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Messages - Mats Berglinn

#181
The dow sure looks funny and weird (as a compliment). Is it a good guy creature or a bad guy creature? I really like the forrest background.

I wonder, when do you think this game will be finished?
#182
Quote from: Ozwalled on Thu 18/08/2005 10:01:09
Actually, of the sprites Mats did, I thought thatthe Jeff one was one of the more successful ones (save for his far foot), but yours isn't too bad either, Scummbuddy.

I majoryly goofed on the jacket/ tie thing though -- wasn't thinking, I guess (I'd misinterpreteded your tie, Mats, and forgot about how the original character was done). My, I can be a bonehead sometimes.

Thanks for thinking that about Jeff, I appriciate it. The reason for that his left legs stands out a bit is that since he is a surfer I thought that he might surf a lot on his free time (when not in college and not worked at the pizza place), like the surfer stance would be stay in the way when he stands. That is also the reason for I made his legs slimmer but kept his feet quite big to keep balance while surfing, and gave him a sun-tan with some un-tanned spots under his eyes and right under his hair but that's hard to see.

Yeah, I see but I used the Syd sprite and not the box cover art when drew him so I had no idea. Maybe Ron Gilbert and the guys either forgot to add the jacket or they scraped the jacket but forgot to change the box art or something like that.

Scumbuddy: That wasn't so bad sprite of Jeff.

Do you guys have any suggestions or ideas of improving the other characters?
#183
Ozwalled: Woah, those are cool! Razor really looks cool (even if I like long hair better mohawk) but Syd looks about half-wrong because he wears a jacket which he doesn't. It's a yellow tie he wears, not a yellow shirt and black jacket.

Snarky: Thanks for the edit. I see that you don't remember the names to well so I'll tell the names in order from left to right: Bernard, Dave, Micheal, Syd, Jeff, Wendy, Razor and Sandy (plus Razor again).
#184
Here are new versions.





I tried to make exaggerations with your suggestions (and also some of my ideas). It was tricky for me exaggerate Wendy but I decided to make her arms slimmer, her hair bigger and shrink down her breasts (and also enlarged her ear-jewelry).

Also I made two version of Razor's aggressive smile but I didn't knew which one was best so I included both.

QuoteI'm not quite sure what you mean by that

In Paint, I just using the magnifyer to enlarge the pictures, then I tap the Prt Scr key, paste the pic and edit it so it looks right. Have I made myself clear?

How is it now? Better? Closer to DOTT style? What else can exaggerate or make better?
#185
khrismuc: Thanks! I'll never ever again use the wide and lenght image commando again but stick to the "enlarge your pics and then Print Screen it" technique.

Thanks for the tips, those are really helpful.

Dambuilder: I don't know who Billy Idol is, because I never heard of him. I'll check out Altavista for pics and see if that's right (because maybe seem too aggressive if Razor really shows her teeth but maybe if she give a aggressive smile you something).

I wonder, do you think I should stay with the long hair style for Razor (which I personality prefer) or the mohawk?
#186
Well, for Bernard's part, that's because he's a computer and physic's geek, while the others are a football player/most popular guy in school, a photograph, a musician, a surfer dude, a creative writer, a punk rocker and a cheer leader. You see that I try to make Dave having the nose and the eys in a way that would charm a lot of girls and in Jeff I posed his legs and arms in a way that looks like he surfs a little bit too much.

It's about the personalities of the characters, not just the cartoony style.
#187
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.

#188
Quote from: Joseph DiPerla on Tue 16/08/2005 22:12:41
Here's a record for you.... AGS: The adventure game engine with the most Adventure games created ever.

Err.. I might be wrong, but I doubt it. Maybe AGI and SCI might come close and SCUMM, but I checked out the games page and there are like 538 pages with 10 games/demo's/sort of apps on each page. Surely this must be a record.

I was talking about AGS games, not Adventure games in General.

Yakspit and SimB: I see what you mean but that's not within the realm of Records for the AGS games.
#189
Aussie: I was going to suggest that!

