 7, you'll 
       //walk to the destination mousex,mousey... 
       } 
     } 
   if (IsButtonDown(LEFT) == 1) timer++; //While it's held, timer is increasing 
    
    
 if (timer >= 7) 
	{ //when you've held it for 7, the GUI pops 
     clicked=0; //guess what.. 
     timer=0; //and this? 
    if ((GetLocationType (mouse.x, mouse.y) != 0) || (GetInvAt (mouse.x, mouse.y) != -1)) 
		{ 
     SetGUIPosition(2,(guix - 6),(guiy - 20));  //selfexplanatory? Oh, our GUI is numero 2. 
     InterfaceOn(2); //turn the GUI on 
		}
else { //clicked 'nowhere', so...
      clicked=0; // stop checking
      timer=0; //reset timer
    }
	} 
} 
} 
   

  
 
 else { //what will be checked when the GUI is infact on
     clicked=0; //guess what.. 
    timer=0; //and this? 
if (IsButtonDown(LEFT) == 0) 
			  { //what will happen if you release da button?
				if (GetGUIAt(mouse.x,mouse.y) == 2) 
				  {
      //this function checks if the cursor
      //is over an GUI
					  int whatbutton;
					  whatbutton = GetGUIObjectAt(mouse.x,mouse.y);
					  InterfaceOff(2); //we'll turn the interface off
					  Wait(1); //To make sure that the GUI is gone
			    	if (whatbutton > -1) ProcessClick(mousex,mousey,whatbutton+1);
          //This is the great part. First we check which button. Then, since
          //the buttons is set in the default cursor modes values subracted
          //by 1, we'll add one and we'll get the appropriate cursor mode.
          //Since GetGUIObjectAt() returns -1 if it's not over an button, it
          //would execute in walkmode if you're still inside the GUI-area when
          //releasing it. So first we make sure that you released on
          //a button, ie. that the int whatbutton is bigger than -1
    clicked=0; //guess what.. 
    timer=0; //and this?
        }
     else InterfaceOff(2); //otherwise, we'll simply turn it off, without s.t. else
    clicked=0; //guess what.. 
    timer=0; //and this? 
     }
}


}



#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  
  else if (button==RIGHT) {
    if (GetCursorMode() == 4) SetCursorMode(0); //checks wether you use an inv.
 else { InterfaceOn(3); SetCursorMode(0); SetMouseCursor(0); }    
// else InventoryScreen();
                       //brings up the usual Sierra inventory..
                       //In the next versions, it'll simulate a CMI-like
                       //inventory...
    }
  else if (button==LEFT) {  // left-clicking code
  if (GetCursorMode() == 4) ProcessClick(mouse.x,mouse.y,4);
  else { //these codes check wether you use an inventory or not..
    clicked = 1; //we trigger the calculating

    mousex = mouse.x; //we set these params to store the exact location of
    mousey = mouse.y; //where you clicked...

    guix = mousex - 25; //and we set the whereabout's for the GUI... and to
    guiy = mousey - 25; //center the GUI, we'll remove 25 (see below)...

    if (guix < 0) guix = 0; if (guiy > 149) guiy = 149; 
    if (guiy < 0) guiy = 0; if (guix > 300) guix = 300;
      //Now we'll check these so the verbcoin won't appear to close to
      //the edges. If not altered, it may be impossible to select certain
      //commands! Why these numbers? Well, the GUI is exactly 50x50, which...

      //(NOTATE: the GUI is 50x50, not the graphic. That's why the GUI never will be
      //displayed without some space to the screen edge!!!)

      //...means that to center it by our clicks, it must be set to the mouse
      //coordinates - 25... AND, since AGS first coord. is (0,0), you
      //subtract 1 from the values. Also, as all other things, it spawns from
      //the top-right corner, so in the top and left side, well simply put it
      //close as possible ie. 0. On the other side, well take the largest value
      //(which is 319) and subtract 50 (the size of the GUI) and the equalent
      //from the bottom (199-50)
    }
    }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE

#17
no fair, that's a real orchestra ;). Veery nice one!
#18
Well here's my entry, not very happy with the voices but hey, I got some rock in there to make up for it? ^_^

http://media.putfile.com/Psych0F0x---Voice---Nasty-n-Duke
#19
I'm talking about both, at first I didn't think that thread covered what I was talking about but I see it at the last posts. I can't really figure all those snippets of code out, I'm very new to this. I guess it could work by putting it in on_mouse_click, but I couldn't really get that to work.

What could I put in on_mouse_click so i'm able to click somewhere else while the character is already walking towards the hotspot/object with the intention of interacting/looking/talking/walking with it? And is it possible to get the walk-to coords of a hotspot/object?
#20
I adjusted the last few frames so you can actually see him jump out of the hole. Here's my entry http://media.putfile.com/Psych0F0x---Assassin
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