Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Scavenger

#781
Critics' Lounge / C&C on five characters?
Sun 07/12/2003 15:58:57
Yo, and so on. I've been working on my fun (and cliché) filled game 'Once upon a Time' for a while now, and I've decided to come for advice about characters. I give you five completed (and concepted arted, I'm not done with the in-game graphics yet) ones and their brief profiles. I'm never gonna give away storyline to people who aren't working with me, but rather what you would find out anyway in the first two minutes of playing:


Vurt (17):
A weakling ogre, with an unneccisarily high IQ (for his species, who would find it hard to outsmart a turnip). Outcast, scorned, and generally confused with trolls, he soon learns that his clan has abandoned him, so he can't rely on others to help him anymore. In short, the complete opposite to most introvert protagonists. After helping an imp/bat with a simple task, he finds a new 'friend' for life. He finds Oso very familiar, and as the story progresses he finds out just how familiar. Due to his outcastness, he has grown up to be a tall, thin guy, unlike the other ogres who are extremely short and muscular. In animal culture, the smallest and shortest is called the runt, but in ogre culture, the runt is the tallest. Due to this, Vurt had to learn to walk stooped, Hence the bad posture.

Oso (15):
Oso is an imp. Although he doesn't look it, he definately is. He isn't a cowardly bat, nor a pleasantly innocent imp. He's a self-centered, malicious little brat who bites the ankles of people who get too close to him. Though sometimes he is able to show empathy and sometimes even help out in tough situations, mostly he's just out for himself. There is a lot of dialogue and interaction between Vurt'n'Oso, as they find out who they are and the strange familiarness that they see in each other. (and no, it won't end in a love scene. Its just too corny) Prepare for a lot of one-liners (in appropriate places) and see the imp get beaten up a load of times!

Ema (n/a):
What or who is Ema? She is an ethereal being, consisting mostly of clothing and interwoven magic, who serves only one person - Agnwhutsethyngi. She is evil, but only if someone continues to pay her. Ema is the only one of her kind, and has the ability to summon up one sidekick at a time. It soon becomes a running gag. She is also the prototype of the mysterious 'Knights' who are threatening to destroy all magical and mythical beings. Ema, although a prototype, is sidetracked into following the footsteps of Vurt and Oso, trying to kill them and stop their progress. Agnwhutsethyngi seems to favour her doing the dirty work over the Pygmees, mostly because her Holy Paladin type luck and her inability to die.

The Pygmees:
A race of blue, furry semi-sentient animals that follow whoever impresses them most. And nothing impresses them more than an upturned fishbowl with glowing red eyes. The Pygmee chieftan is the smallest of these savages, but rumour has it there is a Pygmee Guardian, and nobody knows anything about that monstrosity. The Pygmees, as everyone knows, live in an abandoned fortress of doom, in the mountains past the village of Innocence (pop: varies), where they practice voodoo and culinary magic. They are also allergic to tea.

Overlord Agnwhutsethyngi
Noone can pronounce his true name properly, so he is known by his current alias. The ultimate sorcerer of evil magic defeated in a battle long ago by a Hero Of Pure Blood, he lives only in a crystal ball of amazing power, sustaining himself with the souls of sacrificed chickens. He never laughs, as he thinks that is a sign of distraction. His ultimate goal is not world domination, but instead to make others dominate the world, so he can control their every thought and action. He also has a lisp, which stops him from casting the ultimate mind control spell, which has more than a day's worth of s's in it.

Anyway. C& C! Sorry for the long post o.o I drivel, don't I?
#782
I can't remember! My childhood (early) had two major things in it:

Home:
Frogger
Digger
Space Invaders
Pacman
Stuff (can't remember the name. Blue screen. I think it was Wordstar =P)

Grandparents:
It HAD to be Simon the Sorcerer. StS rocks my socks from the day I first played it to this very present day. The graphics were superb, the music delicious and I could even imitate most of the voices in it =). I was even scared of Sordid! I felt for the Swampling! I laughed at every single joke in it! =P I am the ultimate StS nut. And guess what age? 4-5. When it was first released =) I must thank my nan and granddad one day for owning such a beautiful game. Unfortunately, the copy I owned fell into the hands of my cousins, who probably sold it. Waah.