I find it strange that the worm's got a hamock. Shouldn't he have a bed instead? Also I think that the worm shouldn't be white but pinkish color or green. Also the walls inside the apple, shouldn't they be white instead of green? Yeah I know that would melt together with the apple's skin shine but still...

I agree with the others that there should be pictures on the wall and maybe a chandilair from the ceiling. Why not have a TV? Ã, ;D

I wonder, is the house suppoused to be an object since it's surrounded by a "neutral" color? If it's not, why not add grass and a sky outside it?

Otherwise, it's very good.


#190
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?
#191
Thanks. The problems have been solved. I've discovered for the closing of inventory wasn't working. It was that I set the button 2 for it but the real button actually was 3 (and the number 2 was the inventory window, not a button). Silly me!
#192
I've some big problems here! Since my game have backgrounds that covers the whole screen unlike the old Lucas Arts games I had set the GUI so there are no black space. Since the Inventory window gets in the way for most walkable areas I had to get rid of the Inventory window from the Main GUI and instead make it into a new GUI. Now there's a strange problem: I have placed a new button in the Main GUI which activates the Inventory GUI (that's working). Now in the Inventory GUI there are three buttons: Arrow Up, Arrow Down and Close Down Inventory window. When I try to press the Close Down button nothing happens even if I scripted it to do so and when I open the Options GUI and then tries to Play, Load, Save or Quit, none of the functions works!

I've tried to check the script and doing changes but it keeps getting on like this. I don't understand what's wrong!!

Can you guys see what's wrong and can you tell me how it can be fixed? Please help me, I'm so desperate that I don't know what I'm going to do and it drives me crazy!Ã,  :'(

I'll show the whole script:

Code: ags
 
Ã,  }
//-----------------------------------------------------

//	change the arrows in the inventory to 
//	show if you can scroll the inventory:
//-----------------------------------------------------
Ã,  if (game.top_inv_item > 0){Ã,  Ã,  Ã, //if invent. can scroll up 
Ã,  Ã,  SetButtonPic(INVENTORY,0,1,INV_UP_ARROW_ON_SPRITE);
Ã,  Ã,  if (GetInvAt(FIRST_INV_SLOT_COORDS) < 0)//if no items shown in the inventory
Ã,  Ã,  Ã,  Ã, game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2 ); //scroll inventory up 
Ã,  }
Ã,  else //if can not scroll up
Ã,  Ã,  SetButtonPic(INVENTORY,0,1,INV_UP_ARROW_OFF_SPRITE);Ã,  Ã, 
Ã,  if (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)Ã,  Ã, //if invent. can scroll down 
Ã,  Ã,  SetButtonPic(INVENTORY,1,1,INV_DOWN_ARROW_ON_SPRITE);Ã,  
Ã,  elseÃ,  // if can not scroll down
Ã,  Ã,  SetButtonPic(INVENTORY,1,1,INV_DOWN_ARROW_OFF_SPRITE);
//-----------------------------------------------------
}
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {////////////////////////////////////On Mouse Click///////////////On Mouse Click
Ã,  // called when a mouse button is clicked. button is either LEFT or RIGHT
Ã,  
// Store type, name and id# of what the player clicked 
// on in global variables GSloctype,GSlocname & GSlocid:
//-----------------------------------------------------
 int mrx=mouse.x+GetViewportX(), mry=mouse.y+GetViewportY();
 GSloctype=GetLocationType(mouse.x,mouse.y);
 if (GSloctype==1) GSlocid=GetHotspotAt(mouse.x,mouse.y);
 else if (GSloctype==2) GSlocid=GetCharacterAt(mouse.x,mouse.y);
 else if (GSloctype==3) GSlocid=GetObjectAt(mouse.x,mouse.y);
 else if (GetInvAt(mouse.x, mouse.y)>=0) GSlocid=GetInvAt(mouse.x, mouse.y);
 GetLocationName(mouse.x,mouse.y,GSlocname);
//-----------------------------------------------------

 if (IsGamePaused() == 1) {
Ã,  Ã,  // Game is paused, so do nothing (ie. don't allow mouse click)
Ã,  }

