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Messages - arj0n

#121
Love your palette choice!
#123
Quote from: Crimson Wizard on Fri 03/12/2021 02:49:22
Here's a new experimental build:
https://www.dropbox.com/s/d51t7xnmnwfkzh8/ags-3.6.0--experiment-spritelzw.zip?dl=0

indexed bitmaps true
none: 118 MB (124.645.394 bytes)
rle: 9,24 MB (9.693.772 bytes)
lzw: 16,0 MB (16.871.106 bytes)

indexed bitmaps false
none: 475 MB (498.297.296 bytes)
rle: 29,5 MB (31.035.907 bytes)
lzw: 63,2 MB (66.327.162 bytes)
#124
Quote from: Crimson Wizard on Fri 03/12/2021 02:49:22
BTW, is there a reason why your game is not 8-bit? In your old game remakes you might be able to only use 1 set of sprites and change actual palette to emulate palettes from various systems.

Normally I do use the palette change for such old game indeed.
But this time it wasn't an option because:

  • what is depicted in the sprites (for ex. a mirror) is the same for amiga en dos but differs in the atari version.
  • the dos version uses a strange way of vertical lines to create an effect, a bit like shading
There are several differences like the location and shape of mirror, lamp & nightstand for example:
Spoiler

But when I tried to go for an 8bit version for my project, I failed to get a normal result for the room bg after importing an 8bit version of the background sprite.
Here a test using a new clean project importing a 8bit room bg image:
Spoiler

AGS basic settings:
Spoiler

#126
Ouch... that must be a painful mistake.

Spoiler

But when offering a game on platforms like itch/GJ while said game contains someone else's material without having permission to use it, why leaving the option 'Name your price' enabled?
[close]
#127
That's quite a different result, nightmarer.

My 32-bit background sprites seem to have a max amount of only about 17 different colors in them.
When looking at your 'indexed' compression result, I suspect your sprites have a higher amount of different colors?
#128
Given all sprites in my test do have below 257 different colors in them, this seems like a good result to me already :)
#129
640x480, 32-bit true-colour
Total sprites in project (F2):   1855 / 90000
source sprites: 2.352 png files; 6,03 MB (6.328.527 bytes)

Sprite file compression:
None: acsprset.spr filesize: 475 MB (498.297.296 bytes)
Indexed: acsprset.spr filesize: 118 MB (124.652.814 bytes)
LZW: acsprset.spr filesize: 63,2 MB (66.327.300 bytes)
RLE: acsprset.spr filesize: 30,8 MB (32.316.086 bytes)
#130
Quote from: Crimson Wizard on Wed 01/12/2021 00:48:19
Could you post sizes of acsprset.spr after changing compression and compiling, not full game.exe?
Also, do you have an estimate on the total size of source sprites?

sure:

source sprites: 2.352 png files; 6,03 MB (6.328.527 bytes)

Sprite file compression:
None: acsprset.spr filesize: 475 MB (498.297.296 bytes)
LZW: acsprset.spr filesize: 63,2 MB (66.327.300 bytes)
RLE: acsprset.spr filesize: 30,8 MB (32.316.086 bytes)
#131
Tried the 3 sprite file compression settings on one of my latest project.

Filetype sprites before importing into ags: png,
largest being still pretty small: 35,5 KB (36.369 bytes)

Game:
Resolution: 640x480, 32-bit true-colour
Total sprites: 1855 / 90000
acsprset.spr filesize: 63,2 MB

Results after compile:
None: game.exe filesize: 550 MB (576.947.304 bytes)
LZW: game.exe filesize: 138 MB (144.977.308 bytes)
RLE: game.exe filesize: 105 MB (110.966.094 bytes)
#132
Also: Looking for voice actors and actresses

See post in the Recruitment thread

#133
Mortville Manor remake

This is a remake of the 1st-person-perspective adventure game from Lankhor (1987/1988).
Mortville Manor is the predecessor of the probably better known Maupiti Island (1990).


