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Messages - Jackpumpkinhead

#101
Well the reason for the installer was so that when i released this on other sites people would know what to do.
not everyone knows to just open the zip and run the exe
this just made it easier on me
but until i have a finished demo/game i wont make an installer

also i now have a blog for this project
its not much right now, but it is something
i intend on keeping it current with all of the progress that i make on the game

you can find it at cmioe.blogspot.com/
#102
Quote from: Dualnames on Mon 20/12/2010 17:22:05
This reminds me of that poster topic for a reason..just saying. Again.
i dont understand sorry
#103
Quote from: Lewys Crimson on Sat 18/12/2010 12:48:57
Hello Jackpumpkinhead,

I'm Lewys Crimson, a french video game maker.
Firstly, I congratulate you for this project,  It's a great job. Being a fan of the series, I look forward to play the full game.

Then, I warn you that I news your project on our French video game development community , if ever you're interested to know the opinion of French developer, the link is here:
http://www.rpg-maker.fr/newsnorm-214-the-curse-of-monkey-island-old-school-edition.html

Indeed, one member made you note on your last picture, saying that the gate of the above is gone, but shadow she still is.

Good luck for the future!

i appreciate all of the input from everyone here and the support
i am working on setting up a blog for this project.
i am just dont have a lot of time to work on the blog yet
hopefully i will get a few hours to set it up right.
#104
okay this is a new pic of what i have done with the cannon room
i would really love some feed back on this
thanx

#105
Quote from: MMMorshew on Sun 05/12/2010 09:40:01
Wow, doing such a project must be a HUGE undertaking. Monkey Island 3 is by far my favorite game of the series (especially because of the wonderful graphics), but I would still love to play this game.

However, I have one criticism:
The background style doesn`t really looke like MI1 or MI2. I would like it if you would leave out the Anti Aliasing and use pixels and dithering to get a look that reminds me more of MI1.  ;)

Also, I think it would be a good idea to first finish the entire game by using placeholder graphics. This way, you have the "skeleton" of your game finished and you would "only" have to add the graphics. If you show that to people, they will see that there is a progress and that the game will most likely be finished someday. Also, I believe that many people (and me ;D ) would then like to help you with drawing sprites and backgrounds.

so i decided to give redoing the cannon room without and anti aliasing using Cosmigo's Pro Motion
and this is the result. i am not 100% happy with it. i am thinking about just sticking to what i have.
i am kinda wanting to go with an in between MI1 and MI2 style, and i think i've achieved that...somewhat
any hoot, here is a comparison picture of what i have finished on the non anti aliasing and what i have in the game
currently:



BTW i did some research online and i think that i may change my technique a bit when it comes to doing backgrounds.
also i think i may use some skeleton drawings to use in the game as you suggested so that i can finish the actual game
#106
Quote from: Barricus on Sat 04/12/2010 07:07:29
Quote from: abstauber on Fri 03/12/2010 08:51:24
Quote from: SteveMcCrea on Fri 03/12/2010 07:09:29
Quote from: mode7 on Thu 02/12/2010 23:07:35
Honestly I don't see the point.
I do. Please continue!

Me too, pretty please continue :D


I hope someday somebody does a demake Monkey Island 4 so I can finally playit.
(yes, I haven't played MI4, I hated the way, Guybrush looked there.)
I hated the control scheme.  It was too...joysticky (that sounded extremely dirty).   About the game:  It looks beautiful, but I can't really get behind the premise.  I loved COMI and fan remakes of games just don't sit right with me.  CJ gave us this wonderful tool to let our imaginations soar and it feels like a little bit of a waste to make a remake for the sole purpose of changing the look.  I'm not trying to be mean or anything, but if games, especially adventure games, are to be taken seriously as an artistic medium, we need to use original material as much as possible.

