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Messages - Feenyx

#21
Quote from: Cassiebsg on Wed 15/10/2014 20:53:33
AGS only resets that stuff, if you import a BG with a different resolution/size than the original one.
Are your BGs shorter than game resolution? I'm no expert, but if you import shorter BGs then AGS needs to fill in the space with something... otherwise it should just scroll until it can't no more with added black edges like those.

They should have the same length but a shorter width if I was ever to remove the black fills from my BGs. So importing the new BGs would definitely reset the stuff showed in the room.
#22
Quote from: Cassiebsg on Wed 15/10/2014 20:02:30
Don't know how to solve your problem, but a solution could be to have another object for the open door, and so the player clicks on the open door object to close it, and the hotspot of the open door, to change room. Think it would a logical solution for the player to understand what is he/she is doing. ;)

For some doors, once opened, you can't even see them anymore, so that would be a problem if I wish to close it again.

Basically, I want to do like in Day of the Tentacle, where Bernard uses functions like "Open", "Close" (I combined those within the Interact function in AGS). However, in AGS, the eModeWalkto is not considered an interaction.
#23
Hello everyone,

Here is the problem:

Some of my backgrounds imported into AGS 3.3.0 have black fills on both sides. And they show while playing, because the camera is centered on the main character. However, I do not want to change the camera, I only want to re-define the edges of my backgrounds manually for each room so that the camera doesn't show those black fills anymore.

Since I'm almost done with the scripting, I don't want to re-create each of my 50 backgrounds without the black fills because when I change a background on AGS, it resets all walkable areas, hotspots, regions, walk-behinds. Also, all of my cut scenes, objects and characters have to be repositioned. Which pretty much means I have to start all over again...

So my question is this:

Would it be possible to change the script for each room to define the backgrounds' edges so the camera doesn't show those black fills without having to re-create all of them and pretty much start over?

Here is an image of the problem, in game:



Here are the true edges of the background:



Is my question clear enough? :-[
I am in desperate need of help here! ???
#24
Here is the thing,

Is there a way in AGS 3.3.0 to change the scripts to allow the eModeWalkto click on hotspot to trigger AnyClick and to avoid a lot of struggle by adding regions / restored walkable areas for changing room?
I've already tried to set the "Automaticly move the Player in walk mode" from the game settings, but the character doesn't move to the hotspot anymore.

Note: Also, I have to be able to open/close doors using the Interact function, so I don't want to use that same function to change rooms.

From previous thread:

Quote from: Khris on Wed 27/08/2014 16:04:14
Walk-to point causes the player to walk to the hotspot, but the function is never called (since eModeWalkto clicks on hotspots send the player to the WalkToPoint by default but don't trigger AnyClick()).

Two solutions: either use a region and its "steps onto" event for the room change, or use "interact with hotspot" and the interact cursor mode (either the player has to interact with the ladder to use it, or left-clicking on hotspots automatically runs the "interact with" event, depending on the UI you're using).

Here is what I got:

Code: ags

function oDoor1_Interact()  //Object of Closed door
{
oDoor1.Visible = false;  //Will OPEN the door (visually)
}

function hDoor1_Interact()  //Hotspot of Opened door
{
oDoor1.Visible = true;  //Will CLOSE the door (visually)
}

function hDoor1_AnyClick()  //Hotspot of Opened door
{
player.ChangeRoom(5, 948, 232);
}


Here is another out dated post that could help but which was said to not be compatible with AGS 3+:

Quote from: mchammer on Tue 29/01/2008 21:05:39
This is from old thread, havent tested it tho so im not sure if it works:
Quote
Yeah, by default AGS won't run anyclick interaction while in walk mode. To change that behavior open the general settings pane and put a tick next to the "Don't automatically move character in walk mode" option. But with that option enabled that player won't be able to move around, therefore to correct it you have to adjust the on_mouse_click function in the global script by putting an explicit code that handles moving:

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==LEFT) {
      if (GetCursorMode() == MODE_WALK) MoveCharacter(GetPlayerCharacter(), GetViewportX()+mouse.x, GetViewportY()+mouse.y);
      ProcessClick(mouse.x, mouse.y, GetCursorMode());
   }
   else {   // right-click, so cycle cursor
      SetNextCursorMode();
  }
}

Code there is bit old, I guess new code would be something like that:
Code: ags

function on_mouse_click(MouseButton 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 == eMouseLeft) 
    {
    if (mouse.Mode = eModeWalkTo) player.Walk(GetViewportX()+mouse.x, GetViewportY()+mouse.y,eNoBlock, eWalkableAreas);
    ProcessClick(mouse.x,mouse.y, mouse.Mode);
    }
  else // right-click
    {
    mouse.SelectNextMode();   
    }
  }


Please help? ???
#25
Quote from: Darth Mandarb on Mon 13/10/2014 16:55:37
The screenshots no longer appear to be "in game" screenshots.

