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Topics - Mats Berglinn

#1
Anyway, I've got a new question: In the current game I'm working in I would like to hear a short character theme played, before the real music plays, when you switch to other characters on the DOTT template (like in DOTT where you hear a short theme for Bernard, Hoagie or Laverne when switchen to one of them). I'm not sure how to script it but I've got Music 11 for first character theme, Music 12 as second and Music 13 for the third.
What do you think?

Mod Edit: Split from LucasArts GUI thread as it's not specific to that, and might be of use to others who wouldn't think of looking there.
#2
I've a little problem with a fun feature for my current game.

In one of the rooms there is a stereo that you can play different kinds of music. It's meant that you play different music each time you "Use" the stereo, through the files MUSIC5.mp3 to MUSIC14.mp3 and then finally you turn off the stereo and the regular background music is heard. After that you start over with the music.

The problem is that when it does start over it doesn't play the "first" music, but the second one.

This is how the script for the function works:

Code: ags
if (music == 0) {
Ã,  Ã,  DisplaySpeech(BERN,"I'll turn on some music.");
Ã,  Ã,  PlayMusic(5);
Ã,  }
Ã,  Ã,  if (music == 1) {
Ã,  Ã,  PlayMusic(6);Ã,  
Ã,  }
Ã,  Ã,  if (music == 2) {
Ã,  Ã,  PlayMusic(7);
Ã,  }
Ã,  if (music == 3) {
Ã,  Ã,  PlayMusic(8);Ã,  
Ã,  }
Ã,  Ã,  if (music == 4) {
Ã,  Ã,  PlayMusic(9);Ã,  
Ã,  }
Ã,  Ã,  if (music == 5) {
Ã,  Ã,  PlayMusic(10);Ã,  
Ã,  }
Ã,  Ã,  if (music == 6) {
Ã,  Ã,  PlayMusic(11);Ã,  
Ã,  }
Ã,  Ã,  if (music == 7) {
Ã,  Ã,  PlayMusic(12);Ã,  
Ã,  }
Ã,  Ã,  if (music == 8) {
Ã,  Ã,  PlayMusic(13);Ã,  
Ã,  Ã,  music = 9;
Ã,  }
Ã,  Ã,  if (music == 9) {
Ã,  Ã,  PlayMusic(14);Ã,  
Ã,  }
Ã,  Ã,  if (music == 10) {
Ã,  Ã,  DisplaySpeech(BERN,"I'll turn it off.");
Ã,  Ã,  PlayMusic(2);
Ã,  Ã,  music = 0;
Ã,  }Ã,  
Ã,  if (music < 10) {
Ã,  Ã,  music += 1;
}


I think the problem is that once it hits music = 0 again, it will skip over to music = 1 but I've no idea how to solve this.

Note: I'm using 2.62 version.
#3
Critics' Lounge / Old man bend over
Wed 01/03/2006 17:42:02
This one is for Caribbean Mysteries. Just want you to know that I've haven't cancelled the game, it's just been put on hold for awhile because I had some problems with animations and some technical stuff with AGS but I'm still working on it.



This is a hypnotist who will at some point in the game pick up coins from the ground. I kind of like it as it is but it feels that it could improve. Just want to know that I don't want to have an entire animation of the guy bending down to get the coin but to have him bend over to grab it by just one frame, very much like they did in MI1, MI2, DOTT and Sam & Max.

Comments, critics and paintovers are welcome, so spill it out!
#4
For both Caribbean Mysteries and a secret project I'm working on some animations that require more frames than a loop can handle so therefore I have to mark "Run the next loop to make a long animation", which is of course no problem, but when you check the animation how the movement is flowing and so it just repeats the last loop that is using.
It's no problem for one loop animations like walk cycles but for animations that require over 20 frames you can't see how the whole animation is going because you only can see the last loop repeating.
When you look for stuff in a animation you may not see it the first time so it's often best to repeat it but since AGS only repeat the last one you don't see so well how the whole thing flows.
Therefore I suggest that the repeating is changing so that you can watch the whole animation repeat without having to click back to the start so you can study the animation. It would be great if it could be added for a future (hopefully very, very, very near future) version of AGS.
#5
I've stumbled across a problem in my current project. The game will have a hamster that you will be able to play as. When I tested the game, I noticed that you could interact (use, give, talk to etc.) when you play as the hamster. The main-character is non interactive character and that's not a problem but when it comes to the hamster I don't know how to make the character uninteractivble when it's in play and make it interactivable when it's not in play.