Anyway. I think it was years before I got my hands on Monkey Island... at least 1999.
#783
When I was young and nieve I thought,
The computer that my dad had bought,
Was indeed a piece of master art,
When in fact, it was a donkey cart.

It had two huge 5 inch drives,
And less than a mega of ram,
And when it turned on, the trouble arrives,
Half the time it would crash, flash, or even go BLAM!

My childish ignorance stopped me from saying,
That more advanced games it couldn't be playing.
My parents would had burnt me alive,
(If it hadn't had been 1995)

The next computer, we had slightly moved on,
From the clunky old disks and the monitor (wooden),
Win three one one, I was happy to see,
That olde dosse prompte did really bug me.

It didn't stop us from not having a soundcard,
But this time (obvious) we had a disk that was hard,
And a 14.4 old rickety modem,
Compuserve that Dad used to check on his E.M'.

Years later, we got it together,
Installed sound, Win95, as we prancéd in heather,
I remember me and Dad installing it now,
(If only because I dspaced it before, and it was so slow!)

Today, I have only one major qualm.
That stops me from being, uh, ever so calm.
Recogise that old two two three,
A pentium two measured in M H and z.

Remember when you complain of your tools,
Who's got to wait until he's old and he drools,
On his dialup modem to download files, and some finish in may...
Me, the unwilling AOLer, on a 56k.

Ha! Beat that for a poem! Anyway, this post is actually about those people WITHOUT flashy PCs. They can go away and play footsie with their precious machines. We're talking the people with old, old, and decrepit computers. Those who can't even run 640x400 on AGS =(.

Who has the slowest computer? What was your slowest computer? Do you still own it? And finally - did it fustrate you enough to want to do what I did and drivespace the harddrive so that they HAD to upgrade? Hehe =) Stories?

And the winner will get this beautiful ASCII art trophie, since it is of low filesize.

@|@@@|@
@ \@@ /@
@@\ _ /@@
@@  ][@@
@@  ][@@
@    _][_@
WINNER OF THE "POOR OLD DEAR" AWARD
#784
I'm not sure what you mean, but:

Objects:
SetObjectTransparency (OBJNUM, percenttransparency);? That would make it transparent like.

Walk behinds:
What about.... if you make a region exactly the same shape as the 'walkbehind' area (but don't make a walkbehind), and set Player Stands on Region to SetCharacterTransparency (GetPlayerCharacter(), transparency amount);, and player leaves Region to SetCharacterTransparency (GetPlayerCharacter(), 0);

Or alternitively, create a semi transparent object.
#785
Wait a moment, please! All you've told us on the game related side is that you want someone to help you make a game about your band, you want it to be a modern day Maniac Mansion... you've worked out a storyboard and how it will play (but you haven't told us) and said it's gonna be freeware/shareware. I'm very interested in this project (though unfortunately, I wouldn't be able to contribute due to my lack of time and skill :P) but can you tell us more? Like resolution, colour depth (for the artists, you see) some of the storyline (a basic synopsis would do) and other game related (not business related) information?

I don't want to nag... you just didn't write enough of the good stuff :)
#786
Bump, bump, bump it up! See first post for more arty stuff :P Just so you know, I'm recycling an old thread. :)
#787
Like, oh my god. :P There's finally alpha! And dynamic GUIs! And Z-Ordering! And smooth gradients! Hehe. All hail CJ!

Alpha Blend Test:
15-21fps
Pentium II 233Mhz
Unknown Graphics Card

Hmm.. faster than hi-res, but still slow. Oh well! I'll stick to 8/16bit :).
#788
General Discussion / Re:CJ is not Jesus
Thu 13/11/2003 19:13:14
IMHO...

I think a sentence to sum up religion is:
"The only true beliefs are your own."