I see no characters (player or NPC), no cursor, no GUI on them...

There you go, straight from AGS. Sorry about that.
#26
Quote from: Gurok on Mon 13/10/2014 02:21:11
Those screenshots look great, but they have noticeable JPEG artefacting. Would it be possible for you to update the OP with PNG versions?

Thank you so much for letting me know! I updated them to PNG and even added some different ones.

By the way, thank you very much for all for encouraging me! I am definitely going to keep working hard, thanks to all of you. :cheesy:
#27
As Dave Grossman said:

"We cut it down to three in order to maintain our sanity, mainly from an animation standpoint." :shocked:

I suppose if we had enough animators that would agree to spend some time on this, it would be quite interesting!!

Thanks for the idea! Will keep that in mind. :wink:
#28
Quote from: Ghost on Fri 10/10/2014 03:20:31And so does your remake, Feenyx -- so good luck to you, as well :)

Thanks a bunch, Ghost!

I'm kind of disappointed that no remake has ever been completed for this game yet. I guess I'll have to try it out myself! :grin: hehehe.
#29
Hello everyone!

I'm currently working on a project "Day of the Tentacle - Remake" which uses Flash imported graphics and AGS as it's engine
and I need some ideas for additional features that would make the game even more interesting and fun!



So I made small list of my personal ideas, so tell me what you think:

A new ending?
A new playable character?
Close-up animated speech portraits?
New puzzles?
Mini-games?
New Items?
New audio?
Achievements list?
More platforms compatibilities?
More animations?
Additional sequel?
Other games graphical references?

So the question is this: What's your opinion? Any ideas of new features that could be added to the game?

Here is a link to the game announcement in our Forums:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=51117.0

And here is a link to our recruiting page in our Forums:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=51120.0

Thanks for the help :cheesy:
#30
Hello everyone!

Project:

Day of the Tentacle - Remake - Is the good old classic with better looking graphics imported from Flash. Maybe with a new ending and a new sequel afterwards? :wink:





Details:

The whole game will be remake into AGS using Flash for graphics, with additional contents and features:

A new ending?
A new playable character?
Close-up animated speech portraits?
New puzzles?
New Items?
New audio?
Achievements list?
More platforms compatibilities?
More animations?

We still need to discuss ideas of making the old game a more refreshing one with it's crazy arts and unbeatable humor to make the fun last longer!

Positions Available:

Flash animator(s)
I need a few to help me with animations, using Flash. For sprites, objects and cut scenes.
Only people who have experience with these kinds of graphics need apply, because the game is mostly about graphics and animations.
All the static graphics (backgrounds and sprites) have already been completed so we need people that can adapt to those.

Scripter (RECRUIT FOUND)
The GUI scripting part of the game is already defined, using the original LucasArts features. However, since we still have a lot of functions, animations and audios that still need
to be implemented in the game we need someone that can adapt to our current methods or help us with some touch ups and help with technical support. Also, the current state of the walkthrough
checklist that's been done so far is at more than 30%. There might also be the need of scripting for the new features such as: Platforms compatibility (if possible), Achievements List,
New Puzzles and such...

Audio Technician (RECRUIT FOUND)
We are going to need someone that knows how to redo the original audio files and soundtracks using the program of his choice. Someone that can also give suggestions and create additional
audios that mimics LucasArts' style.

Voice Actors
Voice actors and not currently our priority for the moment since we are not yet aware of which new contents will be added to the original game. However,
if there is someone that can imitate Bernard, Laverne, Hoagie, Dr.Fred or some of the other characters, please, do not hesitate to send me a sample via email
at carole84@hotmail.ca.

Comments:

Before applying, be sure to be a mature enough person that knows when to be serious, as
we might use Skype for our weekly meetings and check our announcement on AGS Forums for the project:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=51117.0

Interested parties can reply to this thread or contact me via PM or by email carole84@hotmail.ca

Thanks! :cheesy:
#31
Quote from: Gribbler on Fri 10/10/2014 09:09:16
LucasArts game with a Sierra interface?? Sacrelige! :)

Hahah. I think you can also call that "Laziness". Since I'm on my own at the moment. :sealed:

Quote from: CaptainD on Fri 10/10/2014 09:41:08
Not really sure how a high score table would add much to a game like this.  Maybe throw in a few references to other adventure games here and there - just as background objects?

I totally agree with you. Adding new features will be the fun part of working on this project. I plan to add quite a lot of new stuff but I would need the approval of a team (which I'm currently looking for). I'll add a short list of suggestions for new features for the game in the forums. Thanks for the idea! :grin:

Quote from: CaptainD on Fri 10/10/2014 09:41:08
I'm taking it you don't want to make radical changes to the puzzle structure as this would be an enormous amount of work!