How do I solve this problem? In case you guys have forgot I'm using the 2.62 version of AGS.
#6
Right now I'm working on a new game which I aim for release before Christmas because it's a Christmas game. I have a little bit of trouble with Santa's wife.



The one to left of Santa is the one I'm going to use for the game. The others are the original handdrawing. As you can see the original is not straight so that's why it's still there. Anyway, I have a little problem with what kind of footwear she should have. High-heeled doesn't fit for her character, which is sort of a kind grandmother, and I'm not sure if she should have boots like her husband. What kind of footwear do you think I should give her?

Apart from advice on shoes, I'm open to other critics, so just tell me. Note: Let's focus about Mrs. Claus and forget about Santa, ok?
#7
In my current project I'm going to include some quiz questions that are randomly selected three questions out of twenty (or so, haven't decided the maxium yet). This will happen during a dialog so I'm not sure how to script it.

To explain it a little bit better I'll tell you what I want to happen:

When you choice a particular option in a dialog, the quiz starts. The guys you talking to you ask you a question (a new topic starts for each question) and you get different options of answer depending on the question (regular question have three possible answers while yes and no questions only have two). If you get the correct answer you will get to the next question. If you answer all three questions right, you will get to go to a certain room but if you fail at the question the quiz (conversation) stops and you go to restart the quiz.

By the way, I use AGS version 2.62. Just want you to know so that you'll not bring me the "wrong" scripting.
#8
No, I haven't done that (haven't finished Indy 3 yet and I haven't got Fate of Atlantis but I've got, played and finished all the other games) but there's this guy called Henrik who have played all twelve classic Lucas Arts games in 24 hours. The order are: Maniac Mansion, Zak McKraken, Indiana Jones and the Last Crusade, Loom, The Secret of Monkey Island, LeChuck's Revenge, Indiana Jones and the Fate of Atlantis, Day of the Tentacle, Sam & Max: Hit the Road, Full Throttle, The Dig and The Curse of Monkey Island (But not Grim Fandango and/or Escape from Monkey Island, sorry). This guy have taped this on a video as a proof that he have played through all those games which can be seen here: http://media.putfile.com/Extreme-Adventure.

Now, is there anyone here who wants to put up to this challenge and try to finish all those games less than 24 Hours? Well, not me ...at least not yet, as I said, still need to finish Indy 3 and Atlantis before I can do so.
#9
Is it possible to have a idle veiw for the main character that is randomly selected between three or more veiws, like in DOTT? If yes, then how?
#10
Critics' Lounge / Maniac Mansion moviescript
Tue 06/09/2005 16:28:38
Just for fun I've taken the challenge of writing a screen play for a Maniac Mansion movie. I've come quite far with the Rough Draft but now I'm stuck with what to do next. I'm trying to come up with something that makes Dave & Co come further but can't do it without make it seem boring or too plain. It would be grateful if you guys could come up with ideas and suggestions (Don't worry, I will not critize the ideas like I did the last time I posted, I welcome critics, ideas and suggestions).

http://www.2dadventure.com/ags/MANIAC_MANSION.doc

Now, since games and movies doesn't work the same (just like books and movies) I've have changed or added some things to make it more exciting or to have some humor in it. I'm also trying to make things in the Maniac Mansion movie work out so it makes sense with stuff that appears or mentions in Day of the Tentacle (like what happened with the hamster, Bernard's friendship with Green Tentacle and so on). I also took some dialog lines from LucasFan's Maniac Mansion Deluxe to have the characters something talk about (Don't worry, he is credited because of that) and also added some of my own (including some in-jokes to DOTT).

I bet that the script does have grammar and spelling errors (Word doesn't have the US English Corection Tool installed and I don't have the CD) so could someone would proofread it for me, please?

