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Messages - Electroshokker

#181
Oh boy, looks like a few new bugs crept in...

I'm in the process of fixin' them (almost done, will upload soon), but it still has the display text closes inventory bug (even more so, since now for some reason it won't automatically close the inventory guis but gets stuck. only workaround I see is to scrip the closing of the guis, OR just ditch the entire gui label code, as I suspect the two are linked.)

Anyways, I'll upload the "fixed" version soon, and continue to look into this display bug.

EDIT:

In order to get "cleaner" code, I decided to split up the module in two seperate modules, one for the basic interface (inventory gui, verbcoin) and another for the gui-label.

This should make the code more manageable and easier to fix (I hope).
#182
A suggestion: make GetLocationType also detect inventory items

currently there's:

eLocationNothing    nothing, GUI or inventory
eLocationHotspot    a hotspot
eLocationCharacter  a character
eLocationObject     an object

an "eLocationInventoryItem" would be a most welcome addition.
#183
For the viewport issues:

I'm planning to replace the viewport readouts by the room edges.

So once you've defined the edges of a room the verbcoin will only show INSIDE these edges, which should resolve ALL of these verbcoin positioning problems. (But you will be required to properly set the edges in all rooms)

this is how it works:

Code: ags
function on_event (int event, int data) {
  if (event==eEventEnterRoomBeforeFadein){			
			verbc_border_x = Room.RightEdge - gGui2.Width;
			verbc_border_y = Room.BottomEdge - gGui2.Height;
  }


other simplification/bug fix I'm working on is to replace the repeatedly_execute section for custom interactions with element properties.

EDIT: the new version 1.0e is out, featuring:

- custom_interaction properties instead of having to put code in your room's repeatedly_execute script!
- the "act" bool property, which, when set,  triggers an immediate eInteract response, instead of calling the verbcoin
- no more bugs related to game resolution!

enjoy!

(note: I am no longer supporting the old template at this time. I'm going to make a new one alltogether, using a different graphics once I got all the features for v1.1 all worked out.)
#184
Quote from: joelphilippage on Fri 02/02/2007 21:58:55
My verb coin is 85 by 75 pixels. I have replaced the graphics with my own.

Ok, I see the problem. (Just tested it) I'll put a patch for the template/module code up sometime this weekend, to quickfix some of these obvious bugs.

quick solution to your problem:

remove the following lines out of the module script:

Code: ags
if(System.ViewportHeight == 200){


Code: ags
else if(System.ViewportHeight == 240){									
			verbc_border_x = 259;
			verbc_border_y = 179;
		}


and change the verbc_borders to:

Code: ags
verbc_border_x = 339;
verbc_border_y = 239;


and everything should work (tried it with a verbcoin of 120x120, you might have to move the verbc_borders a little by increasing these values.
#185
Quote from: joelphilippage on Sun 28/01/2007 20:28:36
ive got a problem with the enhanced verbcoin module. I tried running it in 800 by 600 and the verbcoin always pops up in the top lefthand corner.

That's odd. How large is your verbcoin? (or are you trying to run the template in 800*600 without replacing the graphics, in which case you would indeed experience problems)

(And btw, I've started working on this thing again. I hope to have some of the promised features done very soon.)
#186
Well, time for an update:

- in the background area we're doing well, things are moving forward slow but steadily (good backgrounds take time)

- in the animation area we're still starved for a good animator. (both character animations as regular ones)

- in the story/script area we're ok, but the script/dialog still need that little extra (ok, in some areas a lot extra) MI humor. While both Trovatore as well as Strange Visitor eagerly joined us for a brief moment, they unfortunately soon realised they didn't have the time needed to spend on this project. So we need fresh blood. Who's up to the challenge?

All in all, not much progress, mostly due to only a handful of people working on this game. Once we've got ourselves a complete team, though, things should really kick into overdrive... (So let's hope a few good people feel the monkeys calling out to them... and join us in our quest)

Quote from: Dan_N_GameZ on Sat 02/12/2006 10:44:11
I would like to wish you guys working on Lost Years another warm good luck! So, good luck!  ;D

Thanks!
#187
Hi there.