//	Handling clicks in map rooms:
//-----------------------------------------------------
Ã,  else if (IsGUIOn(MAPS)==1){// if map
Ã,  Ã,  if (button==LEFT){
Ã,  Ã,  Ã,  if (IsInteractionAvailable(mouse.x,mouse.y,MODE_USE)) ProcessClick(mouse.x,mouse.y,MODE_USE);
Ã,  Ã,  Ã,  else ProcessClick(mouse.x,mouse.y,MODE_WALK);
Ã,  Ã,  }
Ã,  }//end if map
//-----------------------------------------------------

//	Handling room clicks:
//-----------------------------------------------------
Ã,  else if (button==LEFT || button==RIGHT) {
Ã,  Ã,  
Ã,  Ã,  if (button==RIGHT) SetMode(GetDefaultAction(mouse.x,mouse.y));// set the default mode when right click
Ã,  Ã,  
Ã,  Ã,  if (Extension(GSlocname)==EXITS_EXTENSION){// if its an 'exit'
Ã,  Ã,  Ã,  Ã,  HighlightActionBar();
Ã,  Ã,  Ã,  Ã,  WalkOffScreen(); 
Ã,  Ã,  }
Ã,  Ã,  else if (ALWAYS_GO_TO_HOTSPOTS==1 && ExtensionEx(2,GSlocname)!='d' && GetLocationType(mouse.x,mouse.y)!=0 ){
Ã,  Ã,  Ã,  Ã, UpdateActionBar(mrx,mry);
Ã,  Ã,  Ã,  Ã, HighlightActionBar();
Ã,  Ã,  Ã,  Ã, if (Go()==1)Ã,  Ã, ProcessAction(GSmode,mrx,mry);
Ã,  Ã,  Ã,  Ã, return;
Ã,  Ã,  }
Ã,  Ã,  else ProcessAction(GSmode,mrx,mry);
Ã,  }
//-----------------------------------------------------

//	Handling inventory clicks:
//-----------------------------------------------------
Ã,  else if (button == LEFTINV || button==RIGHTINV){//click in inventory
Ã,  Ã,  if (button == LEFTINV){
Ã,  Ã,  Ã,  if (GlobalCondition(1)) SetMode(SPECIAL_INV_MODE); //if walk or pickup mode in inventory
Ã,  Ã,  }
Ã,  Ã,  else if (button == RIGHTINV){
Ã,  Ã,  Ã,  SetMode(GetDefaultAction(mouse.x,mouse.y));
Ã,  Ã,  } 
Ã,  Ã,  ProcessInventoryAction(GSmode,GSlocid);Ã,  
Ã,  }
//-----------------------------------------------------

}
#sectionend on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {///////////////////////////////////////On Key Press/////////////////On Key Press
Ã,  // called when a key is pressed. keycode holds the key's ASCII code

//	Pause/unpause with space bar:
//-----------------------------------------------------
Ã,  if (keycode==32){// SPACEBAR
Ã,  Ã,  if (IsGamePaused()==0){
Ã,  Ã,  Ã,  Ã, GUIOn(PAUSED);
Ã,  Ã,  Ã,  Ã, DisableInterface();
Ã,  Ã,  }
Ã,  Ã,  else{
Ã,  Ã,  Ã,  Ã, GUIOff(PAUSED);
Ã,  Ã,  Ã,  Ã, EnableInterface();
Ã,  Ã,  }
Ã,  }
//-----------------------------------------------------

//	Confirm exit with 'Y' and 'N' keys:
//-----------------------------------------------------
Ã,  if (IsGUIOn(CONFIRMEXIT)==1){ // if exit gui is on 
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_NO) GUIOff(CONFIRMEXIT);//if N is pressed continue
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_YES) QuitGame(0);//if Y is pressed quit game
Ã,  }
//-----------------------------------------------------