Before anyone asks, no I'm going to really make a movie for real, the script-writing is just for fun. It's not that I don't want to do it, it's just that I'm unaviable to do it for a lot of reasons.
#11
I don't know if anyone here at the forum have seen it but Joe White, one of the animators of Lucas Arts (or maybe ex-animator of LEC, not sure) have published a couple of animation clips from the cancelled Sam & Max: Freelance Police. Apart from the shots from the E3 trailer there are a couple of characters walking, one with Max shaving his butt in a office shredder (bet you will find this hilirious like me) and a clip of Sam & Max perform some groovy dance moves on a college disco (my favorite).

http://www.joe-white.com/joe_animation.html

Watch and enjoy (and maybe laugh your guts off too)!
#12
I drew the hero characters from Maniac Mansion in Day of the Tentacle style both for fun and to test my skills. Bernard is the only one here who is just an original sprite from DOTT because 1. I used him as one of the references for drawing the others, and 2. I wasn't sure how much different Bernard would look in MM (It's about five years between so if he was 18 in MM, which I think he did, he's got to be 23 in DOTT) so didn't try chaning him (at least for now, maybe I'll do it later).





The guys wasn't so hard to draw but the girls was tricky because there's not many nice looking gals in DOTT (Laverne isn't a hot babe, Betsy never showed her face, the lady at the Human Show wasn't a teenager, Wanda never was seen and the Irish cleaner and Nurse Edna wasn't good looking) but I think I did pretty well in my opinion (most proud of Razor and Sandy but little unsure about Wendy).

I know that the faces in DOTT aren't in full profile like MM but about half profile but I'll change that later.

So what do you others think? Do you think the MM characters need improvement? C & C as well as paintovers are welcome.

#13
I know this sounds pretty silly but I noticed that no one haven't yet talked about records in the AGS games. I mean, we all know about the Guinness Recordbook there are records about all kinds of stuff, from collections to stunts, celebs to everything, and yet no one ever have talked about something for AGS, like the most characters in a AGS game or the most awarded games or things like that.

I think we should do an AGS version of the Guinness so we can keep track of the records and confirming breaking of records and so on.

If the AGS Forums have the AGS version of the Academy Awards, why not having an AGS version of Guinness too?
#14
In my current project there are three rooms that have similiar backgrounds (all inside huts) and at the bottom of those there are lightspots which comes from the open entrances. To give it some realism in the room I use regions for the characters to be brighter.

Well, the reason for I tell you about is because it's related to my suggestion: Since you can't zoom in on backgrounds to easier draw the hotspots, regions and walkbehinds(At least not yet. Come on CJ, make that for the 2,72, please!), it's very painful to start from scratch on all backgrounds, so I thought "Why not having a copy, cut and paste function for walkble areas, hotspots etc, so we can copy over regions for similiar lightnings like in the huts in Caribbean Mysteries?".

That would save a lot of work and pain (mental, not physical), especially if you have a situation just like my example.
#15
I've got some problem with setting a idle veiw. At the start of my game there'll be a cutscene in which there are the main character and another character. The idle veiw I have for the non-main character is set that he blinks when he stands but since he sits all the time in the cutscene I have turned it of with SetIdleVeiw(-1,10) and then in the next room I've set on the idle veiw (which is 57) but nothing hapens (even if the character is suppoused to blink since he doesn't move or talk for quite awhile). When I quit the game I get this warning:



What have I done wrong? What should I do to correct this error?