Which means, no matter what anyone tries to force onto you, only what YOU think is right IS right. Same with anyone else. When you die, what you truly believe will happen will happen. I believe that when you die, you are reborn again, and again, and again, until you finally have a balance of good and evil. Other people may believe different beliefs, and theirs are also right. Nobody is wrong. But the reason people preach is because they want others to share their true beliefs, cause they believe that their beliefs are right. Which they are. But about as equally right as the preachee. AAagh! I'm so confused! Anyway...

Religion has a lot of strange things in it. Calling someone Jesus Christ is NOT blasphemous, it is in fact a complement. Some people might say: "They're the next *insert celebrity here*". Is the celebrity in question supposed to be INSULTED? Is Jesus Christ different from anyone else, anyone famous or non famous, just because his father is God? Did he really come from Heaven, and do all these things and got killed? Why would God sacrifice his own son so he can prove his own power? All these questions have no answers other than your own.

(I don't mean to be insulting, I'm sorry. But I feel that people who try and say: "You're only hurting yourself! You'll go to hell just for typing a certain thing! Your soul is in danger by complimenting someone in comparing them (on a much smaller scale) to Jesus!"
Believe what you wish. Let others believe what they wish. You're all correct in your thinking.)

Eep long post. If you wish to kill me for what I type, please don't. I'm just another person expressing their opinion. Don't bother trying to hack my ramblings apart! I make no sense anyway.
#789
It was amazingly easy to code, as well :P

Hehe, no template = me too lazy.

I suppose it could be done with inventory items... if you set their other click interactions to run ProcessDialog, and gave the inventory items to the character which holds the dialog you want to use... but of course, anything is. Just mess around with it. But remember there is an inventory item limit, so I wouldn't suggest it. (129x8 = 1032, which is nearly 10 times the amount of inventory items you can have in your game)
#790
No, no! I know what you're thinking. But no. I am not in need of CJ to install needless add-ins to AGS. I have just created one myself =) Want to see?

SIBIDS - Scavenger's Icon Based Interactive Dialog System
SIBIDS is my system, and it does Icon based conversations. At the moment it can do up to 129 individual dialogs, with custom title bars showing the name of the Character you're talking to, up to eight options, and an ambiguous way of coding. Now comes with a NON EXISTANT (wow!) manual!

HOW TO SET UP DIALOGS:
In ProcessDialog, put your dialog code in the following way:
if (UsedDO (PLACE_DIALOGNO_HERE, PLACE_DIALOGOPTION_HERE)) {
DisplaySpeech (EGO, "This is the way you converse.");
DisplaySpeech (MAN, "Cool, huh?"}
Make sure you put Dialog Option 1 as the Greeting, and 8 as the Leaving. To leave the dialog, use QuitDialog (), and that will ensure you quit. To set icons, in game_start, set:
dialog[DIALOG_NUMBER].buttonpic[DIALOG_OPTION] = (The sprite slot number)

ADVANTAGES/DISADVANTAGES to SIBIDS:
Pro's -
Easy intergration of real code into dialogs.
Pretty Pictures!
You can make non-blocking GUIs.

Cons -
UNMANAGABLE.
Hard to grasp.
Un-user friendly.



HasPlayerQuitDialog ()
Returns 1 if the player has quit the dialog.

QuitDialog ()
Used to kick the player out of the current conversation. Useful for those times when the NPC gets annoyed with you, or you click the bye button.

SetDialogIcon (Dialog Number,Dialog Option,On or off?)
Sets dialog icons either on, or off.
InitiateDialog (Dialog Number)
Sets up the conversation, eg by opening the Dialog Gui, setting the current conversation to the one you specify, makes the dialog gui say the right buttons and the name of the character you're talking to, and so on. The most important initiation function!
ProcessDialog
The backbone of the SIBIDS. Although, on transit it may seem like its the smallest function, but believe me, it can easily be the largest function IN YOUR ENTIRE GAME, even though you must never ever run this function. One disadvantage to SIBIDS is that the whole of the games dialogs are stored in this one function, making organising a messy business. But, if you organise right, you could be in for a winner, here. (I could create a program to generate the dialogs like the AGS dialogs can... but I don't know C++, so what good I'd be is a mystery)
UsedDO (dialog number,dialog option)
Short for Used Dialog Option. Returns 1 if the dialog option selected is available to click on. Used IN ProcessDialog.

