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Messages - Electroshokker

#121
v1.5.3 is out. Just a quick fix.

The code is now completely resolution independent. Enjoy.
#122
Quote from: Obi on Fri 09/05/2008 19:11:59
Probably a silly question but I was using the previous version of the verbcoin with the 800x600 problem, I only just realised I have that problem, I'm just wondering how I upgrade to the latest version of the template without having to start all over again and importing everything over.

See the first post of this thread. I've uploaded the updated module script files seperately.

Quote from: Obi on Fri 09/05/2008 19:11:59edit

I transfered everything over to the latest version of the verb coin and ags and I'm still getting problems selecting things near the edges of the screen. :(

That's odd... are you sure you rebuild your game?

Come to think of it, my code's not very clean and general in that section. I feel another quick update coming up...
#123
Quote from: Cyrus on Sun 04/05/2008 13:40:48
Will the plot be ABSOLUTELY new or contain only some changes?

No, the plot won't be absolutely new compared to MI - TLY. Since the stage was already set to be on new islands with new characters, there aren't that many changes, actually. (Other then all direct references to MI being scrapped, so no old MI jokes. Only new jokes. Which seem hauntingly familiar somehow. Hmm...)

Quote from: websiteAll original content © 2006-2008 Pirate 'n Mojo Studios. All art, music and all other parts of "Picaroon - The Lost Years" is fully original. If any of our characters shows any resemblance to any existing character (fictional or otherwise), this is purely a coincidence. Really.

Quote from: Peder Johnsen on Sun 04/05/2008 13:44:16
This looks sweet 8).

The new website looks really nice!
I dont think ive posted in this thread during its life but this game is looking really good!
And I can now officially add this game to my "games I'm looking forward to" list.

I had a listen to the music to, which also sounds really good!

Peder.

Glad you like it! It took a lot of hard work to get the new website up and running (and all our old content converted to fit in there).
#124
After a long silence I'm proud to present our brand new website and reveal what has been brewing in our development team chambers.
-----------------------------------------------------------
from our brand new FAQ:

What happened to MI - The Lost Years!?

"MI - The Lost Years" is now called "Picaroon - The Lost Years" In order to prevent copyright infringement, we've decided it was for the best to rename the game and characters, so nothing can ever prevent you from playing this wonderful game we've worked so hard on (and still are). "MI - The Lost Years" was inspired by the popular Monkey Island Game Series, but didn't have too many direct references, so it was easy enough to "convert" to a whole original game.
-----------------------------------------------------------
Ohnoes! Will this delay the game even more?

Don't worry (really), this won't change the game that much. We already had designed our script and story so it wouldn't interfere with the 'old' MI reality (we had a new one, in a different time zone no less), so no worries there.

It's sad that we can't call our game an MI fangame anymore but we'd rather not risk getting shut down after all the hard work we've put into it.

Instead, we keep it at 'MI - inspired' and keep true to the spirit of MI as much as possible.

Check out the first post in this thread for some brand new screenshots (or just go straight ahead to our brand new website )


P.S. Did I mention our new website has LOADS of new content for you to check out?


(oh, and ignore the Picaroon logo in the screenshots. They're actual screenshots with the picaroon logo added afterwards)
#125
New tint functions:

Room.tint
Item.tint

together with the existing:

Object.tint
Character.tint

functions, I'd be able to change all screen colors any way I like. (rather then having a complete TintScreen)

This'd be killer for a night-time, day-time system. (rather then having to replace the entire background every time)
#126
New 1.5.2 version is up.

Release notes:

- bugfix: walk-to code no longer responding after clicking on something which had property 'act' set to 'true'
#127
I've traced down the problem to my own Scumm VerbCoin GUI module. (*cough*)

Apparently, when I use the 'act' property to force an interaction upon an object, all following mouse clicks are 'bugged'. (non-responsive) untill I click on an object again.

:) well, I guess I better get to figure it out and fix it asap!   ;)

Chris, I do however seem unable to call the debug console with the ' key. I suspect it has something to do with my keyboard being belgian period (AZERTY). I've tried switching it to US keyboard settings, but no luck.