Here's the script for it (Note: If you don't want to know the beginning of my game don't look):

Spoiler

StartCutscene(1);
Wait(40);
SetCharacterIdle(CRI,-1,10);
ChangeCharacterView(EGO,53);
SetCharacterSpeechView(EGO,53);
ChangeCharacterView(CRI,48);
SetCharacterSpeechView(CRI,54);
Wait(10);
DisplaySpeech(EGO,"My name is Torleif Shufflefoot.");
DisplaySpeech(EGO,"That monkey over there is my pet, Crispy.");
DisplaySpeech(EGO,"I might don't look like it but I'm a pirate.");
DisplaySpeech(EGO,"It wasn't too long ago when I became a pirate.");
DisplaySpeech(EGO,"In fact, it was only a couple of weeks ago.");
DisplaySpeech(EGO,"So far, the pirate biz haven't worked out very well.");
DisplaySpeech(EGO,"The last time, we joined a pirate crew and it ended with we got marooned on a deserted island.");
DisplaySpeech(EGO,"Sigh! If I only were paying attention to the cooking instead of daydreaming the kitchen wouldn't have caught on fire.");
DisplaySpeech(EGO,"We escaped from the island by making a raft out of old timber and shipwrecks.");
DisplaySpeech(EGO,"We have been on here on the sea for three days.");
DisplaySpeech(EGO,"The food have almost run out and there's only a couple of chunks of water left.");
DisplaySpeech(EGO,"It seems that we're done for if not a boat will turn up or that we will find land.");
DisplaySpeech(EGO,"Which is the worst? Failing in piracy or starve to death on the ocean?"); 
Wait(10);
AnimateCharacter(CRI,2,0,0);
Wait(80);
DisplaySpeech(CRI,"Ooh-ooh-ooh!");
DisplaySpeech(CRI,"Ee-aah-ooh!");
SetCharacterView(EGO,55);
AnimateCharacter(EGO,1,0,0);
SetCharacterSpeechView(EGO,5);
Wait(10);
DisplaySpeech(EGO,"Hey Crispy! What is it, boy?");
Wait(40);
DisplaySpeech(EGO,"Land Ho!");
DisplaySpeech(EGO,"Way to go, Crispy!");
DisplaySpeech(EGO,"Now, let's head to that island...");
DisplaySpeech(EGO,"...for the adventure!");
DisplaySpeech(EGO,"For swashbuckeling...");
DisplaySpeech(EGO,"...and for the prime honor of pirates!");
Wait(20);
DisplaySpeech(EGO,"And to go to the bathroom!");
DisplaySpeech(EGO,"Let's go!");
GUIOn(0);
GUIOn(1);
SetCharacterSpeechView(EGO,4);
ReleaseCharacterView(EGO);
ReleaseCharacterView(CRI);
Wait(10);
NewRoomEx(1,100,190);
NewRoomNPC(CRI,1,60,190);
SetCharacterSpeechView(CRI,35);
SetCharacterView(CRI,7);
EndCutscene();


  // script for room: First time player enters screen
StartCutscene(1);
SetCharacterIdle(CRI,57,10);
Wait(5);
DisplaySpeechBackground(SKULL,"5 mintutes of paddling later...");
Wait(80);
FaceCharacter(EGO,CRI);
FaceCharacter(CRI,EGO);
DisplaySpeech(EGO,"We finally made it to land.");
DisplaySpeech(EGO,"I just wonder where we are.");
DisplaySpeech(TOUR,"&1 You have landed on Touche Island, sir.");
FaceCharacter(EGO,TOUR);
DisplaySpeech(EGO,"Hi there, I'm Torleif Shufflefoot, newly gratuaded pirate!");
DisplaySpeech(TOUR,"&2 Really? You remind me more of a flooring inspector.");
DisplaySpeech(EGO,"Are you trying to pull a Monkey Island cliche on me?");
DisplaySpeech(TOUR,"&3 To be honest, no. You don't look so much like a pirate to me.");
DisplaySpeech(EGO,"You have no idea how many have told me that.");
DisplaySpeech(TOUR,"&4 Anyway, what brings you here?");
DisplaySpeech(EGO,"I just floated here after escaping from a island.");
DisplaySpeech(TOUR,"&5 You have been marooned, right?");
DisplaySpeech(EGO,"Does it show?");
DisplaySpeech(TOUR,"&6 Kind of.");
DisplaySpeech(EGO,"Do you know anything good to do to make the pirate career better?");
DisplaySpeech(TOUR,"&7 Depends.");
DisplaySpeech(TOUR,"&8 But if you're seeking for REAL challenges you should search for the legendary lost treasure of LeDrake.");
DisplaySpeech(TOUR,"&9 Pirates have searched for it for generations but none have managed to found it.");
DisplaySpeech(EGO,"Wow! If I find it, I'll become famous!");
DisplaySpeech(EGO,"Uh... do you know where I should start looking for clues?");
DisplaySpeech(TOUR,"&10 The best place to get gossips and information is in the village Pueblo Pequeno.");
DisplaySpeech(TOUR,"&11 Just walk to the east and you'll eventually get there.");
DisplaySpeech(TOUR,"&12 It's impossible to miss it.");
DisplaySpeech(EGO,"Thanks a lot!");
FaceCharacter(EGO,CRI);
DisplaySpeech(EGO,"Ok, Crispy, let's go!");
DisplaySpeech(CRI,"Ee-ee-ee-ah.");
FaceCharacter(EGO,TOUR);
DisplaySpeech(TOUR,"&13 Good luck.");
FollowCharacterEx(CRI,EGO,2,5);
MoveCharacter(EGO,399, 209);
Wait(200);
NewRoom(16);
EndCutscene();
[close]
#16
A couple of days ago I was for fun and for test my skills recreate stuff from Day of the Tentacle and one of the stuff I stumpled on that when I tried to use a background animation on the front of the mansion where you can see the river flowing next to the mansion's entrance. The full animation of river had seven frames and you can only have five backgrounds per room (the original plus four more). Sure, you can make it as an object animation but what if you want to make a such animation that requires that many frames? I think that they should at least have eight or ten as a maximum of backgrounds per room so that it's possible to this way (you know that objects CAN slow the game down, especially when there are a lot of them which all of us obviously want to avoid).

