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Messages - Electroshokker

#241
Quote from: Gilbot V7000a on Tue 01/11/2005 07:22:36
Lucasart Entertainment Company I presume...

indeed

Quote from: splat44 on Tue 01/11/2005 07:19:33
In the event that LEC doesn't see the light by producing series, don't let it stops you in producing however!

The classical example: What VU did to KingIX.

LEC has been very lenient to MI fangames in the past (and fanventures in general, they even made a deal with star wars fans so they could produce their own movies)

so we have good hopes of finishing the game. In the event they should ask us to stop using the MI name we're gonna rework the names, etc. (we could add parody elements (hell, there are parody elements in there already), and then we'd fall under the parody laws)

since we're using our own graphics style and originally remixed monkey themed music (we don't use anything directly from CMI or the other MI games no more), we could also turn our game around and make an entirely new one out of it.

But we'll cross that bridge should we ever come to it.
#242
Quote from: splat44 on Mon 31/10/2005 12:00:01
Storyteller,

Thank you for showing progress report.

I don't think voices are important. But it up to you.

Good luck in finishing series.

1) No prob (it was about time too)
2) voices will be added, but aren't priority n°1
3) this game won't finish the series, this is in no way MI5.

We're all still hoping LEC will see the light and produce an official sequel to properly finish the series. (that and the legal issues)

(and besides, our game will feature a choice-dependent ending, with 2 possible outcomes, both making you interested in what would happen next...)
#243
First off: sorry for double posting, but it's been a while and there are updates, so I thought I'd bump it up. (I've edited the opening post too)

Second: yes, after all this time there's still no finished demo of part 1.

Main Reason: we've got precisely 1 person working on the backgrounds, and since we want them to look really great it takes a lot of time.

That being said, everything else of part 1 IS finished, so as soon as the backgrounds are finished it'll be released.

Further, parts 2 upto 4 have seen a lot of progress story/puzzle-wise, so basically it's gonna be a question of when will those backgrounds be completed too.

=> so should anyone want to help out with backgrounds...

But just check out our forums, and you'll know a lot more.
#244
Quote from: Fawfulhasfury on Tue 20/09/2005 16:58:49
It's even better than before! Great job redoing the backgrounds storyteller.  ;D

That was nothing. The new ones that we're working on are MUCH better.
#245
HINT:

LOOK at the voodoo pack...
#246
Standard MI games have 5 parts...

Mine will have at least those 5, but if I find it necessary, I'll split one or two up in more parts.

BTW: part 1 is the SMALLEST of all parts.
#247
You know, a lot of people are looking for the same people you're looking for (aka: graphic artists), including me. (I'm busy with The Return To Monkey Island (again))

Best if you at least prep some 'concept art' you put in-game, which can be replaced later on with the better backgrounds.

Also: a small demo would be nice.

But the "realistic" dialogues part I can help with, if you'd like. (you can check out what I've got and decide for yourself if you want me to help you.)
#248
I'm using AGS 2.7

I have the "Handle inventory items in script" tagged, 'cause I'm making a custom inventory gui (CMI style, with the coin-gui over inventory items as well)

the problem is when I try to change the Mouse.Mode to eModeUseinv after a left-click on an inventory item, the mouse mode refuses to change to that cursor mode. It just stays in the previous cursor mode. If I tell it to change to any other cursor mode, it works as expected.

Here's the code (only the relevant part, everything else of my script could be removed without any difference to the response)

Quote
#sectionstart on_mouse_click
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 == eMouseLeftInv){
    Mouse.ChangeModeGraphic(eModeUseinv,inventory[game.inv_activated].Graphic);
    Mouse.Mode = eModeUseinv;
    Display("mouse mode is %d", Mouse.Mode);
   }
}
#sectionend on_mouse_click

I tried changing it to right click response, but no go either.
I searched through the forum and bug reports, but couldn't find any answers. Does anybody know how to fix this (or a workaround?)

EDIT: Thanks, that worked!
#249
Quote from: Candle on Fri 16/09/2005 18:41:03
I would suggest this when you update it .
http://www.clickteam.com/English/patch_maker.htm

Thanks! That'll save me a 14Mb upload.

Quote from: Mats Berglinn on Fri 16/09/2005 20:24:28
Also I found an error (not ingame error or programming error but just a regular one): If you look at the cereal box on Threepwood Island while the Welshman is there, he will be there on the journal page. Were you aware of that? Also, Guybrush's front veiw have two versions of it, one correct which points his hair to the right and the wrong, mirrored one which points his hair to the left.