i understand your position (more inuendo (:) but this is more of a learning experiance for me
this is my first go around with AGS and i hope that it will not be the last.
i have a few ideas for an original game so don't worry
this isn't going to be my only contribution to the AGS community
i just wanted to do something where i didnt have to worry about dialog or story
i could just learn and have fun at the same time
#107
Thanx for the help on the link
i fixed the one on the first post

i also appreciate the support and constructive criticism
i just wish that my BGs looked more like these:

http://www.barnettcollege.com/pix/screenshot04.jpg
http://www.barnettcollege.com/pix/screenshot05.gif

so i guess like MI2
i have been using Paint.Net and drawing the BGs really big
and then shrinking them down and saving them as an 8-bit bmp
i just wish that i could get a more uniform look between the sprites and the BGs

i have put out a few request at http://www.pixeljoint.com/ and http://www.wayofthepixel.net/pixelation/index.php
so hopefully i will get a few bites and have a good BG artist at my side :D

edit by darth - posts combined.  Please use the modify button (don't double post)!
#108


THE CURSE OF MONKEY ISLAND: OLD SCHOOL EDITION DEMO

This is a fan-made remake (or demake if you will) of the classic Lucasarts game "The Curse Of Monkey Island", the third installment of the Monkey Island series. The aim of this game is to give fans of the original game an idea of what the game would have been like had Lucasarts made it wih the same version of the SCUMM engine, art and animations as "The Secret of Monkey Island" and "Monkey Island 2: LeChuck's Revenge".  Currently I am just working on the free demo that you can download here, but I would love to continue to do the entire game.

For current information and updates on the progress of this project please visit my blog at cmioe.blogspot.com/

If you would like to help in the development of this project, I am currently looking for:

   Background artists
   Spriters
   MIDI Musicians

If your interested in helping in these or other areas please feel free to contact me via pm or email at the following address:
   
   Jackpumpkinhead@writeme.com.

Thanks for your support and have fun!!!

v. 0.1.0.0 (Newest)

Installer Version:
Download Here

ZIP Version:
Download Here


[Screenshots]



Progress:

Story: 100%  :)
Scripting: 95%
Graphics: 95%
Sound/Music: 50%

read an interview for the game at Indie Game Magazine
#109
i didn't take the time to read all of the posts but my wishes are
a sayinbackgroud function that will animate characters
and
the ability to make characters visable or invisable
#110
i will and i will let you know
#111
i am not 100% sure on how to alter this to make the default left click on inventory be lookat
or how to make the "use" button allow you to use inventory items with other things ie. hotspots, characters, other inventory...
#112
is it possible to use this along with the 9-verb MI style template
if so how
sorry for the n00b question
#113
so there is no way to do this in the current version
i dont mind it i guess
i am just trying to make a game and make it as close to the original scumm engine as possible
thanx anyway
#114
okay i have a new problem i am dealing with
the default left click is the "use with" verb
and if you click "use" and then on an inventory item the player character just says "I can't use this"

i would like to make it so that the default left click for inventory items is "look at" instead of "use with"
like in the original monkey island games ie SOMI and MI2
then if you want to "use with" then the player has to actually click the "use" verb.

also i would like to make it so that you can make the inventory usable with the player character


#115
Quote from: Khris on Tue 20/04/2010 22:48:03
The loops in the view are named, make sure that the down sprites are in the correct loop (0, I believe).
Having said that, if the character is moving at an angle rather horizontal than down, AGS will use the side views.

(Btw, this isn't really concerning the template; it doesn't handle walking differently.)

thanks
i thought maybe the template changed the way sprites were viewed when moving down
i am a noob at all of this
#116
i have just started a project that uses this template ( the new one)
and i am having a bit of trouble with my main characters sprite when in the game
it seems that when he is moving down, the down loop/animation isnt used
instead the sideways (right or left loop) animation is used
is there a way to correct this
i havent made any rooms yet
i am just using the demo room but i am using my new character instead of 'cEgo'
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