Do guys agree with me about this? If not, then why?
#17
Critics' Lounge / Monkey walkcycle
Sat 23/07/2005 19:52:24
I've done a walkcycle for one of the importaint characters of Caribbean Mysteries, Crispy the Monkey. He is the pet of Torleif Shufflefoot and he's very smart. Unlike his master he can play a tuba the right way and the only thing that distracts him is bananas. Anyway, here's a walkcycle of him plus a frame of his regular veiw (to the right):



I know that monkeys regularly don't walk on their hindlegs but since CM is a cartoony game and that Crispy is smart and is a pet I don't want him to walk on all four like real monkeys do.

I'm not entirely sure if the tail wags the right way when he walks (I don't want it to look so stiff so that's why it's wagging while he's walking. I'm not sure if monkeys tails do wag when they walk or not, though.).

Sorry about the unneccesary white space. I promise to get rid of it.
#18
Critics' Lounge / Alley background
Tue 12/07/2005 18:16:02
Another background done for Caribbean Mysteries. This time it's in an alley in the small town of Pueblo Pequeño (for those who don't understand Spanish it means "small village"). I know there's not much here but I'm not exactly sure what details I should add to this one. I'm not entirley sure of the shading and the shadows either. What do you think? Some suggestion of improvments? Paint overs, maybe? Don't hesitate to tell me!



In case you wonder, the stump is there for cutting wood (in the game there will be an axe as a object) and the trash can, without covering, is a place where you will find some importaint stuff (the covering will be added as an object). If you look closley on the trash you can see two injoke items from existing adventure games. Try to figure out where those come from. A clue: These have been iventory items.
#19
AGS Games in Production / Caribbean Mysteries
Sat 09/07/2005 09:07:12
I'm working on a pirate comedy game in Monkey Island style humor. I've been working on the story from Fall 2000 or 2001 (I don't remember so well), about a year or two before discovered AGS but I wanted to wait with this project until my skills with the programmed had improved. But enough talk about the backstory already!

The Story:

From Torleif Shufflefoot's diary:

It has been three days since my pet monkey Crispy and I were marooned on this deserted island after the incident with the kitchenfire. The day after we landed on the beach, we were able to build a raft out of timbers and some old shipwreck parts. Three days we spent floating on the big ocean without seeing anyÃ,  trace of land. And we didn't have much food with us either, just a couple of fruits from the island, some half-eaten Butterfingers and just two bottles of water. It seemed like we were done for until Crispy spotted the island. It turned out when we got on land that we were on Touché Island, a small island in the middle of the Caribbean.

