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Topics - Mats Berglinn

#41
Critics' Lounge / Deck of the villan's ship
Sun 19/12/2004 08:59:45


The latest finished background or rather "almost-finished-but-maybe-need-some-improvement" background. This is the deck of Captain Pepe Roni (you haven't forgotten him, have you?).

I have looked at the ships from MI3 (from the insult swordfighting) as references. I'm not entirely sure about the planks in the floor and the same goes to the ladder to the cargo hold. I will add some detail like the ship's wheel and some lamps later.

If you wonder that those things are on the floor, the circulars are the shapes of the knots and the ones with black holes are the knot-holes.

So, what do you guys think?
#42
I feel pretty stupid for asking this question but how do you change name of characters, hotspots, objects and inventory?

For example I talk to a sailor and when I do I get to know that his name is Roger Saymore. When the conversation is over I want the name in the statusline to change from "sailor" to Roger Saymore.

I have checked the manual but can't find it.
#43
Well, how do you make footsteps for the characters when they walk?
Also, how do you change the sound of the footsteps depending on what you're walkng on (like go from grass to sand, etc.)?
#44
I have got some suggestions for a future version of AGS (I hope it will mean in the very near future).

Suggestion number one: I think that there should be a zoom-in and zoom-out for painting the areas in the Room Editor. You see, just for fun I paint walkable areas, walk-behinds and hotspots on backgrounds from Day of the Tentacle and it's quite though to fill in very small details. It's quite likely that you paint over a section which is not meant to be painted, for instance painting a foreground cactus and you by mistake paint a part of the floor. Annoying, isn't it? Therefore it would be good if you can zoom in on a background and easier paint on the right places, much like in Paint. It would also be great if you could have more ways to paint the areas than the free-hand, fill and line, for example that if you are going to paint a door you could do it by making a square (either just outline or full), again just like in paint. That way it's going a lot faster than just free-hand, and line.
Another thing that would be good is a undone button that doesn't just undo the latest mistake you do but that you can do several times which is helpful if you done wrong twice or more. Also an erraser would be good so that you can errase one walk-behind area which was wrong and still keep another walk-behind (same color) that was perfect instead of using the wipe out. If you just wipe out a color you have to start everything from scratch (don't you agree that it's so annoying?).

Suggestion number two: Making the dialog-list transparant.
Having that black area around the dialog list isn't so appopriate when you make games with full backgrounds (not like the early LucasArts game which uses the Verb Box SCUMM GUI, those have back spaces for the Interface). If you look at games like Full Throttle and Curse of Monkey Island there are no black space in the dialog list. I think that you should have a function which you can change between having a black space (usefull for SCUMM-GUI games) and not having a black space.
#45
Critics' Lounge / Three nice women
Fri 26/11/2004 16:42:27
Here's main sprites of three women characters for my game Caribbean Mysteries. The reasons for showing them are different. The first one: the cliffguard, is a minor character who guards a toll for a cliff with a very nice veiw (not in AGS tems, of course). The reason for showing her is that I'm not satisfied with her. She does look very strange to me. I know her legs are unusually long compaired with her body but I don't know how to make her look better.

The second one is the daughter of a native tribe chief and is the beautifulest women in the village (and in the game tooÃ,  ;) ), Princess Trinidad. Actually, I really like her but I'm not sure how to make the lips look correct. Otherwise I like her like she is.

The third one is the love of the main-character and mayor character in the story. Her name is Leslie Quality and is the governor's daughter (no, it has nothing to do with Pirates of the Caribbean because I wrote the story and puzzles in 2000.). I want her to look very nice but somehow the mouth doesn't look right. Otherwise I think she looks good.

Let me hear your oppinons, fellow AGS-ers.







EDIT: Sorry, it slipped through my mind. Anyway, here's all 3 women.
#46
In my game Caribbean Mysteries I want to have conversations were you can scroll on a list when there are more choices on the menu than it has room for, like the arrows in the MI-games. Does anyone know how to that?