I'll refer to my previous post here

We still have a need for a good monkey island(MI1/2/3) -type native-english-speaking dialog writer!


and while I'm at it, we also have room on our team for:

- an animation artist (2d CMI style, see some artwork at our website for reference)

Interested? Send me a PM or mail, and don't forget to include a sample of or reference to some of your previous work.
#188
Oh boy. Sorry for the late reply, guys, but with all the recent events (job, moving, ...) and continuing to work on our game (now called: MI - The Lost Years), I've been too busy to get any work done on improving this module.

Once all the crazyness is over and the dust settles I'll get back on it, though. (probably in a month or two)

@Janik: it's a known bug, and I'll fix it in the next version. If you still haven't fixed it yourself by now, lemme know, and I'll take a look at it first chance I get.
#189
News update:

Not 1, but 2 dialog writers have offered their services, and send me a sample of their work.
Therefor the 'dialog writer wanted' sign is removed... for now.

Let's hope one of them matches our high standards... :=  ;)
#190
@Scummbuddy: yep, that's the one. thx for the link.

News update:

1) We've decided to recruit an experienced dialog writer to help us out and speed things up a bit. If you feel a sudden urge to write monkey island dialogs coming up, check out this thread.

No-one on our team is a native english speaker, and while we do have our moments of brilliance, good dialogs don't come particularly easy or fast.

(And with me having a day-job (since last month) scriptwriting has slowed down enough already)

2) Backgrounds however are coming along nicely. With rush having joined our little band as a color artist, things are looking up.

3) I'm planning to update the website sometime soon by uploading new stuff you can look at and listen to... hope you got the ogg codec installed.
#191
Hi there.



needs

a good monkey island(MI1/2/3) -type native-english-speaking dialog writer

Preferably someone with a good amount of experience writing funny dialogs

You will be given the information of what should be in the dialogs, the background story, the art if it helps, but the how-, the style-, the witty comments-, and much, much more will be (almost) entirely upto you.

You'll be working as part of a great team with each individual having exceptional skills in their specific field (myself excluded, of course ;D), with team members giving feedback on each other. (so if you can't stand any critic, you're at the wrong place  :P)

Interested? Send me a PM or mail, and don't forget to include a sample of or reference to some of your previous work.

(note: see the website for other vacancies)
#192
Quote from: joelphilippage on Fri 10/11/2006 13:09:50
Do you have a tutroial for those backgrounds?

No, it's all Zynd's work. Maybe if you ask him nicely he can make you one...

You might also want to take a look at How to Draw Monkeys the Lucas Arts Way: An Analysis of the Funny pictures in the Curse of Monkey Island by William 'Bill' Tiller (there's a pdf floating around somewhere with the same text + pictures) as it is a big inspiration.

QuoteThis is more exciting than... anything to do with monkey island. It looks really good. You guys should be paid money for this!

Nah.

- Exciting? => wait 'till we finish it, THEN get excited!  ;)
- Get paid for it? => Just the fact that a lot of folks like it is reward enough. We actually like making this game. I just hope that our puzzles, witty dialogs, music and other stuff will get as good a review from you folks as our art.

Speaking of which, we've still got a lot of work ahead of us. Better get back to it.
#193
Quote from: dsg_charly on Fri 13/10/2006 09:45:24
Please add more screenies and artwork, the website seems a little empty.

I added some new ones on the first page at the first page of this thread (note that the main character is currently being revamped)

as for the website: Once we've got enough backgrounds, sketches, screenshots etc. made to create a gallery it will be displayed in the media section.

For now the website's bare bones only. We're still focussing more on making the game itself then the website, after all.
#194
Well, guys, this is it: the new (and final) name revealed:

MI - The Lost Years

we also got ourselves a small website now (of decent quality)

check it out!
#195
Ok, a lot's happened since I first posted this module/template.

changes I'm working on for v1.1:

- create as many popup verbgui's as you like, customize how they should be called upon (left-click, right-click, keyboard button), or even when.
- add as many buttons as you like to the popup verbthingy => write your own custom response to them or set them to standard actions like interact, talkto, ...!!!
- special commands to set which gui is which (guis no longer fixed to certain names/numbers)
- fixes for all those little bugs that don't break the game but are just plain annoying


multipurpose, multiple possibilities: create entirely new popup gui systems the way you like in minutes!!!