A guy from the island's tourist information booth told us the story of the Legenday Pirate Hero John Lance LeDrake.
A pirate who posessed an enormous treasure.
The most valuable treasure on Earth some dared to claim, it was even rumored to have magical powers. Pirates have seeked this treasure for generations ever since the 17th century, but is still remained unfound.
I figured out that finding the treasure would help me to become a much better pirate and correct all the mistakes I've done.

I was told that there is an evil pirate captain called Pepperoni, who also wants to find the treasure. Could it be that he wants the treasure in order to use it's powers to take over the planet? I guess only time will tell. Oh, and I must remember to buy some new socks, my old ones are starting to stink.

The Progress (Demo version)

Story and Puzzles: 100 %
Backgrounds: 97 %
Scripting: 89 %
Sounds and voices: 15 %
Music (original): 0 % (Going to get some background music from BerserkerTails soon)
Music (temp, from various Monkey Island games. Will be replaced once I've got new pieces): 100 %
Animations: 45 % (Mostly talking animations and some other actions)

The progress (Full version)

Story and Puzzles: 100 %
Backgrounds: 20 %
Scripting: To be comfirmed...
Sounds and voices: TBC.
Music (original): 0 %
Music: (temp): TBC.
Animations: TBC.


Demo Release date: August 2005.
Full Game release: Before the end of 2005 (hopefully).
Game lenght category: Full Game

Screenshots:







Background, character art and concept
by Mats Berglinn
Story by Mats Berglinn
Ideas by Mats Berglinn and Fredrik Engwall (a friend of mine, not an AGS-member)
Scripting by Mats Berglinn
Sound Effects from Different Sources
Music by BerserkerTails

The MI2 SCUMM Template by Prosikito

Voice Cast so far

Starring: Marius 'Jaws' Finnstun, James 'eVOLVE' Hammer-Morton, Dave Gilbert, Mark 'm0ds' Lovegrove, Andrew "LGM" Edmark, Greg 'Geoffkhan' Schlaepfer, Marcus 'Largo' S, Alex "Krazy" Scobell, 'Fat' Jack Rafferty, Rebecca "Azure" McCarthy...

And Mats Berglinn as Crispy the Monkey and The Gorilla.

Edit: By the way, I'm still missing two voice actors. The main villan Captain Pepe Roni (he's the guy in the last screenshot). For more info check out the ACR - Need Help With A Adventure Game thread.

11: 50 July 9:th, 2005: Corrected the story structure and added credit to Proskito.
12: 34 July 10:th: Corrected some mistakes in the story.
19: 21 July 12:th: New background added. To be ready soon.
19:59 July 13:th: Request for two character voices.
08:42 July 16:th: Updated process.
09:49 July 18:th: Comfirmed that BerserkerTails is now the musician for the game.
22:04 July 20:th: Updated process.
19:16 July 23:d: Updated process on both demo and full version. Gave credit to my friend Fredrik Engwall for some game ideas.
21:19 July 27:th: Delaying the release for the Demo version.
09:18 August 5:th: Added a new voice actor a updated the cast. Still searching for a voice for Pepe Roni.
#20
For those who have played games like Sam & Max: Hit the Road or The Curse of Monkey Island you may notice that if you for example give a random item to some character the main character says "I don't think he would like that" or "I don't think she would like that" or that you try to pick up a character and the response is "He's not my type" or "She's not my type" depending on the characters are male or female. I was thinking of that you could use a marker for wherever a character is a male or female (or maybe even genderless for animals, ghosts and unnatural beings) so that in the "unhandled_event" you can script that the character says "I don't think he would like that" or "I don't think she would like that" instead of filling in every characters give iventory interaction or picking up character (especially in games with lots and lots of characters, like in my upcoming game Caribbean Mysteries where there will be about fifty characters). It's also easier to make voices for games like that since you can't split up lines in voice dialog, like "I don't want to give that to (name here)" (if you have played SuperScottishHero's Pixelhunt you will understand what I mean).

Don't you agree that would be great?
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