Also, I want the choices of the topics to be on the screen without that black space around it. How do I do that?
#47
I'm altering a Verb Coin template to use it for my current project Caribbean Mysteries. Right now whenever I click on the screen I can bring up the verb coin interface, which is not what it's suppouse to do. I like to the Interface be active only when the cursor lands on a hotspot, iventory item or character. Also, I want to change the cursor when it lands on a iventory item (changing color from white to red just like CMI) and back when it's not on a iventory item etc. Could you guys help me this?

I have a cursor that is white (cursor 0) and a red cursor (cursor 2)

Here's the script for the Interface (from the Global script)
function repeatedly_execute() {

if (IsGUIOn(2) == 0) { //is the GUI up?
if (clicked == 1) { //we check if someone clicked..
  if (IsButtonDown(LEFT) == 0) { //this executes if the button is released
    if (timer < 20) {
      ProcessClick(mousex,mousey,0);
      clicked=0; //stop that checking
      timer=0; //reset the timer
      //if the button isn't held more than 20 (about half a sec.), you'll
      //walk to the destination mousex,mousey...
      }
    }
  if (IsButtonDown(LEFT) == 1) timer++; //While it's held, timer is increasing
  if (timer >= 20) { //when you've held it for 20 (half a sec.), the GUI pops
    SetGUIPosition(2,guix,guiy);  //selfexplanatory? Oh, our GUI is numero 2.
    InterfaceOn(2); //turn the GUI on
    clicked=0; //guess what..
    timer=0; //and this?
    }
  }
}
else { //what will be checked when the GUI is infact on
  if (IsButtonDown(LEFT) == 0) { //what will happen if you release da button?
    if (GetGUIAt(mouse.x,mouse.y) == 2) {
      //this function checks if the cursor
      //is over an GUI
        int whatbutton;
        whatbutton = GetGUIObjectAt(mouse.x,mouse.y);
        InterfaceOff(2); //we'll turn the interface off
        Wait(1); //To make sure that the GUI is gone
        if (whatbutton > -1) ProcessClick(mousex,mousey,whatbutton+1);
          //This is the great part. First we check which button. Then, since
          //the buttons is set in the default cursor modes values subracted
          //by 1, we'll add one and we'll get the appropriate cursor mode.
          //Since GetGUIObjectAt() returns -1 if it's not over an button, it
          //would execute in walkmode if you're still inside the GUI-area when
          //releasing it. So first we make sure that you released on
          //a button, ie. that the int whatbutton is bigger than -1
        }
     else InterfaceOff(2); //otherwise, we'll simply turn it off, without s.t. else
     }
  }
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE



#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   InventoryScreen();  // Tab, show inventory
  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
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==RIGHT) {
    if (GetCursorMode() == 4) SetCursorMode(0); //checks wether you use an inv.
else { InterfaceOn(3); SetCursorMode(2); SetMouseCursor(6); }   
// else InventoryScreen();
                       //brings up the usual Sierra inventory..
                       //In the next versions, it'll simulate a CMI-like
                       //inventory...
    }
  else if (button==LEFT) {  // left-clicking code
    if (GetCursorMode() == 4) ProcessClick(mouse.x,mouse.y,4);
    else { //these codes check wether you use an inventory or not..

    clicked = 1; //we trigger the calculating

    mousex = mouse.x; //we set these params to store the exact location of
    mousey = mouse.y; //where you clicked...

    guix = mousex - 25; //and we set the whereabout's for the GUI... and to
    guiy = mousey - 25; //center the GUI, we'll remove 25 (see below)...

    if (guix < 0) guix = 0; if (guix > 269) guix = 269;
    if (guiy < 0) guiy = 0; if (guiy > 149) guiy = 149;
      //Now we'll check these so the verbcoin won't appear to close to
      //the edges. If not altered, it may be impossible to select certain
      //commands! Why these numbers? Well, the GUI is exactly 50x50, which...