The other functions are too insignificant to name, and their use is obvious and uneeded by the user.

Below is the code needed by your game to run. You also need:
THIIIISSS GUIIII!!!!! (Save Target As, remember.) to use the dialog system to it's potential

char quitdialog;
char currdialog;
char isindialog;

struct Cdialog {
char button[8];
short buttonpic[8];
string chartotalkto;
};

Cdialog dialog[129];

function InitiateDialog (char dialognum) { // initiates a conversation, ie, sets up the display, and which dialog it is.
    char buttonnum;
while (buttonnum <=7) {if (dialog[dialognum].button[buttonnum]) {
SetButtonPic (DIALOG, buttonnum,1, dialog[dialognum].buttonpic[buttonnum]);}
else { SetButtonPic (DIALOG,0,1, 0);}
buttonnum++;}
SetTextBoxText (DIALOGGUI, 9, dialog[dialognum].chartotalkto);
GUIOn (DIALOGGUI);
isindialog = 1;
currdialog = dialognum;}

function UsedDO (short dialognumber, char dialogoption) {
  if ((dialognum == dialognumber) && (curopt == dialogoption) && (IsDialogOptionAvailable(dialognum, curopt))) return 1;
  else return 0;}

function IsDialogOptionAvailable (char dialogn, char optionn) {
  if (dialog[dialogn].button[optionn]) return 1;}

function ProcessDialog (char dialognum, char curopt) { //the dialog engine, DO NOT RUN THIS COMMAND! It's a raw function, like on_key_press, or on_mouse_click.
  GUIOff (DIALOGGUI); //turns the dialog gui off, so the user can't touch the dialog options
if (UsedDO (0,0)){ // The Kind of thing you should do.
}
  if (HasPlayerQuitDialog () == 0) { //If the player HASN'T chosen the quit option, or hasn't been kicked out of the conversation...
   InitiateDialog (currdialog); //Reruns the dialog.
else {
    quitdialog = 0;}}

function HasPlayerQuitDialog () {
  return quitdialog;}

function QuitDialog () { //Quits the current dialog
  quitdialog = 1;}
function SetDialogIcon (short dialogn, short buttonn, char moden) {dialog[dialogn].button[buttonn] = moden;}

TELL ME WHAT YOU THINK! Um.. whoops. Caps lock =(.

Edit by strazer:

See following posts for template link.

Also, be sure to check out HeirOfNorton's script modules.
#791
:P 800x600 16bit* here - how could anybody use a higher resolution? It's like, the pixels are so damned SMALL! I like to be able to see the pixels on my screen. Good for nice pixel art. Though, I must spend more time on this computer at 320x200 256col, due to DPaint and my adventure game hoard :). I believe, if you can make it fast, pretty, but blocky, it looks better than slow, sluggish, ugly but smooth graphics :P Like those people who make games that would look better in Lo-Res EGA in hi-colour 800x600.

Damn the lack of there not being a segmented AGS version! I need floppy disks to transfur it to my computer (the 666Mhz, as opposed to the 233Mhz I am using right now)!

Thats the end of my whining! Enjoy the rest of the thread!

*its either that or 640x480 24bit/ 1024x768 8bit. Hehe.
#792
Dear DG

Why do I think I'm a hyena? Recently I've been having strange urges to try and chase off people and eat their meals for them, and laugh spookily.

PS Thank you for your valuable advice about the rabbits. It makes so much sense now.
#793
Hehe. I have DOTT. On two seperate CDs :P. I remember back in the days when my favourite game was Simon the Sorcerer (and the sequel had never came out. I was like, 5 :P and still completed that game :), though the end puzzle was a hard one. I still have my silk Simon Cloak. Purple and gold and I'm going on about it again...) My cousin was playing DOTT, Full Throttle, Sam and Max.... and I always wanted to play them, but he would never let me, as he would complete them and then claim they were faulty, and get his money back :(. DOTT was the most memorable, me remembering the last Act, with Insane Old Purple Tentacle using his shrink ray... those were good times. When I finally got it myself, it was 2001. Eek! Nostalgia! NOSTALGIA!

