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Messages - juncmodule

#261


I noticed you need to do some work on the tower, mountain, and moon borders. For the low res that this is there are a lot of details that should be tended to. For example, the moon has sky colors on it(along the edges). It looks like some spill over anti-aliasing.

By the way, the above should be pixel perfect. Just paste it over the old, also use it as a border to extract the mountain, tower, and moon!

later,
-junc
#262
Let me see you type fast on that thing!!!

Personally I don't understand it. I think it is really cool, but it's just not practical.

Brian Provinciano (SCI Studio creator) was porting AGI to the Game Boy Advance, he was going to have a pop up keypad on screen(I think it would pause action, just like in SCI games). I just think it would be bulky for typing.

Now, point and click on the other hand makes sense to me. I'm pretty sure ScummVM has a pocket PC port and a few others. It would be great to see a GBA port of MI1 and MI2!!

I guess if you REALLY love a game, then you will play it even if it is bulky and what-not ::)

later,
-junc
#263
I like everything about your original revision except the lack of mountains. But, I don't like the mountains in the new revision. It doesn't look like you spent as much time on them as you did the rest of the picture. They are very blurry and the peaks are too long...

I think comparing it to Eric's isn't fair at this stage. Finish the mountains with the same kind of detail you put into everything else and then maybe we can compare. In the end though they are just completely different styles and it becomes a matter of personal preference.

For me, I like Eric's, because I can see characters on that background. Putting characters on your background...that looks like it would be a pain in the keester ;)

later,
-junc
#264
Redrum has a great Resource page:

http://www.freewebs.com/skimbleshanks/plugin.htm

later,
-junc
#265
General Discussion / Re:Saddam Captured?
Sun 14/12/2003 17:39:58
QuoteI'd say Bush's second term is pretty much locked in at this point.

What a horrible thing to say >:(. Although, it may be true :P.

Now the question is, do American's leave. That's it. Threat of Saddam retaking power is completely over. Regime crushed. No more excuses.

Of course we will occupy Iraq until I'm old and withered.

Panda: I think that liberals and conservatives both can agree that not having Saddam in power or in threat of being in power is a good thing. They just disagree on how it happened ;D.

later,
-junc
#266
Sorry, wrong answer.

The reason this will never happen.

FILE SIZE.

Plain and simple. These games are distributed over the internet. Any large 3D game of any 'real' quality would have to be a good 100MB, and I think that is being generous.

You could make a 100MB game with AGS fairly easily. Plugins, cut scene movies, stereo sound...

It's just not practical.

This thread could probably be in Adventure Chat. Not really a technical issue.

Not to mention, what you are proposing, 3D AGS, wouldn't be AGS anymore. Chris would have to rewrite everything I'm sure. If Chris is still doing this ten years from now, maybe. But I kind of doubt it.

Besides, if I'm not beating up hookers or blowing away aliens, I don't want 3D. ;D

later,
-junc
#267
I like 2 a lot more. Have you tried tracing over images? Just to get perspective and all that hoopla right? This is the way I do things. I just cut and paste an image together and then trace over it.

As far as your drawing abilities go the only advice I can give is find a style and stick with it. Keeping your game graphically consistent can "fool" people into thinking it's just your style ;) At least that's what I try to do! ;D

There doesn't seem to be much of a horizon line. So the depth is a little tricky to distinguish. Have you tried using other adventure game backgrounds as templates? I really don't know much about this stuff so I can't give much more help than that. Good luck!

later,
-junc
#268
General Discussion / Re:Severe buggrit.
Thu 11/12/2003 22:51:55


;)
#269
QuoteWhat exactly was it that you got from them?? did they send you the sprites or??

No, they do not have access to the original files. I just had to rip them from screenshots. It took a lot of time but was fairly easy. They just gave me permission to use them in my game. The only reason I was telling you that is because they specifically pointed out that they wouldn't allow someone to use their characters in even a free game. They also gave me permission under the knowledge that I was using them as templates for characters that were unrelated to BASS or BASS characters. If you intend on only sending this to them then I doubt it would be an issue anyway.

QuoteThanks for the unasked help juncmodule.. it helpt me alot..

:-\

hmmm...I hope you weren't mad by what I was saying. I do think after you finish with Stickies Adventure your chances of getting help will be much greater.

good luck,
-junc
#270
How big is the full version?

I might host it...for a brief time

does anyone know of some kind of PHP script or something where I could limit bandwidth usage over a 24 hour period?

If I can get something like that I will be happy to host it.

later,
-junc
#271
I followed some of the links you provided and found a program called ADR ripper. It does display an image and while playing around with it I was able to spot a character or two...very distorted. I couldn't get it to display anything in full though. Very frustrating to be that close and...not really.

Blah.

QuoteWrite a program that takes each pair of bits from each byte in main (the other file looks like a crack loader to me!) and displays them in four different colours.

Unfortunately, I have no such skills.

Very frustrating.

eh,
-junc
#272
That's it Timosity. Clear off the sofa. I'm moving in :D

Lucky bastard.

Darth: I think the reason I hate winter so much is because I spent the first 21 years of my life in Michigan. That was enough winter for one lifetime ;D

later,
-junc
#273
QuoteFinding the palattes might be more difficult

LOL ;D  Ahhh...the beauty that is Brataccas. Brataccas was originally written for the Spectrum, or at least its predecessor Bandersnatch was. Imagine went flop and a few of the big wigs ran off and formed Psygnosis. They brought the remnants of Bandersnatch along with them and rewrote it for the Amiga, Mac, and Atari ST. It still retains much of its former glory, mainly it's MASSIVE 4 color palette.  :P

QuoteI'm not sur why you need to disassemble the code to be able to extratc the images

Basically it sounds like you are telling me I could do this without having to learn 68k assembly first!? That would be fantastic. So....how?

