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Messages - Electroshokker

#201
Quote from: rmaraujo on Sun 07/08/2005 19:49:52
After importing a Sprite (32 bits color, TGA or PNG format) with transparent background, it is shown with a strange background inside AGS (grey or brown stripes). The same background appear in the inventory GUI inside the game. However, when used as a cursor or as a view of a character, it has no problem!

I made the picture in Photoshop, keeping a default-transparent background and saved as TGA (tried PNG as well). The problem seems to be with showing the item inside inventory GUIs only (and inside AGS editor, but that's not a problem).

I've put a screenshot here:

http://www.dotdotdot.com.br/temp/sprite_problem.jpg

Look at the "bunny" sprite. In the inv gui it appears with the weird background (also on the inv button below), but as a cursor it is ok.

Any ideas on why this happens?

I'm experiencing the same problem. In photoshop, set your image (after it's finished) to 16bits/channel. (goto image=>mode=>...)

This solves the problem somewhat, but you'll still have edge artifacts. (though very little in compared to what it was before)

after a little more tweaking with the image in photoshop (use eraser on those areas which still display artifacts) it'll actually look quite nice.

here's an example of my inventory after going to 16bits/channel:



not perfect, but close.
#202
hmm...

have you tried the avi format and other codecs? it's the codecs that reduce size and make the quality, not the avi format itself.

try out xvid (http://www.xvidmovies.com/codec/) with the ogg codec (http://www.vorbis.com/), that's what I use.

(use VirtualDubMod to re-encode http://www.free-codecs.com/download/VirtualDubMod.htm)

if you check out the free-codecs site, DON'T download the codec packs. They screw up stuff. Rather, download the individual codecs you need!

Depending on the movie itself (lots of static screens/lots of movement on screen) there's a difference between codecs as well. (some codecs start screwing up when there's too much movement close to each other on screen)

It's all basically trial and error. Let me know if you found the best combo.
#203
Ok, time for another update.

We started using Webcollab, so this time, I can give an actual percentage of finished stuff.
Don't let some of these figures fool you, though, read the explanation.

Revival Of MI Part 1:

GUI: 100%
Coding: 80%
Puzzles/Dialogs: 70%
Animations: 0%
Characters: 0%
Backgrounds: 50%
Movies: 10%
Music: 70%

animations and characters: we decided to dump our old crappy stuff and start afresh using sketches and vector graphics. While this is a temporary setback, it will increase the development speed by a lot. There's still an opening or two on our team if you know how to work with vector graphics...

movies: we got the project files for the old ones, but need to be updated with new graphics

As for everything else: going strong.
#204
Quote from: Alynn on Mon 17/07/2006 21:25:47
Is there any way to have more than 4 interactions?

There are currently only 3 buttons on a verbcoin, with the 'interact' button having different standard named actions in regular scenes and inventory.

(pick up in a scene, use in inventory => both give the 'interact' response)

Now, if you want more then those 4 interactions, it depends on wether you want more buttons on a verbcoin, or simply another action for an existing button.

The custom_ functions (see the header) can be used to change the standard action that is shown when moving the mouse over a button.

simply add a script name to a hotspot/object/... and some code like this in a room's repeatedly execute script:

Code: ags
 if(gGui3.Visible == false){
		if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hmonkey){
			custom_look("Read");  
		}
		if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hbed){
			custom_pick_up("Go To Sleep",true);
		}
		if (Character.GetAtScreenXY(mouse.x,mouse.y) == cMurray){
			custom_talk("Chat with");
		}
	}
	else{
	  if(InventoryItem.GetAtScreenXY(mouse.x,mouse.y) == irum){
	    custom_talk("Drink from");
	  }
	}


This only changes the action names which pop up on the label gui. All actions are still look at, talk to and interact, but with other action names. (Hey, if you want to change all talk to actions to 'push' actions, you can. As long as you customize all action names and don't forget to set your script response under 'talk to')

If you want more buttons on the verbcoin, then the module won't do. It's designed for a 3-button verbcoin. (Never saw any need for more)

Hope this answers your question.
#205
Quote from: Radiant on Thu 06/07/2006 15:07:50
Does it have keyboard support?

from v1.0a basic keyboard support is included. There's still a bug which gets you stuck after a player.Say function is called in the inventory. Apparently, pressing any key won't work, only a mouseclick continues the game.