      //(NOTATE: the GUI is 50x50, not the graphic. That's why the GUI never will be
      //displayed without some space to the screen edge!!!)

      //...means that to center it by our clicks, it must be set to the mouse
      //coordinates - 25... AND, since AGS first coord. is (0,0), you
      //subtract 1 from the values. Also, as all other things, it spawns from
      //the top-right corner, so in the top and left side, well simply put it
      //close as possible ie. 0. On the other side, well take the largest value
      //(which is 319) and subtract 50 (the size of the GUI) and the equalent
      //from the bottom (199-50)
      }
    }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
////////////////////////////////////////////////
// Inventory-GUI                              //
////////////////////////////////////////////////

if (interface == 3) {

      if (button == 0) {     
         InterfaceOff(3);
         SetDefaultCursor();

      }
      if (button == 1) {     
         InterfaceOff(3);
         SetDefaultCursor();

      }
      if (button == 2) {     
         InterfaceOff(3);
         SetDefaultCursor();

      }   
   }

}
#48
Critics' Lounge / Shaman's hut
Mon 25/10/2004 09:20:26


Here's another background for my current project Caribbean Mysteries.

This time it's the interior of Burga the Shaman. I have been struggling with the voodoo-chair for awhile and I'm not sure if seems right. I used the Voodoo-lady's chair from MI3 as a reference for angle but like I said I'm not sure.

I also suspects that the fridge doesn't look proper but I don't know how to fix that. Also, I'm not sure about the look of the books in the shelf.

In case you wonder about the hook in the wall, there's going to be a voodoo-mask hang on it which will have importance in the game.

So... let me hear what you think about this. Bring on the C & C!
#49
Hints & Tips / Evil Enterprises
Sat 09/10/2004 09:43:14
I got the trovel, cup of styrofoam, lighter and glue but I don't know what do next. Can anyone help me with this?
#50
Critics' Lounge / Island map
Thu 19/08/2004 19:33:39
Here is a map for an island for my game Caribbean Mysteries. This island is called Scary Island and is a haven for thieves, murderers, pirates, bouty-hunters, smugglers and other kind of scum. It also have the head-quaters of the evil pirate-captain Pepe Roni (remember the red-bearded pirate?) The capital city Ciudad Grande is famous for the nightlife with casinos, resturants and shoppin centers though.



I have looked at this and I'm not so satisfied with it. Somehow it feels a little bit... too simple. What do you think about this? C & C are welcome.
#51
Critics' Lounge / Pirate Fortress
Fri 18/06/2004 13:55:34
I made my second background for the game latest game Caribbean Mysteries. This is the outside/gate of pirate fortress of Captain Pepe Roni's pirate gang which is on the western coast of Scary Island, a place for pirates, theivs, bounty-hunters and all kind of criminal scum.
Like the last background I have drawn the background by hand, then scanned into my PC and fixed, painted and cleaned it in Windows paint (plus Adobe Photoshop for extra colors).



I haven't done any shadow-shading yet. I wait with that until I know how this background can improved. Also there I haven't done any flags or flames for the torches but they will be there because the background will be animated in the game.

What do you think of this? What can be improved? Got any suggestions of extra detail in the background? C & C are welcome.
#52
Hints & Tips / No-action Jackson
Mon 14/06/2004 19:48:55
I need help to keep the kitchen door open. I heard about you need a doorstep to keep it open but where can you find it? I have searched everywhere and I can't find it.
#53
Critics' Lounge / Tourist center background
Sun 16/05/2004 12:52:17
I have made a background for my latest project (yes, I have put Hawaiian Treasure on the side but just for now because I written the game ever since 2001 when I still was in Gymnasium School before I ever encountered AGS, at that time I first played The Curse of Monkey Island, the favorite of the series) Caribbean Mysteries. It's in that game the pirate captain Pepe Roni will be featured in (remember the guy that I asked about choosing a beard for?).

Anyway, here is the first background in the game.