Excuse my ignorance but, outside of ripping screenshots and actually disassembling the game I have no idea how one would go about doing something like this.

Quotebut if you want to carry on disassembling, http://www.atari-st.lovely.net/atari-st-docs/ might help.

I have a lot of info from that site, however that site itself is infected with many dead links. I emailed the webmaster, but, it was down yesterday too...

Thanks!
-junc
#274
I recently started a topic on the mega-tokyo forums about disassembling an old game called Brataccas.

Why am I posting this all here? Well, I'm hoping that someone with knowledge of AGS and Assembly might be able to help me get my head around some concepts(at the moment ISR's and asynchronous code). If you can use AGS as a frame of reference. For example, I understand subroutines because in AGS they are called functions.

Also, if anyone could help me with this I would be VERY grateful!

this is my original post:
Quote
After teaching myself a tiny bit of German I was able to output the Assembly code of an Atari ST game called Brataccas.

Or at least I think that is what I did

There are two main files that run the program:

BRATACCA.PRG
MAIN

If my understanding of how most software works BRATACCA.PRG is the interpreter of sorts, MAIN is the resources.

My goal here is only to extract images from these files. I have no idea how to go about this.

I requested Brian's help long ago, but, he is still busy with SCI Studio (although he did offer to help when SCI VGA is released).

Basically, I am going to do as much as possible myself. I consider it a small miracle that I made it this far, and with a disassembler written in German at that (actually it was pretty easy to figure out).

Any help from anyone would be GREATLY appreciated.

You may download both the original files and the decompiled txt files here:

http://www.juncmodule.com/juncAGS/BRATACCAS.zip


You can check out the thread here: http://www.mega-tokyo.com/forum/index.php?board=6;action=display;threadid=5068;start=0;boardseen=1

thanks!!!

later,
-junc
#275
I despise winter. I despise the snow.

I see winter as when everything dies.

It is dead and not pretty and white and happy.

DEAD.

I would like to move to the desert.

I would like to move to Arizona.

I am stuck in Ohio because my girlfriend will not move that far away from her parents.

Ohio and it's dead skies. With it's dead winters.

dead,
-junc
#276
General Discussion / Re:Lucas arts palette?
Thu 11/12/2003 02:52:11
If you want to view the different ones for different rooms just use SCUMM Revisited.

In the tree goto:

LFLF/ROOM/CLUT and you will have the option to display the palette for that room.

You can download SCUMM Revisited at juncSource if you need to. Also if for some reason you don't want to/can't let me know what room you want it for and I will get it to you.

In the mean time here is a sample one:



It is only 234 colors which I found odd. It appears that the top and bottom colors are the global colors. I'm not sure exactly how they set these up.

hope it helps.

later,
-junc

EDIT: I'm stupid, I just counted it's 256 colors, there are just some repeated slots.
#277
DG, here is DM's House demo:

http://www.agsforums.com/yabb/index.php?board=8;action=display;threadid=10238

he just posted it last night. I second the nomination.

James Kay: Will there be a Devco Quest demo in time? ;) :P
#278
Okay, before you read the rest just let me say, I'm not trying to discourage you from making a game. So, please don't take my replies that way. I personally would like to see a BASS sequel, I just don't know if you are going about it the right way.

I would recommend a design document. Check out these two links:

http://www.agsforums.com/yabb/index.php?board=3;action=display;threadid=10146

http://www.allowe.com/gamedesign.htm

I just don't think RG is going to be all that impressed by seeing their "outdated" graphics in a game. However, if you took the time to write an ENTIRE design document, well...that might blow them away.

Do you really want to invest all that time in making a game that nobody can see!? When you finish the design document you could set up a website and a web petition. (which I would gladly sign)

Also, have you just emailed them and asked? They are REALLY nice folks over there. I mean, they gave me permission to use sprites and replied within a couple days. I was floored when I got a positive reply. I believe it is a near-first (if not a "first"?)in the amateur gaming community. They even read Dave Gilbert's review of my game. They are REALLY open minded.

Also, keep in mind, if they do make a sequel, I imagine there is probably a 99% chance they will do so with the BS3 engine.

Just some advice from somebody that knows nothing ;D

Whatever you decide to do, good luck.

later,
-junc

EDIT: Oh yeah, I almost forgot. What I meant by you making a small demo, I didn't really mean of the BASS sequel. Just a demo game of anything to show your ability and dedication with AGS and adventure game development.
#279
Weeee!!! Super ISO fun! Looks great Darth.

later,
-junc
#280
1. Please read forum rules before posting. From your post it is obvious that you do not have 8 rooms created yet. Don't repost though, as I'm sure a moderator will move this to the appropriate forum.

2. The artwork in BASS is AMAZING. If you can't draw it yourself then you may have extreme difficultly finding an available artist that can.

3. You need to prove your ability to create an adventure game before you can ask for that kind of help. Making a sequel to BASS would require a lot of work. Not many people will jump on that wagon without seeing what you can do first.

4. Revolution Games WILL NOT give permission to use Foster in a free game. I was told this by David Sykes himself. I have been given permission from Revolution to use other character animations in my free game, but he specifically said: "You don't mention the normal Foster but just to be clear we would not give permission for the normal Foster to be used." (Of course I was requesting the original artwork, so if someone redrew him, this would be a possibility, although I don't know if they would approve of that.)

5. Throw together a small demo to show your dedication and then update us. I would be very interested to see how your project works out! Good luck.

later,
-junc
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