//	Confirm restart with 'Y' and 'N' keys:
//-----------------------------------------------------
Ã,  if (IsGUIOn(RESTART)==1){ // if exit gui is on 
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_NO) GUIOff(RESTART);//if N is pressed continue
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_YES) RestartGame();//if Y is pressed quit game
Ã,  }
//-----------------------------------------------------

Ã,  if (IsGamePaused() == 1) keycode=0;Ã,  // game paused, so don't react to keypresses
Ã,  
Ã,  if (keycode==359) Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2004 Chris Jones[[SCUMM template by Proskrito :)");// F1
Ã,  if (keycode==363) GUIOn(OPTIONS);Ã,  Ã, // F5 - OPTIONS
Ã,  if (keycode==366) GUIOn(RESTART);Ã,  // F8 - RESTART 
Ã,  if (keycode==434) SaveScreenShot("scrnshot.bmp");Ã,  // F12
Ã,  if (keycode==19)Ã,  Debug(0,0);Ã,  // Ctrl-S, give all inventory
Ã,  if (keycode==22)Ã,  Debug(1,0);Ã,  // Ctrl-V, version
Ã,  if (keycode==1)Ã,  Ã, Debug(2,0);Ã,  // Ctrl-A, show walkable areas
Ã,  if (keycode==24)Ã,  Debug(3,0);Ã,  // Ctrl-X, teleport to room

//	Setting cursor modes using keys:
//-----------------------------------------------------
Ã,  if (Translation("default")){// if no translation file is being used
Ã,  Ã,  if (keycode == 'G')Ã,  SetMode(GIVE);		//G
Ã,  Ã,  if (keycode == 'P')Ã,  SetMode(PICKUP);Ã,  	//P
Ã,  Ã,  if (keycode == 'U')Ã,  SetMode(USE);Ã,  Ã,  Ã,  	//U
Ã,  Ã,  if (keycode == 'O')Ã,  SetMode(OPEN);Ã,  Ã,  Ã, 	//O
Ã,  Ã,  if (keycode == 'T')Ã,  SetMode(TALK);Ã,  	//T
Ã,  Ã,  if (keycode == 'S')Ã,  SetMode(PUSH);Ã,  Ã,  Ã, 	//S
Ã,  Ã,  if (keycode == 'C')Ã,  SetMode(CLOSE);Ã,  Ã,  	//C
Ã,  Ã,  if (keycode == 'L')Ã,  SetMode(LOOK);Ã,  	//L
Ã,  Ã,  if (keycode == 'Y')Ã,  SetMode(PULL);Ã,  Ã,  Ã, 	//Y
Ã,  }
//-----------------------------------------------------
}
#sectionend on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {////////////////On Interface Click///////////On Interface Click

Ã,  string buffer;
Ã,  if (interface == MAINGUI) {

//	Setting cursor modes:
//-----------------------------------------------------
Ã,  Ã,  if (button == 0)Ã,  SetMode(GIVE);
Ã,  Ã,  if (button == 1)Ã,  SetMode(PICKUP);
Ã,  Ã,  if (button == 2)Ã,  SetMode(USE);
Ã,  Ã,  if (button == 3)Ã,  SetMode(OPEN);
Ã,  Ã,  if (button == 4)Ã,  SetMode(LOOK);
Ã,  Ã,  if (button == 5)Ã,  SetMode(PUSH);
Ã,  Ã,  if (button == 6)Ã,  SetMode(CLOSE);
Ã,  Ã,  if (button == 7)Ã,  SetMode(TALK);
Ã,  Ã,  if (button == 8)Ã,  SetMode(PULL);
Ã,  Ã,  
//-----------------------------------------------------
Ã,  Ã,  if (interface == MAINGUI) {
Ã,  Ã,  if (button == 9)Ã,  GUIOn(INVENTORY);
Ã,  Ã,  }
//-----------------------------------------------------Ã,  Ã,  