Any chance of making the debug console work on a different key combo? Ctrl+C maybe?
#128
Quote from: Pumaman on Sun 27/04/2008 17:02:53
Sounds like there's something happening in your room 1 that is disabling the mouse. Did this problem start happening when you upgraded to 3.0.1? Were you using 2.72 or 3.0 before?


I was using 3.0, then a 3.0.1 beta, then 3.0.1

I never noticed this problem before, but then again, I've switched starting rooms quite a lot to build up/debug each room.

I've tried renumbering the room but no luck, still the same problem.

I'll see if I can store all room 1's settings and rebuild it from scratch. Dunno what could've caused this.

I can send you a copy of the roomfile if you like, Chris, if you promise not to show it to anyone else.
#129
BUG REPORT

*EDITED*

the move-on-mouse click functionality doesn't seem to be working anymore after changing a room. (I can click anywhere on the walkable area, the character doesn't move!)

Only when clicking on an object, it seems to get back to normal, as any following clicks on the walkable area DO make the character walk to that spot again.

I thought it had something to do with the view being locked, but it turned out to be unrelated.

After a changeroom the character is unable to move when clicking on a walkable area (to test, I've put a walkable area over the entire room).

------------------------------

After a lot of testing, it hit me that this problem ONLY occurs if the player character's starting room is room 1.

I removed all code in this room, but STILL the problem persists.

I can bypass the problem by starting in another room (if I make the player character's first room room 2 or so, everything works as it should.
#130
Quote from: riseryn on Thu 17/04/2008 18:35:31
I m trying to use both your template and the gridinventory from Besh.
Actually I cant manage to have them working together.

My main problem is that the on_mouse_click() function of grid inventory is somehow overrided by scumm verbpoint and i dont know how to manage this issue after several hours reading the code.

Anyone has a clue about it?

A solution would may be to have a template only for the verbcoin without the inventory to be able to use another inventory template I guess.

One of the reasons I made my verbcoin template because the old existing template didn't support the verbcoin inside the inventory. So removing it would miss the entire point.

I COULD try to see how the grid inventory is working and integrate it into a new module you can use. I've got no idea how much time I need for this and when I'll actually have the time;

(Merging codes rather then trying to run 2 seperate gui codes, which is always a bad idea as they will naturally interfere with one another)

Another, quicker way (in terms of coding) would be to create a set of options with which you can "turn off" certain verbcoin gui functionality.
#131
Quote from: Pumaman on Sun 13/04/2008 18:13:56
Would it be ok for me to replace the Verb Coin template included in the AGS distribution with this latest version the next time I build it?

Sure, go ahead.  :)

Quote from: S on Sun 13/04/2008 16:35:50
Ooh, just one more thing: When one presses the left mouse button to bring up the coin it defaults to "look at" or whatever button is placed in the middle. Is it possible to raise the coin or lower the hotspot for the pointer so that it does not open with the look at function already chosen?

Actually, you can do this yourself quite easily (which is why I won't change the template: the guis can be and are supposed to be customized the way you want them to be).

The cursor is (except when you open the verbcoin at the borders of the screen) always placed in the center. Move/resize the gui buttons any way you like.

(If you don't see the buttons in the gui, that's because they have transparent backgrounds. You can select them as sub-elements of the verbcoin gui)
#132
Version 1.5.1 is up.

Minor bugfix only, it now supports the 800x600 resolution.

Please test, this shouldn't break any other resolution support.

For those of you using the 1.5 version and a lower game resolution, there's no need to upgrade.
#133
Quote from: S on Wed 09/04/2008 21:37:52
Apologies in advance if my ignorance is caused by being too lazy to read stuff I should've read, like readmes etc., but I have a problem with the Verb Coin, and I suspect it might be an issue of resolution (my game is 800 x 600). The GUI won't display its three buttons when I click certain hotspots and objects, mainly those that are close to the right and the bottom of the screen - basically making it impossible to interact with those objects and hotspots.