Don't know if this is a bug in the module or in the game engine.

Anyways, I'll see if I can find a way to fix this.

EDIT: nope, can't seem to fix it.

v1.0c is up now. I added an optional bool to the functions so you can get a full replace of action text

example: instead of "Read Plaque" with Plaque being the hotspot name, you can now "Read Inscription" if you set the bool to true

I think the module now has all the functionality it needs.
#206
Ok, thanks for the suggestions.

I'll get right on it.

Oh, and: I made it with AGS v2.72RC2a, though it should also work with v2.71.

EDIT: label.SetText no longer works in v2.72final

The next releases will be made for AGS v2.72 final only.
#207
Hi there, guys.

Seeing as a bunch of you guys probably want this, I transformed the global script of our game to an easy to use module.

Initially called Enhanced Verbcoin module, I've since redesigned it so it can do so, so much more. See the PDF for a description of it's functionality and all changes.

EDIT: This module is outdated. There is a brand-new template (for AGS 3.0) which has full functionality and pretty much all issues sorted out.

See http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
#208
Quote from: Haddas on Wed 28/06/2006 09:45:42
Great work guys. I haven't really been eager to play anags game for a long time now. And this is the game to change it. This and "The Oracle".

;D

Quote from: Haddas on Wed 28/06/2006 09:45:42I love what you've done with the game sofar. Promise to finish it. Soo many times we've been let down, so many hopes crushed. Don't you dare have a "Harddrive crash".

Well, if my harddrive + the harddrives of several members + my server crashes, THEN we'd have a problem. Otherwise we're cool.  ;)


Oh, and we still need someone to do animations (the 1 thing we're still lacking)
#209
Time for another update:

Exams are over for most people, so production has sped up again.

We're currently busy with bugfixing, re-writing dialogs, finishing up the music and of course the graphics of part 1.

Oh, and tweaking the GUI for a more complete MI experience.

The way things are going now, I'd say we're only a few short months away from the betatesting of part 1.

We've decided to release Part 1 as a game demo after the betatesting. That way everyone can see what we've been up to without having to wait another year or so before the entire game is finished.

I've updated the screenshots in the first post. Have a look.
#210
Hey, guys.

We're still breathing... things have been kinda slow lately. (exams coming up/passing by for a lot of folks, I'm only a month away from graduation myself, so very busy...)

Well, here's an update on the features:

1)- We've got a kick-ass story. (the basics were written quite some time ago, and we've never stopped improving it.)

2)- We've got the best CMI type graphics ever now. (all scenes are being revamped...again. but => WORTH IT!!!) (the inventory bag screenshot hints the style)

3)- We've got puzzles that will make you pull your hair out...

it's the countless possibilities! you'll have tons of inventory items, and not a clue how to use them all (in fact, you can't use them all...)

(In order to make sure the game stays fun, the betatesters will have a say in the puzzles, to prevent them from being too hard/easy)

4)- We're also making that little extra every game needs... movie cutscenes!!! (maybe we'll release a teaser trailer to part 1 in a couple of months)


Status report:

Part 1 of the game has actually reached pre-alpha stage. Ok, what does pre-alpha mean anyways, you might say. Well, it means we're only a few steps away from full alpha, and that the real beta is finally in sight. I won't say when, though. Too much could happen, and I don't want to dissapoint people by setting a deadline.


Oh, before I get back to working on my thesis,

@n3tgraph: that sounds great! I send you a PM.

@MYKAYEL: good games take time to make. It'll be a while before we finish this one, but we'll do our best at creating the best damn all-monkeys-allowed game ever.

@Mr.Fibble: quite right. actually, using the fanmusic has been considered, but we've decided not to go there. (it's more fun when it's newly (re)composed)


EDIT: well, it's time to remove the "musicians wanted" sign for us... 3 able folks have expressed they're interest, and I say they're in. (includes n3tgraph)

Now you can add baddass music to the list of features  :=
#211
another update for you guys:

all our backgrounds are being reworked (once again) in order to get uniformity in style. Right now our backgrounds have all been made in very different styles (because of the many different background artists), which is really annoying.