//	Options GUI
//-----------------------------------------------------
 if (interface == OPTIONS) {
Ã,  Ã,  if (button == 0){ //save game
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  GetLucasSavegameListBox(SAVE,1); // fills listbox 1 on gui SAVE with saved games
Ã,  Ã,  Ã,  GUIOn(SAVE);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 1){ //load game
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  GetLucasSavegameListBox(RESTORE,1);
Ã,  Ã,  Ã,  GUIOn(RESTORE);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 2){ // continue playing
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 3){ // exit??
Ã,  Ã,  Ã,  GUIOn(CONFIRMEXIT);
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
//-----------------------------------------------------

//	Restore game GUI
//-----------------------------------------------------
 if (interface == RESTORE) {
Ã,  Ã,  if (button ==2) GUIOff(RESTORE); //cancel
Ã,  Ã,  if (button ==1){ //click on listbox item
Ã,  Ã,  Ã,  Ã, int index = ListBoxGetSelected(RESTORE,1);
Ã,  Ã,  Ã,  Ã, if (GetSaveSlotDescription(index+100,buffer)==1){ //if there is a savegame here
Ã,  Ã,  Ã,  Ã,  Ã, GUIOff(RESTORE);
Ã,  Ã,  Ã,  Ã,  Ã, RestoreGameSlot(index+100); 
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã, }Ã,  Ã,  Ã, 
Ã,  Ã,  if (button == 3){ //scroll up
Ã,  Ã,  Ã,  Ã,  Ã, if (GStopsaveitem<5) GStopsaveitem=0;
Ã,  Ã,  Ã,  Ã,  Ã, else GStopsaveitem-=5;
Ã,  Ã,  Ã,  ListBoxSetTopItem(RESTORE,1,GStopsaveitem);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 4 && GStopsaveitem<90) //scroll down
Ã,  Ã,  Ã,  GStopsaveitem+=5;
Ã,  Ã,  Ã,  ListBoxSetTopItem(RESTORE,1,GStopsaveitem);
Ã,  Ã,  }
//-----------------------------------------------------

//	Save game GUI
//-----------------------------------------------------

 if (interface == SAVE){
Ã,  Ã,  int index=ListBoxGetSelected(SAVE,1);
Ã,  Ã,  if (button == 3){//cancel
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  }
Ã,  Ã,  if (button == 1){ //click on listbox
Ã,  Ã,  Ã, int stbypos;
Ã,  Ã,  Ã,  StrFormat(buffer,"%d.",index+1);
Ã,  Ã,  Ã,  SetLabelText(SAVETEXTBOX,1,buffer);
Ã,  Ã,  Ã,  if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");//GetSaveSlotDescription(index+100,buffer);
Ã,  Ã,  Ã,  //else StrCopy(buffer,"");
Ã,  Ã,  Ã, SetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã, stbypos=28+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2)); //28 is set by trial-error. Deppends of the savegames listbox position
Ã,  Ã,  Ã, if (index<9)Ã,  SetGUIObjectPosition(SAVETEXTBOX, 0, 12, 0);
Ã,  Ã,  Ã, else SetGUIObjectPosition(SAVETEXTBOX, 0, 18, 0);Ã,  Ã,  Ã, 
Ã,  Ã,  Ã, SetGUIPosition(SAVETEXTBOX,29,stbypos);// 29 is set by trial-error. Same as above.
Ã,  Ã,  Ã, GUIOn(SAVETEXTBOX);
Ã,  Ã,  }
Ã,  Ã,  if (button == 2 && index>=0) { //save
Ã,  Ã,  Ã,  GetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  SaveGameSlot(index+100,buffer);
Ã,  Ã,  } 
Ã,  Ã,  if (button == 4){// scroll up
Ã,  Ã,  Ã,  Ã, GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  Ã, ListBoxSetSelected(SAVE,1,-1);
Ã,  Ã,  Ã,  Ã,  Ã, if (GStopsaveitem<5) GStopsaveitem=0;
Ã,  Ã,  Ã,  Ã,  Ã, else GStopsaveitem-=5;
Ã,  Ã,  Ã,  Ã, ListBoxSetTopItem(SAVE,1,GStopsaveitem);
Ã,  Ã,  }
Ã,  Ã,  if (button == 5 && GStopsaveitem<90){ //scroll down
Ã,  Ã,  Ã,  Ã, GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  Ã, ListBoxSetSelected(SAVE,1,-1);
Ã,  Ã,  Ã,  Ã, GStopsaveitem+=5;
Ã,  Ã,  Ã,  Ã, ListBoxSetTopItem(SAVE,1,GStopsaveitem);
Ã,  Ã,  }
Ã,  }
 if (interface == SAVETEXTBOX){
Ã,  Ã,  int index=ListBoxGetSelected(SAVE,1);
Ã,  Ã,  if (button == 0){
Ã,  Ã,  Ã,  GetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  SaveGameSlot(index+100,buffer);
Ã,  Ã,  }
Ã,  Ã,  if (IsButtonDown(RIGHT)) GUIOff(SAVETEXTBOX);Ã,  
 }
//-----------------------------------------------------

