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Messages - Proskrito

#301
2 more SCUMM templates available:

*These templates doesnt have character animations

Day of the tentacle: Updated: it had a little problem, fixed now.
http://galeon.com/golfa/otros/SCUMM-DOTT.rar

Fate of Atlantis:
http://galeon.com/golfa/otros/SCUMM-FOA.rar

(right click, save target as)

#302
Quote from: Gilbot V7000a on Tue 17/06/2003 05:15:30
By the way, I forgot to tell ya CJ, that if you put a Wait()  function in Game_start() of the global script the engine will crash. This is no big deal, as you SHOULD NOT do that anyway, I was just doing something silly when I found this problem.

I got a similar problem, but instead of Wait, i got it with SetPlayerCharacter(), setting the current player character. (also in Game_start. but i dont know if it happened because i tried to set as player the  one that was the player yet, or if its really a bug. This is what i got anyway:

0xc0000005 occured in ACWIN.EXE at EIP = 0x0041F40E;
preogram pointer is -42, ACI version 2.56.571, gtags (62,30);
#303
FaceLocation
From the manual:
QuoteFaceLocation (CHARID, int x, int y)

Similar to the FaceCharacter function, except that this faces the character to screen location (X,Y). This allows him to face not only other characters, but also objects and hotspots as well (you can get co-ordinates by watching the co-ordinates displayed in the Room Settings mode as you move the mouse over the room background).
Example:

FaceLocation(EGO,150,146);

will make the character face at the room location (150,146)

Put it in the "First time player enters this room" interaction, (write an high "y" parameter to make him look downwards) like FaceLocation(EGO,160,1000);
I think that will do it
if you come up with a problem, first read the help file, almost everything is there. And read the "READ FIRST: forum rules" post...
#304
His left foot sould be his right, and his right foot should be his left, you know, the toes are wrongly palced. Also i think feet are too big.
he seems to have a small penis ;), i think that should be the zip (?) of the trousers.
and as VWG said, remove the double pixels
#305
here is my try:

It is a modified version of a web mini banner i did sometime ago  ;D
edit: I forgot to say that i took AGA's graphics
#306
**UPDATE 4-8-04: Go HERE**

Ok, i made this templates for SCUMM interfaces,

Some features:

1- Easier way for defining and checking cursormodes (specially extended ones).
2- Map type rooms are handled by the template.
3- SCUMM-like interface, including:
     - Ability of assign predefined actions for hotspots, characters, inventory items and objects that will run with the right mouse button.
     - almost exact looking and working(some cosmetic issues :P) Save and Load GUIs, with up to 99 savegames. (maybe too many, but the games mentioned had 99 :) ).
     - Ability to assign actions to "Walk" modes
     - The main GUI works in the same way as the ones in MI2/DOTT/FOA.
4- Some little functions i made for myself that i think could be useful.
(I've also made normal, speech and credits SCI fonts for it, so grab them if you want)

I hope someone find it useful.

Read the documentation, although it's not very good  :(

EDIT: Two more templates  :)

LINKS:
Monkey Island 2 & Day of the tentacle:
http://usuarios.lycos.es/golfapagina/bazura/
(DOTT credits font by Synthetique)

Fate of Atlantis: (some things to fix atm)
http://galeon.com/golfa/otros/SCUMM-FOA.rar

(might need "save target as")
#307
Critics' Lounge / Re:Play my new game demo
Fri 13/06/2003 20:40:14
QuoteI´m not sure this is the right board to post that, hehe...
I agree.
If you want opinions about the background or the animations, just post them as images, its quicker. (you dont have to download 1 mb for that)  ;)
You can edit your post if you want.
And just one thing, i dont think that having that logo is a good idea, if it´s a parody of lucasarts, just change it a bit, i think you cant use the same name (legally).
#308
i like as it is, but te walls seems too flat. what about making the transition line brown to black less straight??
#309
Critics' Lounge / Re:my character (C+C)
Fri 13/06/2003 09:38:38
I think you could make his lower part of the face move a bit, you know, when you speak you dont move just the lips, the jaws(sp?) moves, the cheecks moves, etc.
#310
oohhh i see...
i knew nothing about that
Thanks for the explanation scorpiorus!! :D
#311
Well, i got this error:

Error: FindGUIID: No matching GUI found: GUI may have been deleted.
The thing is, that it popped up afted editing neither no guis, nor gui-related functions.