Our lead artist now, Zyndikate, will now do all the sketches in order to get uniformity. (+ his style is really what we've been looking for, see the example a little lower.)

in other news, part 1 puzzles have been finalized (no more changes)

also, the GUI is now entirely finished, with everything in full working order.

Here's a screenie to show what we've been doing: (that's the verbcoin on which the mouse is resting)

#212
notice: I'm not the one who made the 3d/2d bag, I'm just the project coördinator

3d bag's by Hllink,

2d by Zyndikate

new version: (don't mind the background, we're not using that)

#213
Quote from: seaduck on Sun 26/03/2006 10:39:10
yes, 2D rules  ;D

ok, 2D it is. Time to improve it somewhat though. Feel free to C&C the 2D one.

Quote from: Mats Berglinn on Sun 26/03/2006 10:50:30
If you compair the background with the GUI, the inventory does have black lines in sort of comic-book style. I suggest to try shift the black lines into darker version of the color of the bag (or sack or whatever). Otherwise it's great.

ok, will do.
#214
Here's a 2D version: (not fully finished, quick mock-up)



and the 3D version with a little different lighting:

#215
Quote from: DanClarke on Sat 25/03/2006 19:17:09
looks kind of cool, although i dont think the shape will do any favours for the amount of space in it.

that's not much of an issue, since I can add sliders (the ropes), but I'll take it into consideration.

Quote from: DanClarke on Sat 25/03/2006 19:17:09I do'nt really have ay qualms about the 3D (perhaps it could be a little more lighter and saturated) but i think it'd be nice to see a 2D version as well.

hmm... I asked one of my art guys to make a 2D version, so we'll see.

As for more light and saturation:

#216
Another little goody for you guys:

The inventory. (note: the items are NOT the final in-game items, those are still in the make. I ripped these of CMI)



Any thoughts?

Post them in our thread at the critics lounge.
#217
An in-game screenshot of the inventory (inventory items are irrelevant, they will all be replaced by new ones)



Any comments? (the lighting, ...?)
#218
Quote from: Scummbuddy on Mon 20/03/2006 21:34:21
The ship was not necessarily sunk to the bottom of the ocean...

quite right. but ya have to make choices: sunk - not sunk... well, we already made the backgrounds, so sunk it is.

Quote from: DanClarke on Mon 20/03/2006 23:01:49
all looks interesting! I'd just be wary of Lucasarts for something like this.

Should LEC bother to ask us to stop (and no negotiating possible), we stop. Using MI names 'n stuff that is. We'd have to rework some of the art as well, but hey, that's life.

It's not impossible for us to remove all direct references to MI. It would then turn into a semi-parody piraty game about a former bigshot game hero and his fans vs the game industry, rather then an homage to the MI games (past, present and future).

But we'll cross that bridge should we come to it.

Quote from: DanClarke on Mon 20/03/2006 23:01:49Can you post some bigger versions of your art? It's really hard to tell what's what on the smaller ones.

Yes I could. and no, I won't. Currently most backgrounds finished are of part 1 (with an exception or two, the grog stand for example is of part 2), and I don't want to reveal all before it's even finished.

You want to see bigger versions? Sign up for betatesting when the time comes.

Yes, it's coming all right. Only 1 more background, a bunch of animations, and some finishing touches needed. If we decide to finish the complete intro first, it's gonna take a little longer. (but it'll be worth it, trust me!)

Oh, I almost forgot:

We need MUSIC COMPOSERS!

The game's really shaping up, but we still don't have any (well, ok, we got 1 original piece) music to go with it!
#219
Quote from: Mordalles on Sat 18/03/2006 19:58:41
;D are we gonna have to find the key in the cereal box again? haha, i remember being stuck there for a long time all those years ago when i first played monkey island 1.

no. sorry, the puzzles are completely different. (what dya expect, this ain't MI1, and besides, the ship has been sunk to the bottom of the ocean)

the game's moving along... here's another little thingy for you guys:

#220
Quote from: yodaman11111 on Wed 08/03/2006 00:21:55
WOW :o this game looks promising. Keep up the bad work  ;D

;D

Zyndikate just joined up 2 days ago as a background/animation artist, and is hard at work.

Things are looking up... ;)
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