Well, since we don't have any writing to do except for the new features and that we might just use the LucasArts GUIs in AGS, there's not much to be done except for animations which might take a while.
Implementing everything to AGS is tough but since we already know what's going to be done, it is going to be easy to plan.

Quote from: CaptainD on Fri 10/10/2014 09:41:08
Are you planning on getting it voiced?

Voice actors and not currently my priority for the moment since I'm not yet aware of which new contents will be added to the original game. But I did send a request for actors that can imitate the characters, just in case.
#32
Quote from: Ghost on Fri 10/10/2014 03:20:31
Sequel to DOTT sounds several shades of awesome though. That would be something to announce. I heard rumours once but it seems it really was just a rumour.

I agree. A Sequel to DOTT would be more than a good thing. My idea was once I'm done with the project I'm currently on I'll just throw the suggestion of a new sequel? I guess we would need a very good writer for that cuz the humor in the originals are hard to beat. :cheesy:
#33
Quote from: CaptainD on Thu 09/10/2014 20:18:05
I had been going to comment on this but assumed it would be locked, being a Flash game... which, as it turns out, it isn't! :-D

This looks great.  Are you ONLY updating the aesthetics?  Is it going to be a direct remake otherwise?  Will it contain that hammer puzzle without any hope of less annoyance??!?! :P

Well I AM going for esthetics MOSTLY but I've also switched to Sierra's interface such as a Hand, Mouth, Eye and Feet icons, instead of those tons of useless features such as Push, Pull, Open, Close, etc... I've combined the Use and the Hand tools together as this will simplify the scripting. Nothing has really been decided on that yet as I could always add these after the game's finished. And as I can recall it won't change anything to the game but it is much less trouble for me, since I've been working solo since the beginning.

As for the rest, it will pretty much all be the same or maybe I'll add a different ending since there are no following sequels to the original? And maybe some sort of achievements list? Maybe high scores, too? Any suggestions maybe?

Thanks for your interest, btw! :wink:
#34
Well I know this post is probably outdated by now, but I'm currently working on a DOTT remake using AGS with imported graphics from Flash. It may not be such as HD version but I felt like keeping the cartoon style it used to have. I'm not sure what's going to happen with the project but I intend to finish it one day. As I am a huge fan of LucasArts and Sierra series, I felt it would be nice to give people a reason for playing DOTT again. Besides, the humour and the puzzles were just as great as any recent point & click games, nowadays.
#35
Graphics and animations are made in Flash and then imported into AGS. :smiley:

Quote from: Darth Mandarb on Thu 09/10/2014 16:45:02
Quote from: Feenyx on Thu 09/10/2014 14:56:43... Now redesigned in Flash, this new Remake of the game ...

So... not made in AGS?

Ahh good!  I really didn't want to have to lock this!  Good luck (nod)

Thank you very much :wink:
#36
Day of the Tentacle - Remake

The Story:

Just like the classic in 1993, Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle, is a graphic adventure game originally developed and published by LucasArts. It is the sequel to the 1987 game Maniac Mansion. Now the graphics are redesigned in Flash and then imported to AGS. This new Remake of the game will allow the player to replay this classic game with much improved graphics and feel nostalgic about it.

The game's plot, as you know it, follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacleâ€"a sentient, disembodied tentacleâ€"from taking over the world. The player takes control of the three and solves puzzles while using time travel to explore different periods of history.

Some screenshots:











Development Progress:

Story: 36%
Scripting: 60%
Static Graphics: 92%
Animations: 1%
Sound/Music: 0%

These statistics have been provided by my own conceptions of Excel sheets, that include a list of everything that needs to be done.

Expected completion date: Currently unknown.

Developer's Notes:

As of today, I will need a team to help me complete the project.
I am mostly an artist and used to work for EA mobile and Gameloft in Canada, Quebec, Montreal.
I am currently working on this project alone, since 2012 and progressing at my own paste.
Please, do not hesitate to send me your Profile / Questions / Comments by PM / email.

Development Diary:

October 31, 2014: HAPPY HALLOWEEN!:-D
Been working on some issues regarding mouse commands and background sizes adjustments in AGS.
Also found a scripter and a sound tech to work on the project.
We are still looking for crew members. Please visit our recruiting page at:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51120.0

October 15, 2014:
Still working on the scripting of a complete walkthrough (36% complete).
Also upgraded AGS to 3.3.0 and made some few adjustments.
Added a complete Main Menu on start up.
And still looking for crew members. Please visit our recruiting page at:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51120.0

October 9, 2014:
Currently working on the scripting of a complete walkthrough.
Also finishing up all static graphics.
And now looking for a team to help me out with the hole project.
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