//	Scrolling the inventory:
//-----------------------------------------------------
Ã,  Ã,  if (interface == INVENTORY){

Ã,  Ã,  if ((button == 0) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
Ã,  Ã,  if ((button == 1) && (game.top_inv_item > 0))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, } 
//-----------------------------------------------------

//Ã,  Ã,  Ã,  Close down the inventory:
//-----------------------------------------------------
Ã,  Ã,  if (interface == INVENTORY){
Ã,  Ã,  if (button ==2){
Ã,  Ã,  Ã, GUIOff(INVENTORY);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, }
}

#193
Yeah, posting backgrounds and stuff really teases us veiwers and makes us want to play the game right away. It's just the way you did for Frank the Farmhand 2.
#194
Critics' Lounge / Re: Teen's Room
Sun 14/08/2005 08:31:02
QuoteI am working on the background for a teenager-girl's room at the moment and I would appreciate comments on it.

It is a girl's room, Haddas. Even if it is a teenager-girl's room.
#195
Oh, I didn't knew that it was the same thing.

I tried with that screenshot thing but it didn't work because the program claimed it was different sizes but it wasn't (I think). Oh well, guess I have to start the regions from scratch.

To Moderator: You can lock the thread if you want to.
#196
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.
#197
Critics' Lounge / Re: Monkey walkcycle
Sat 06/08/2005 08:31:34
It looks quite good but the tail seems a bit too big and the hands and the feet are too small compaired with the side veiw.
#198
All the backgrounds are now finished, like I said earlier, a couple needs finetunin but other than that it they're finished. Some animations have been done. The process will be updated as soon as I calcutlated it out. I'll release the demo as soon as it's finished. I'll try to make it before the end of the month.
#199
Critics' Lounge / Re: Superhero C&C
Thu 04/08/2005 07:07:44
Quote from: Scummbuddy on Wed 03/08/2005 23:16:06
Clark Kent is Superman!?!1!Ã,  :oÃ,  Use spoiler tags next time. Jeez.

(Shakes my head) Scummbuddy, Scummbuddy, Scummbuddy, [bold]everybody[/bold] knows that. No need for a spoiler here. Besides, everyone who have seen Superman movies, tv-series, comics or whatever knows early on who Superman really is. It's suppoused to that the audience know the superheroes's secret idently while villans, superheroes's non-hero friends and so on, doesn't know that. There's no exeption (at least not from what I know). Pretty unneccesary to have spoiler when everybody knows, eh?

Skullkid: It's much better know but you still draw him in Double pixels. Get rid of those and it will look great. I also agree about what Scummbuddy says about the eyemask/bandana.
#200
And she's holding a NES Zapper gun! It's just that the "Nintendo" logo is inaccurate.
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