Yup, I know of the cereal box error (fixed it). The front view error I hadn't noticed yet. Is now also fixed.

EDIT:

The new GUI system is now ready. Now, a left click will have the same result as normal, and a right click will open up the verb-coin gui on the inventory item. (instead of standard response)

EDIT:

VERSION 0.10 is READY!!! with new, improved animations, backgrounds, ... so check it out!
#250
Quote from: Mats Berglinn on Thu 15/09/2005 16:45:46
I've finished the demo. Seems quite nice so far. I've read the Read Me but it said that the inventory would pop up on the right click, not on tab. Anyway, try to script so that you can do the interactions with the inventory items (mouth action, eye action and hand action).

the readme should state: "press TAB to enter and exit the inventory" (I've altered the thing 2 times since I put the 0.03 version online, though, so I'm not sure of the old version.)

Anyways, as for the interaction with inventory items with the coin gui: it IS possible to do so, but that'll take a LOT of scripting work.

I'd have to:

- not allow clicks on gui (meaning all clicks will trigger whatever is underneath gui, so an alternate response script needs to be written)

- calculate the positions of all inventory items (the squares), so any click at the right mouse.x and mouse.y activate the right inventory item

...all in all a LOT of work. If you guys (and girls) really want it though, I'll get started on it. Afterwards, once it works properly, I'll make the scripting available to all that want it.

I'd expect the renewed gui to be finished somewhere within the next two days, if other duties don't occupy too much of my time. (which is ok, since the guy doing my backgrounds needs time to make the new ones I asked of him anyways)

Quote from: Fribbi AGDI joker on Thu 15/09/2005 19:59:02
It need some bug fixes but the game is very great.  It has the right Monkey Island humor alright. Keep on the good work man.

Great you like it. It's my first game (and the first I've actually begun producing)

As for the bug fixes: am working on it. (the sea monkey kitchen room has been reworked already, but I'll release it after I finish some other, new stuff...)
#251
Quote from: Mats Berglinn on Tue 13/09/2005 18:40:57
Maybe it's just me but I think Guybrush's walking movement is too slow. I know that he is under water but still. Also you should make some animation or at least somekind of thing that shows that Guybrush does open the cabinet (and the drawer also). It only needs a animation of Guybrush reach his hand and then switch over a object for the cabinet and the drawer.

yup, stuff like that still needs to be added, I was mainly working on adding voice animations, but the other stuff (like pick up, an open closet, ...) are the next thing on my priority list.

as for the:
Quote from: Mats Berglinn on Tue 13/09/2005 18:40:57The inventory doesn't seem to work
bit:

there is a README attached which explains this (I'll probably add a help button to the options screen for those that never bother to read the README, aka everybody (so it seems))

for the options screen, press F1

(I'm NOT using the CMI template, in case you're wondering. It was way too limited by means of interaction with the inventory, and showing messages on top of the gui wasn't possible. => I completely (well, almost completely) rewrote the guicontrol script)
#252



Quote"And so it came to pass. What was once mere thought is now reality."

A great adventure in the making!

Website

http://www.t-vandepoele.be/pms

Features

640x480 32-bit graphics, in CMI (Monkey Island 3) style
ogg encoded ambient music
all improved verbcompass gui system
puzzle solving fun

Story

You're a man of action, a rogue, a swashbuckler, a man who can drink fifteen kegs of beer in under 10 minutes, a man on a real important mission!
That is, if you could get actually remember what it was.

Reclaim your lost memory, your pirate skills and most importantly your loot. Get a ship and crew together and go save the day (or at least have some fun)! What more could a man want?

Screenshots

(resized for easier overview, click on any to view it in full glorious 640x480 ;))



Team




Lead Programmer
Tom 'Electroshokker' Vandepoele

Dialogs
Tom 'Electroshokker' Vandepoele
Micheal 'Fawfulhasfury' Cross
John Cusick

Background Artist
Daniel 'zyndikate' Thomas

Animations
Tzanko Tchangov
Kyle Evans
Daniel 'zyndikate' Thomas
Lizzie Hupcey
Chris Spry

Art Support
Eyal "Ejay" Jamer

Music
Anders "A-hed" Hed
Helge "Bluegrot" Taskdal

Sound FX by
Matthew Brown
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