After looking the possible cause, i found this:

i have this function:
function SetMode(string mode){

if (StrCaseComp("default",mode)==0) StrCopy(mode,defaultmode);

 if (StrCaseComp("walk to",mode) == 0) SetModeEx(mode,9);
 else if (StrCaseComp("look at",mode) == 0)  SetModeEx(mode,1);
 else if (StrCaseComp("use",mode) == 0)   SetModeInv(mode,0,1,"on");
 else if (StrCaseComp("give",mode) == 0)    SetModeInv(mode,1,0,"to");
 else if (StrCaseComp("talk to",mode) == 0) SetModeEx(mode,3);
 else if (StrCaseComp("pick up",mode) == 0)  SetModeEx(mode,5);
 else SetModeEx(mode,8);
}

and i have a global string variable called defaultmode.

Just before geting the error, the line in red was not working, because i never passed "default" as parameter, but when i did, i got the error. And since there is no GUI related stuff in there, nor in any of the functions called in thet function, i feel  ??? ???.
if i remove the red line, or dont pass "default" as parameter, the error dont happen.
EDIT: What is intended with the line in red is that SetMode(defaultmode) and SetMode("default"), do the same, but with the second option i get the error.
Any ideas??
#312
I love it!!  ;D Maybe the only crit would be that the feet seems to be pointing straight to us, an the rest of the body is looking to our left.
And, try to avoid JPG's,  its a lossy format. If your image has less than 256 make it a GIF, if it's more than 256, try PNG.
Oh, and edit your post, you forgot the "]" in the [/img closing tag :)
#313
QuoteWrooong!! You have to place it in the AGS main dir
Wroooooooong!! its not a template yet, its a game actually   ;)  :P
#314
I´m just having a guess... but why you set manually the cursor mode 4, if AGS selects it when using the mode 2 on a inventory item?? maybe there is a reason for making it that way.
Have you tried only using cursor mode 2, and letting AGS to set the mode 4?
#315
uncompress it to a folder in your hard disk, then start ags, when it prompts, select "load an existing game" , go to the folder where you uncompressed it and select "ac2game.dta".
(You will need winrar or similar rar compatible program for uncompressing)
#316
Added keyboard control as blackbaron said.
Fixed some issues with the dialogs gui.
Oh, and the 'Pick that up' thing..
Quote--LucasFan. I was using your old one for the past couple months trying to create exactly what Proskrito has done now.
In fact, the guybrush in the template is Lucasfan's  ;D (hope you dont mind) . (And i didnt get the other sprites just cos they were in german  ;))
Have anybody tried to make something with the template??
New links:
Monkey island 2 styled
Fate of atlantis styled (but still with Lucasfan's Guybrush an MI2 rooms)

EDIT:
OHHH I see gonzalezj, i looked at MI2 and FOA for reference while making the GUI, i just thought that the DOTT one would act as these two. Thanks for spotting it out.
I have played now and i have realized that the cursor is different, and it changes to the inventory item selected. I didnt remember that.
I think i´ll do it when i finish my finals.
PS: I made the normal and talking DOTT sci fonts, and synthetique made the credits font, just if you didnt know. Ask me for them if you want.
#317
Quote from: furrylilkreature on Wed 11/06/2003 16:04:19
Hay uummm i've been watching you guys post a whole bunch I new there was something I could put to try and help so here it is.  I think you should keep the registration quiz how it is but depending on how good a video game they make they makes them promoted... just a thought. ::)

But making good games doesnt necesarily (sp?)mean that they are helpful to the community, and vice-versa.
#318
oh, nevermind.  :-\
i didnt know that changing the cursor names would change the names of the interactions in the interaction editor :-[
I get shocked when i saw the little blue flag with Push/pull , open or close as caption, instead of usermode1 and usermode2 an so.
#319
what i made in my template is to make a global script int and 2 functions:
int allowrightclick;
DisableRightClick(){
allowrightclick=0;
}
EnableRightClick(){
allowrightclick=1;
}
So in the on_mouse_click function i have in the right mouse code:
....
if (button == RIGHT && allowrightclick==1){
blahblah;
}
and if you export these two functions with the script header, you´ll have the ability of disabling right clicks.
#320
Thanks for trying it loominous! :D
And yes, the keyboard controls doesnt work, because i dont know which keys trigger which mode in the english version of MI2. Could you (or anyone else) tell me??
i could suposse:
p-pick up
o-open
c-close
l-look at
t-talk to
g-give
u-use
Is that correct? Push and pull??
And thanks for the pick that up correction.
Now it works with most modes in unhandled event:
it writes "i cant + themode + that", thats why its displayed this way. I´ll change it.
Anyway, you´d better change the entire unhandled event stuff.

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