I have draw the picture by hand, scanned it in my PC, cleaned and coloring it. I'm not 100 % satisfied with it so I ask you guys: What do you think? Is there anything I can do to improve the picture? Let me hear your opinions.

And yes, the style is cartoonish, it's meant to be.
#54
Critics' Lounge / Beard of pirate captain
Sat 17/04/2004 14:44:13
I have made a main-sprite for a bad guy called Captain Pepe Roni. He is coming from an upcoming game that I have written on before I came across with AGS.


This is Captain Pepe Roni, a fearsome, cruel pirate leader with some LeChuck like influense (except that he's not dead or undead). Almost everyone pronounces his name wrong so they say Captain Pepperoni. His goal is to find the fabled LeDrake treasure to use it's power to take over the world.

As you can see I'm not sure about the beards so I made different kinds of beards to use for him.


The first one is obviously inspired from the CMI version of the zombie-pirate LeChuck. The rest of the beards I made up by myself.

Which beard do you think I should use? Opinions are welcome and so does your own beard suggestions.
#55
I know that you can make the music loop in rooms but it's not that CD repeat thing where the music plays from beginning to end and then start over again. It's about looping the music so that it begins when you enter a room but the music seems to play forever as long as you are in that particular room. For example: If you play a company-made game like Grim Fandango and listen to the music in a room, notice that the music does begin but it keeps on playing without any stops and replay. In AGS-games and in the CD-ROM version of Secret of Monkey Island, the music does start, go on, then end and the music starts again.

I think that the music will be appreciated in a better way if the music just keeps on going and going and going and going instead of that play, stop, replay, stop, replay thing.

Doesn't that sound like a good idea?  

#56
I have played both Maniac Mansion and Day of the Tentacle and suddenly I have been thinking of making a remake of Maniac Mansion by using Day of the Tentacle sprites and draw sprites of the other MM characters in DOTT version. I thought maybe it's a good idea but I have been also thinking some other things. Maybe I should slightly change things so they're not 100 % exaclty like the orginal MM, like getting rid of the possiblity of exploding the hamster in the microwave (it's so disgusting!) and change the sequirty door puzzle and maybe some other stuff but I'm going to keep many things like you can select the kids and different possibilites like the differnt way to get into the lab and so on.

Now I like to hear your opinions about this. What do you think? Do think that it the remake must be 100 % like the original MM or do you think it's okay to change stuff? Don't be afraid to tell me your opinions.
#57
I don't know if this the right forum but anyway...

I have a problem. When I try to either run a game made by AGS or testing my own gmaes made with AGS the games just won't run, they just leave a blackscreen if I play it on a full-screen. If I play them as a window, the screen doesn't appear either but if I switch from between the window and the programs the first screen may appear but it freezes and won't run any further. I don't know what's wrong but I doubt it has to do with the graphic card or the resolutions of the games (I have tested it on different games) and there isn't any viruses on my PC as I know it. Does someone know what could possibly be wrong? If you do, please, tell me because I can't let this go on forever, never being able to make or play any AGS games. I have currently Windows XP on my PC after switching harddrives.

Thanks in advice.
#58
I'm trying out the Snow-rain plugin but I stumpled across a problem. When I tested the demo game for the plugin the program says: Error: Unable to load plugin 'ags_SnowRain20.dlll'. I have the latset version of AGS so what can be the problem?
#59
Hints & Tips / Mom's quest
Fri 05/12/2003 15:51:59
I'm stuck in this game. I have paralyzed Rus, got the key and put in Vi in the disk. How do I capture Rus? I've tried use the disk but it doesn't work. What am I going to do?
#60
I have noticed that the command ChangeCharacterView command only changed the character walking view. How do you change the talking view of a character? It would be helpfull because it's seems silly that a character is having other set of clothes in one part of the game when he walks but have suddenly his regular clothes when he talks. It's very unlogic especially if the character is disguised in order to sneak into a place without having the bad guys to know that it's really him.

Someone who knows this trick?
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