In this game you play a private investigator who's on a case in and around Mortville Manor.
You're there to investigate the death Julia Defranck, a childhood friend.


You conduct a detective investigation by wander through the manor, search around for clues and items,
have conversations with family members who live at the manor, and try to solve the case.


Some differences and similarities compared to the original version:
  • dropdown action-menus in top of screen plus questioning system are changed into a modern style point 'n click system.
  • no time limit, so no huries while playing
  • original text-only player inventory accessible via action-menu is now an always visible graphical inventory
  • play the game in Atari-ST, Amiga or DOS (EGA Mode) palette and switch between these 3 anytime during gameplay.
  • player moves via always visible 'where to go' list' instead of via dropdown action-menu on top of screen
  • persons present list is now graphical instead of textual
  • better and much, much more textual responses when clicking on stuff
  • original Amiga sound-fx included
  • while the original had none, this remake features background music for almost every area, all created by Eric Matyas

Question family members:


The list of voice actors/actresses:

game character  | voice actor/actress
LeoMandle
JuliaCanadian VA
MurielleLeonie
MaxDkobylarz
GuyDurq
Lucheltenjon
BobCaptainD
PatCaptainD
IdaDeborah 'Dythlind' S.
EvaBrenda

The game's 8 NPC's:



Attic scene in the 3 palettes:
Amiga:

Atari-ST:

Dos (EGA):
#134
Hi, I'm looking for English voice actors/actresses (6 male & 2 female) for my project Mortville Manor (remake)

Mortville Manor (1987/1988) is a first-person perspective adventure game and the predecessor of the probably better known game Maupiti Island (1990)
This remake can be played in Amiga, Atari and MS-DOS (EGA) palette (you can switch anytime during gameplay)

The original version had speech synthesis, and while quite a feat at the time it was quite hard to understand what was exactly said.
Therefor I'd like to add real speech and therefor I'm looking for voice actors/actresses.

As detective you can question the 8 NPC's:
There are 46 questions for each NPC character and each answer has a length between 1 to 3 lines.
Max has a couple of extra lines outside the questioning though, like when he welcomes you to the manor.


If you're interested, please let me know by PM.

some more info on this project can be found in the AGS Games in Production thread













game charactervoice actor/actress
LeoMandle
JuliaCanadian VA
MaxDkobylarz
GuyDurq
Lucheltenjon
BobCaptainD
PatMarnix
IdaHanaIndiana
EvaBrenda

The game's 8 NPC's:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/00_MM_persons.png[/imgzoom]

Some screenshots:

Diningroom:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/01_MM_dining_room.png[/imgzoom]

servant Max welcomes you:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/02_MM_Max_welcome.png[/imgzoom]

Selecting a question for Ida:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/03_MM_Julia_select_question.png[/imgzoom]

Ida answering a question:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/04_MM_Julia_answering_question.png[/imgzoom]
#135
Awesome news!
#136
But if the upper left popups only contain dialog options between characters (for coversations), you could simply go for using Dialogs instead of GUIs.
#137
In short:

You'll need to create GUIs.
A GUI can contain interactive elements like buttons or a listbox (like the 2 guis left on top in the video) and non-interactive element like a label (like the lower gui id the video).
When one GUI is shown and you click a button or a listbox item within that GUI, a second GUI can be shown (over the one that is already shown or instead of the one that is shown).
if you want to show one GUI over another, the Z-order of each GUI determines if a GUI is shown over another one or behind it.

For the animated heads you could use a GUI that contain 1 button.
Connect the button to a View (a View is a set of sprites).
Animate the button's View with a script command.
#138
Such popups can easily be done in ags.
#139
I myself had no time due to a project I'm working on so I asked Creamy to start a new one, but as that never happened: be my guest and give it a go  :)
#140
Quote from: Peegee on Sat 20/11/2021 11:09:20
(you must not put "player.", Only the positions) but it does not work.
You should put 'player.x' & 'player.y', as these two are the player character's positions.
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