(PS - "They were just cancelling my life insurance policy" hehehehe.)
#794
Hail Illapalazzo-sama!

Kaaz: Hehe. Nice sprite :) I am wonder how you do such intricate shading o.o

I've totally redrawn my sprites :) Hopefully its more a DW style than before.


The Ogre - redrawn to look slightly more ogre like, now with anabolic steroids, made more DW style for your pleasure!


The Imp - Drawn to be more menacing, smaller, less like the ogre's colour scheme, now with concealed wings (which are of course, useless)

Can you see I've used DW1's palette, too? C+C, please! :P
#795

Most charactor art in DW1

Close up drawing style

Normal Drawing style

There :)
#796
Critics' Lounge / Ogre? (DW1 style emulation)
Thu 30/10/2003 23:23:24
Well, I've been working hard on my game :) and I've finished a third version of my ogre guy thing. You can see the three stages below:

Hmm... he seems to get shorter and wider. Anyway, critique the third, as it is the newest. Though, how I'm going to animate him is beyond me.

"Sou like, whut's dis den?" BLAM! :P
#797
I'm not expecting (nor am I even hoping) these to be intergrated into AGS at any time, but, I thought they might be useful to some of us. Though, I appreciate some matters are more urgent than others. Plus the fact that nobody wants to hear me whine on and on... about 8bit functions :P

1) Sprite - Pallette slot allocations (ala The Dig, FOTAQ)
I was thinking, why not have certain sprites take up certain sprite slots? I tried doing it by changing every other colours apart from the ones I wanted to use to Room Dependant, and imported the sprites. But, unfortunately, the 16 locked colours got in the way, and when I tried my TintPalletteSlots function, it just messed up the charactor. Also, if a sprite is imported and the slots allowed for it are too far down the table, it is stuck using the 16 locked colours. And thats the end of that suggestion.

2) (I know I keep bugging people about this, but...) Pseudo-Transparency in 256col
Basically, its just darkening certain parts of the screen, making it look like its transucent. Only black can be translucent, or white. Examples: Discworld, Albion (This did a great job of adding translucencies, even if it WAS 8bit :P), The Dig (Inv System)

Finally, a question. Why does 640x400x256 (hires paletted) run really slowly on my comp, while 320x200x16bit doesn't, even though they have the same system requirements? I think somebodies been misleading us again o_O

But anyway, if these things are intergrated, I shall be forver in your debt, Pumaman! But, if not, C'est la vie, it happens! :) You have better things to do, I'm sure :P
#798
Dear DG

I woke up this morning, only to find that my house had been taken over by millions of insane rabbits that laugh manically. Should I charge them rent, or kick them out because I don't allow pets? Even as I type they're plotting to take over the world. Do I consult a doctor for their megalomania?

Yours
        Anymonuse
#799
Woo! Replies! :P And critique :)

Scummbuddy:
Yup, it was definately too much to have contrast shading like that. It wasn't a style. And, uh, the other foot got messed up when I scanned it :P

Penguin:
Like, wow. I love that eye :P Its so refreshingly evil :P
I tried increasing the evilness using Minion Shop Pro and DastardlyPaint, using a Malevolence Filter at 30%, but I think... I put the numbers in wrong.

I think I made it 300% :o *is scared*

Another great reason why you should never EVER use filters! :)
#800

Placeholder Name: Minion
I'm not quite sure what possessed me to create this charactor. Maybe I was sick of all those Evil Minions which are dragons, ogres, trolls, etc etc. Why not RABBITS? They are EVIL, after all. But I'm set that this creature, however much that it looks like one, is NOT a rabbit. :P For starters, it's green.


C+C on this pic, maybe? And suggestions on names would be very appreciated. I'm failing to think of one.
SMF spam blocked by CleanTalk