Are you using AGS 3.0 or 3.0.1 ? I haven't had time to check if everything works on the 3.0.1 version yet. Will do so shortly.
#134
Quote from: VK Dan on Sat 19/01/2008 13:51:08
Quote from: Electroshokker on Sat 19/01/2008 13:47:13
- a better/quicker way to load sprites into loops.

=> I want to be able to select a whole series of sprites and go "import into loop x", rather then having to enter the sprite number for each frame seperatly. This is a time-killer if you got a rather large animation.

This already exists. Select more than one sprite in the editor and right click. In the context menu there should be an "Assign to View" item. Click on that and you can choose which view to stick the selected sprites in. :)

Allright!  :D

How 'bout having a button in the views panel which enables you to do the same? I think it would be a logical place, and makes it harder to overlook this feature.
#135
What AGS needs to become a better engine, in my humble opinion, without massive code changes:

- better support for the higher resolutions (640x480, 800x600)

Right now, all room coördinates are scaled down to 320x240 (or 320x200)

=> prevents me from placing alpha-transparent objects on the EXACT pixel position I want.
=> imported masks always need to be at this lower level resolution, so I can't have exact walkbehinds and regions


- a better/quicker way to load sprites into loops.

=> I want to be able to select a whole series of sprites and go "import into loop x", rather then having to enter the sprite number for each frame seperatly. This is a time-killer if you got a rather large animation.

=> I want to be able to drag and drop frames once loaded in the view, so I can rearrange them easily (or a "move" button when right-clicking, that would help too.


- drag and drop of views into folders, the ability to easily rearrange views into logic groups


- dialogs:

=> add a "set-speech-loop NAME X" function. This is for fixed-position characters which have different expressions in different loops. (I don't want to have to create a new view for each single facial expression)

=> the character reverts to his normal view when other characters are talking. I would like to have the option to make him stay in his current view. (otherwise the character would change facial expressions suddenly when another character speaks. In order to prevent this I have to do a run-script and change his normal view every time. Rather annoying.)



/* Note: all of these problems can be 'bypassed' but it takes a LOT of time that I don't believe is needed to spend on this. If these issues are adressed a lot less time is needed for the game programmer on 'cosmetics', and there's more time to go into the actual coding. */
#136
Quote from: Rincew1nd on Mon 07/01/2008 19:43:14
Hello, was a template ever release for this as i really would like a Monkey Island 3 GUI, but the readme is terrably confusing to me.

see http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0

My template is included in the new AGS 3.0 release. (Dualnames used the code from my older 1.1 version, I believe)

I highly recommend using my template, since it's easy to use, shows off all features and is neatly documented in the latest AGS 3.0 (RC4) help file.
#137
Chris, v1.5 of the Verbcoin Template is up.

Latest discovered bug is fixed now.

I also wrote a help file you can include in the AGS help file, if you like.
#138
Version 1.5 is up.

Created without any plugins (just standard AGS 3.0 RC3), fixed the latest bug.
#139
Quote from: khnum on Mon 17/12/2007 15:32:10
Man, sorry if i'm always complaining, but i found another bug in the inventory  ???

I don't mind at all. Just happy someone is actually testing it thoroughly.  ;)

Quote from: khnum on Mon 17/12/2007 15:32:10If you click on an empty area, and then move the cursor over an object, the cursor mode switches to useinv (and the graphic changes, of course)

Ok, I'll look into it. (I better hurry up, AGS 3.0 final is almost here  :o)
#140
Update: December 2007

Eghm, right, I was supposed to update this thread... ::)

Anyways, the good news is, all is going well, we got a full team and we're working very hard to get this game ready;

Still no expected betatesting date, since our animation team is still busy catching up.

...well, can't reveal any more... you're just gonna have to wait and see.  :-X

Got tons to do...

EDIT: oh, yeah, our main character's new look is finally ready, but I'm not showing him...just yet. I can tell you he looks very little like the previous versions. But this new one can actually walk around already...
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