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Messages - Mats Berglinn

#401
Critics' Lounge / Re: Three nice women
Sat 27/11/2004 09:11:01
Thanks for the feedback. Big thanks to you Dragonrose!Ã,  :D

Here I tried to make the arms relaxed for the cliffguard and Leslie:





So, what do you think of the arms?
#402
Critics' Lounge / Re: Three nice women
Fri 26/11/2004 21:50:22
Yeah, the game is in the present, not in the 18:th century like the Monkey Island games.

Hollister Man: Any suggestion of change for Leslie's legs?
#403
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.
#404
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?
#405
For my part it mostly depends. I don't actually spend a certain amount of time on AGS-game making because of the course work for my Writer's course, my own work and having fun (playing video games, watching DVD etc.). It can be from no time at all to a couple of hours.
#406
AGS Games in Production / Re: Robotragedy
Mon 22/11/2004 17:08:18
This game looks and sounds promising. I like the two Sam & Max in-jokes in the room (main character's room I presume?).

Geoffkhan: Other than posting your friend's game do you actually help him/her (I don't know if Pijin is a male or female name)? Anyway, I wish your friend good luck and hopes that his/her game will be completed.
#407
QuotePop-Up Menu (1992)
In a pop-up menu (aka “verb coin”) interface, the player clicks on an object to interact with it, which brings up a menu of the possible interactions, right by the cursor. The menu can be fixed, or change depending on context. This interface was first used in "Lure of the Temptress" (Revolution, 1992), and around the same time in the less well-known "Nippon Safes Inc." (Dynabyte, 1992). Since then it has been used in titles such as "Return to Zork" (Infocom, 1993), "The Curse of Monkey Island" (LucasArts, 1997), "Gabriel Knight 3: Blood of the Sacred, Blood of the Damned" (Sierra, 1999), and "The Longest Journey" (FunCom, 2000).

Pop-up menus save screen space and allow full-screen graphics, like modal cursors. They can support richer interactions than modal cursors can comfortably support, and certainly more than simple cursors can. However, they can be fiddly to use, and they obscure large parts of the screen while the action is selected.

Full Throttle does also have a pop-up menu in form of a tatoo but the unlike Curse of Monkey Island there were two kinds of Interactions, the foot and the hand. Often you use the foot kick things and persons which you often did in Full Throttle.
#408
Critics' Lounge / Re: Shaman's hut
Sun 14/11/2004 13:05:53
Yet another version of the hut:



Changes: The carpet's pattern have been corrected. Shadow under voodoo-pot have been corrected. The iron holders on the barrel is fixed. Added a bookshelf with correct perspective with Murray souvenir. Made the top of the barrel less "drum-y".

So, what do you think of this one apart from the unfinished things that is still left undone?
#409
Critics' Lounge / Re: Shaman's hut
Fri 12/11/2004 17:53:32


I'm working on fixing the fridge and the bookshelf. The bookshelf is not done, I just show it to see if I'm heading in the right direction (I'll add "Murray" and the books later).

And this is how the background looks now, still under construction (I will add a wooden beam for those tiki-lanterns soon) but I want to know how you like of the fridge so far.



Don't mind about the bookshelf here, it's under construction like I said.

khrismuc: What do you mean about the yellow lines? Do you mean the yellow pattern or the sunlight? I know about the electric outlet is in a grasswall but don't ask me how it works. Good thing about the generator suggestion, it will give me something to do for the background for the native village. Sorry, no generator puzzle in this game. The story and the puzzles have been written a couple of years earlier and I didn't include a power generator. Maybe something I could use it in a sequel or something.

Goél: It's a barrel, not a drum. I'm going to fix it as soon as I'm done with the fridge and bookshelf. Where on the chair should I put a line? I don't see what you mean. What do you mean make the wall "rough"? Why not show an example?
#410
You're not alone on that Scummbuddy. That happens for me too.
#411
Nope, sorry. Didn't work.
#412
I'm sorry to say this but it changing the GUI visibility to normal doesn't go so well with the Interface for the game. The Interface is like in MI3 and therefore the inventory should be pop-up, not be always vinsible.
#413
Yeah, you were right. The problem is solved now.

I think that the MI3 template, that I'm altering, is made before AGS had the Iventory Screen command. So, what do you think I should do?
#414
I'm not sure what you mean about the inventory screen and normal one but if you mean if I'm using the regular boring original old-fashioned AGS Inventory then I wouldn't say I do. The one that I'm using came with the template and it looks like the one CMI (unfortunitly it doesn't work 100 % like CMI).

Anyway, the code for the Verb coin not pop-up everywhere did work but something weird happen when I test it. When I try to use the Verb coin on a blank space (no character, hotspot or object) nothing happens but then when I put the cursor on a character, object or hotspot the Verb Coin kind of pop up at the latest area and then disappear again. Strange huh?
#415
I've got some good and some bad news.

The good news are that the cursor changes color on characters, hotspots and objects.

The bads news are that it doesn't affect the inventory items. And I still have the problem with the interface that can be used on everywhere but should only be working on characters, hotspots and objects.
#416
Critics' Lounge / Re: Shaman's hut
Sat 06/11/2004 17:56:09
Well, I kind of making the latest version after the "incorrect perspective" suggestions so I know the fridge and the bookshelf doesn't look great but here is the latest version:



Changes: Added some sun-light coming from the open door. Added some lights on the cieling so the light at night doesn't only come from the tiki-lanterns. Also, I have changed some the leaves and grass in the middle so it doesn't look so "uniformal" as someone said earlier.

I know the left wall is still unfinished but I wait with that until I can get the shelf and the fridge corrected.
#417
I have changed the code but the cursor don't change color at all. I have tried it out but no dice.

This is how the script looks like now:

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
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
    if ((GetLocationType (mouse.x, mouse.y) != 0) || (GetInvAt (mouse.x, mouse.y) != -1))
  //Checks if mouse is over character/hotspot/object/inv first
    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
     }
  }
  if ((GetLocationType (mouse.x, mouse.y) !=0) || (GetInvAt (mouse.x, mouse.y) != -1)) {
  //Is cursor over hotspot, object, character or Inv item?
  // Yes it is, so...
  ChangeCursorGraphic (MODE_LOOK,2056);
}
else ChangeCursorGraphic (MODE_WALK,2054); //No it isn't, so cursor goes back to normal
}
#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();

      }   
   }

}
#418
The first script didn't work as hoped it would. I tried out but if you hold the left mouse button on anywhere that don't have characters, hotspots or objects the Verb Coin still pops up (it never does in MI3 which is pretty smart because it's useless otherwise) but strangely the verb coin appears the last time I used the verb coin on a hotspot.

About the second script: Actually I wanted the cursor to change color when it is on objects, characters and hotspots but it doesn't matter since in MI3 the cursor changes color also on iventory items in the iventory menu. The problem is that AGS says the word 'INVENTORY' in the script is wrong.
Have I missed something or what?
#419
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();

      }   
   }

}
#420
Critics' Lounge / Re: Shaman's hut
Thu 28/10/2004 17:42:43
Sorry stuh, but no. I won't change the personality of Burga. It's locked, so forget it! He is a bit like the voodoo-lady in the Monkey Island games: calm, wise, clever at voodoo and have some sense of humor.

This is how he looks:



If the perspective of the fridge in the edit is not right, then how should it look like to look right? The same goes with the bookshelf.
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