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Messages - Proskrito

#321
Great gui! I've looking at it, and i have seen that you added some
new types of interactions or removed those that werent useful in the interaction editor. How did you do that??
how do you modify them?? thanks
#322
Quote1) When clicking on an inventory item in SCUMM games, the inventory item becomes a cursor to be used on something.
Well, not in MI2. At least in my copy of the game, when clicking in a inv game: if you have "pick up" or "walk to" , it will "look at" it, and if you have any other cursormode, it will run that interaction.
Quote2) Give function uses the same item in the buffer when clicking on GIVE continuously. You also have to click USE before the give function seems to work.  
OOPS! i know what that must be, i fixed that, but i must have not saved it. I´ll fix it now.(fixed, had to remove 2 lines  ;D) Uploaded the fixed version.

And gonzalezj, think that there is more invovled that making the MI2 interface to work, is the flexibility what makes it difficult. ;)
And i didnt understand your first point  ??? (in what games did that happen?)
Thanks for trying it!

Good point blackbaron!! :D (Could someone tell me which key trigger which mode in the english version?)
Thanks guys.



#323
Critics' Lounge / Re:Colored Cartoons
Wed 11/06/2003 00:01:28
 :o :o
Oh Neole i hate you...
;)
#324
Well, the first version is released for testing, i would LOVE whoever give me some feedback, what you liked, what you didnt, what would you like to see in future versions, what should be explained better in the readme file, etc.
PS: its not yet a template, but a little crappy minigame :(, read the text file.

there are some details in the first post.

Ok, here it is: SCUMM TEMPLATE (rar file 630kb)

Thanks  :)
#325
well, the template i am making is not intended to be just MI2, but the first release would be themed  with MI2. I tried to make a more general SCUMM type template, that could handle interfaces close to any lucas game (well, apart from loom, cos there is also a plugin by Spyros i think, and the ones that use verb coin). That includes Maniac mansion, indy 3, zack mckraken, etc...
But the reality is that i'm working more on an interface like the ones in MI2,FOA and DOTT.
And yep, both things you said are implemented in the template, cos i´ve been working on the template for a while ;).
But its good to remember that the Give action in the lucas gui that comes with AGS is badly implemented
#326
Thanks Scorpiorus, i already make that to work as close as i could to MI2 (close enough for me :)).

the template is almost done, i have to write the documentation and maybe try it a bit more. When i finish that, i will release what could be called a beta version (a beta version of a template?? :-[), because the code is a bit messy, and there could be flaws.
#327
Quotebut in such a way that it overlaps with the other outlines
Yeah that would be great! :D
QuoteSo I guess it'd be more like matching the center of each character.
or just make the outline font of a character overlap with the previous and next a fixed amount of pixels, say 1 pixel. That is what lucas games did, and i think it looks better.
#328
Critics' Lounge / Re:need logos for games
Mon 09/06/2003 11:23:27
i think that both are pretty dark, and, since we dont know for what are the logos and what do they try to express, we cant know if they´re good or bad.
But, turning a bad logo into 3d wont make it a good logo, i think.
Even more, i think 3d doesnt work very well for logos, just look around you, which of the logos that you´ll immediately recongnize are 3d??
#329
Quotethe first option can be offset with the game.dialog_options_y variable.
Then i guess it would be game.dialog_options_x  ;)
#330
furry and TK, it´s not neither the talking colour nor how to change the label colour.
Scummbuddy got it, he seems the only one that can understand my crappy english.
BTW, if highlighting it while the action is performing isnt possible, how would you make it so it highlights for X game cycles?

EDIT:

Ok, i figured it out.
#331
How would you make the action label (where "walk to" is written) change to a lighter colour if an action is running, keep the text highlighted  while the action is running, and when it is over, change back to the original colour??
i.e: in monkey islands, if you make "open door", while guybrush is walking to the door, the action label colour goes lighter, and when he has opened the door, the label change its colour to the previous one and it is set to "walk to" mode.
(i hope to make sense)
thanks
#332
Is it possible to change the name of hotspots or objects in script??
I´ve seen a variable that allow to change the name of a character (character[CHARID].name i think), but i would like if there is a way to make the same with hotspots or objects.
If the answer is no, then i would make that suggestion.
#333
Can you test it in another computer?? because many people (like me) works also in 16-bit 320x240, and i never heard or experienced anything similar. So, i dont think it would be a problem of neither AGS nor your style. (well, im sure about it) Before redoing all the artwork, i would try it in another comp.
I´ve noticed that the problem you said is also in the walking animation that is in your webpage, and, if you were working on 320x240, a line thicker than other would be twice thicker at least, and you said that they were just a bit differen. So... having these 2 things in mind, i think of 2 possible causes: 1: your comp/display/drivers dont manage 320x240 well; or 2: you are working in 640x400 and the program you draw things with make that effect to the pics, as your walking animation...
EDIT:
QuoteI have also noticed this in other games such as purity ots and even PD?
Oh, then i would say it is the possible cause #1 ;)
#334
WOW!! Did you make that with any spcial technique, or just pixel-pushing??
BTW, in monkey island 2 there was a guybrush closeup, just if you want for reference:
#335
in the repeatedly execute :)
#336
yes, it would be something like:

(within the repeatedly_execute function):
string buffer;
StrFormat(buffer,"%d",character[EGO].inv[GetInvAt(mouse.x,mouse.y)]);
SetLabelText(GUI,label#,buffer);

(or this, that is the same but a bit cleaner:)

int invitem,invitemamount;
string buffer;
invitem=GetInvAt(mouse.x,mouse.y);
invitemamount=character[EGO].inv[invitem];
StrFormat(buffer,"%d",invitemamount]);
SetLabelText(GUI,label#,buffer);

change label# with the label you want to display it

Note that the "normal" inventory items will display a "1"
#337
if, in example, you want to display the value of the variable "myvar" in the label #5 of your GUI called MYGUI:

string buffer;
StrFormat(buffer,"the value is %d",myvar);
SetLabelText(MYGUI,label,buffer);
#338
Do you mean as the coins in MI2 or the orichalcum bullets in FOA? if so, if i.e. your coins inventory is #6, you could modify the amount of coins by modifying the variable character[EGO].inv[6], like, if you wantto add 60 coins to the inventory, you could write: character[EGO].inv[6]+=60; , and then , when you look to the inventory object, write something like: Display("I have %d coins",character[EGO].inv[6]); and it would say the coins you have.
If you werent asking that, i think you should make different inventory items for each one.
#339
QuoteHe seems to have a penis.
Yep, a huge and well drawn one ...(edited a little bit)
spoiler image:(highlight it if you want to see it)

#340
Critics' Lounge / Re:Lucasarts sub-system
Thu 05/06/2003 13:07:52
it´s not a plugin, it´s done entirely with scripting, maybe if i make an example game it would be easier to understand?
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