...Well, that's the plan anyways. I got several things figured out already, but it'll be a while before it's finished.
#196
Quote from: CosmoQueen on Mon 18/09/2006 06:10:07
The game looks fantastic! I can't wait to try it!
Quote from: calacver on Mon 18/09/2006 22:38:25
This is just about the best looking adventure out there. You make bill tiller proud!

;) thanks guys! We really appreciate it.

Anyways, here's the latest news:

- new name: The RMI Project (revival of), the project's codename, now has transformed so much we decided on the official name. The new name will be revealed in due time.
- website in the works: It's been ages since we got time for it, but there's actually been some progress in designing our website. I can't say when it will go online ('cause I ain't got no clue when it'll be finished, much like the game itself), but I can say it will sport nice progress report stuff and easily updatable.
- background graphics going...slow. as usual. (current rate of progress: 1 background in about 2 weeks. (damn that's long! and that's provided they got enough time to work on it!), BUT on the plus side, the new backgrounds will look even better then the old ones. (which are also scheduled for some minor updates)
- character design and animations: nothing, nihil, nada, zip. Recruiting a decent character concept artist and animation artist is hard, so it seems. (especially if they gotta work for free) I tried contacting a few who seemed to be passionate about Monkey Island stuff, but no luck so far. (haven't had a single reply yet) :-\

If you know anyone who can design really nice characters (which fit the game style) or are one yourself, please do not hesitate to let us know!

- some 'special surpises'... have been made as well... ;D

All in all, looks like we got ourselves a really, really, really long road ahead of ourselves. But a new beginning's been made, and the future looks shiny now!
#197
Bump.

Well, like in most game developments, we're all waiting for the art guys to do their thing. Pretty much everything else is settled.

So the only question remaining is:

How long will it take...

...the lead sketch artist to draw all sketches and animations
...the colorist to color those sketches
...the detail artist to finish up the details

Answer: As long as they need.
#198
The freeware project codenamed The Revival Of MI is in need of:

- a character concept artist, capable of drawing CMI-type characters (want an example? see here). We don't want rip-offs of CMI, though, so if your style is a little different, and the characters look nothing like the CMI versions, in a similar style only, that's not a problem! Actually, that's encouraged!

- a general animation artist (making stuff like explosions, ripples on ocean waves, wriggling worms, ... in the CMI style)

- a character animation artist, willing to make all those CMI type characters the concept artist makes into walk/talk/scratching-your-nose/putting-a-monkey-in-yer-pants - cycles.

Send me a sample of your work when you apply. I won't have anyone enter our developer forum and other facilities without proof of capabilities.

Details about the game:

This is a monkey island - inspired game, if you haven't guessed it already. We try to capture the MI1/MI2 Ron Gilbert essence using beautiful CMI-type graphics. I am not at liberty to reveal any details of the plot to non-developers, though. It has to be a surprise.

We plan to release the intro movie and part 1 once they're finished to see if we succeeded at creating the right kind of game. How we'll go from there will depend on the feedback we get from the community.

If you want to follow our progress, look here (oh, and ignore the Guybrush image, we won't use that one)

With luck, we can revive those monkey island adventures together!
(and show LucasArts the Monkey Island fancommunity ain't dead!)
#199
It's gonna take a while longer.

We just had a major overhaul of the entire intro and part 1 script, and turned it into a nice moviescript-like file. (currently we've got 40 pages of moviescript for the intro and part 1, with the major dialogs not yet included)

This ensures the game now has a decent story and puzzle line
(in which you can find your way, rather then going 'Huh? What do I do next?')

So now the game script (hopefully) matches the quality of the art and music. This game is gonna be something...

Too bad we haven't found anyone to do animations or character design in the quality we want it to be yet. But we will, sooner or later.
#200
I tried using 2 guis, 1 transparent and 1 imagegui below that, but it still gives me the same result as before

EDIT: my bad, it turns out that adding an emty transparent image to the gui fixes it. guess I misunderstood the instructions (I thought simply having no image at all would do)
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