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Old 04-20-2010, 05:19 PM   #81
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Originally Posted by Jackpumpkinhead View Post
This looks pretty good, but you might want to make it an even lower resolution so that the characters seem a bit bigger.

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Old 04-20-2010, 06:08 PM   #82
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Thanks, now I just need to figure out how to use it.

I'm using GarageBand 09. Do you know of anywhere I could get instructions for how to install it? I've only been able to find them for 08 or older.
Garageband should support sf2 files. You just need to unzip the file.
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Old 04-20-2010, 06:10 PM   #83
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okay this was ridiculously easy to do
i may just opt to do the backgrounds this way
still teetering between doing it this way and redoing all the backgrounds
i may post a poll on it


The background needs to be cropped not stretched.
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Old 04-20-2010, 06:15 PM   #84
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Looking good, but wouldn't you have to redraw the grate thing in the foreground in order that Guybrush doesn't appear to walk in front of it?
No, that will be handled in AGS by drawing a mask for the grate.

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Old 04-20-2010, 06:16 PM   #85
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No, that will be handled in AGS by drawing a mask for the grate.
Ah, okay
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Old 04-20-2010, 07:08 PM   #86
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Garageband should support sf2 files. You just need to unzip the file.
Yeah, I get that, but I'm not entirely sure which folder to put it in, or how to access when I do. I'm a bit of a noob at this sort of thing, sorry.


Last edited by Aububuh; 04-20-2010 at 07:09 PM. Reason: Spelling mistake.
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Old 04-21-2010, 09:33 AM   #87
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The background needs to be cropped not stretched.
yeah i am having some trouble getting the size right
i am just using paint and a program called idraw
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Old 04-21-2010, 02:10 PM   #88
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yeah i am having some trouble getting the size right
i am just using paint and a program called idraw
http://www.gimp.org

Use that, but honestly, I do worry a little of your technical know how... by all means prove me otherwise though. I'm just a little worried atm
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Old 04-21-2010, 02:30 PM   #89
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http://www.gimp.org

Use that, but honestly, I do worry a little of your technical know how... by all means prove me otherwise though. I'm just a little worried atm
Hey, as long as he has the motivation to pull this off (which I think he does) then I think it'll do fine.
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Old 04-22-2010, 01:33 AM   #90
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i started working on a concept for a possibility of an idea for a canon room background. ill probably just put up my sketch when im finished. which might be in a couple minutes.
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Old 04-22-2010, 02:10 AM   #91
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heres the concept of an idea blah blah.
i did this in literally half an hour, hence the sloppiness
all i really tried to do was get rid of the curves, except for the left wall because ... its a ship.
i would enjoy any advise/criticisms you can dish out.
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Old 04-22-2010, 04:13 AM   #92
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Backgrounds are in a wide 320x144

So if you are designing the backgrounds keep this in mind.

At 320x200, the background is going to get stretched to a 16:9 ratio.

2x 640x360
3x 960x540
4x 1280x720
Create the backgrounds in these resolutions, then you can scale them down without warping.

Last edited by Monkey Mania; 04-22-2010 at 04:21 AM.
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Old 04-22-2010, 06:09 AM   #93
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Whilst I'm all for the 'classic feel', wouldn't we want to make the game window larger for playability purposes? Or am I just misunderstanding your post?
I'm sorry, this the "old school edition" of CMI, am I correct? So it should have the same layout as the MI1 and MI2. Wide screen at the top and UI at the bottom.
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Old 04-22-2010, 09:47 AM   #94
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Monkey Mania is right
the size of all of most of the backgrounds (i say most because there are some backgrounds that scroll to the sides so the are actually longer)
in MI1 and 2 are 320x144

Quote:
Originally Posted by BloodnoseThePirate View Post

heres the concept of an idea blah blah.
i did this in literally half an hour, hence the sloppiness
all i really tried to do was get rid of the curves, except for the left wall because ... its a ship.
i would enjoy any advise/criticisms you can dish out.
i thing this is great
i started making a pixel version of the cannon room this moringing
i had the same idea that you had as far as getting rid of all of the curviness
of the background except for the far left side.
i found this really great program for creating pixel base art
called graphicsgale
it is only shareware but if you know where to look you can get it for free
but i think that i am going to buy it

i really like what you have going on here
i think i am going to be making some changes to my version though
hopefully i will have something to up soon
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Old 04-22-2010, 10:29 AM   #95
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yeah that was a last minute thing i did, i didnt put that much effort into it (i didnt bother changing the size) i just wanted to show what i think the general look of the room should be.
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Old 04-22-2010, 10:29 PM   #96
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i found this really great program for creating pixel base art
called graphicsgale
it is only shareware but if you know where to look you can get it for free
but i think that i am going to buy it
I really do suggest using GIMP. It's basically a free version of Photoshop. Very popular program and I use it for everything I do. It's extremely simple to work with pixels on it, you just need to zoom in and use the pencil tool and then you can do sooo much more. I just can't stand shareware XD You don't need to pay for this kind of stuff... it's really a con :/
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Old 04-23-2010, 10:08 AM   #97
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this is just the beginings
i have been really busy so this has been taking me a long time to finish
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Old 04-25-2010, 12:31 PM   #98
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Will there be new plot elements and puzzles or not?
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Old 04-25-2010, 02:18 PM   #99
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Since Part 1 was only a couple of rooms, why not extend part 1 to include escaping the carnival?
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Old 04-25-2010, 05:20 PM   #100
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I'm really starting to like where this is going.
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Old 04-26-2010, 03:42 PM   #101
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Since Part 1 was only a couple of rooms, why not extend part 1 to include escaping the carnival?
But that kinda already happens at the end of the game, it would make the end part a bit lackluster because you're doing the same thing again... (not exactly the same thing but you know what I mean, same environments and what not).

I think you may have to rewrite quite a bit of that opening section. Not sure how the cannon part will work when you're shooting the boats, as well as the bit with murray when you're stuck beside the cannon. If you want it in keeping with the old style you will have to do some rewrites.
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Old 04-26-2010, 04:29 PM   #102
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I think it would be interesting though. It would involve a bumper car puzzle. As for the cannon puzzle. Maybe it can just be implied that Guybrush shot LeChuck's crew. Explosion sound with Guybrush saying "Sorry!"
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Old 04-27-2010, 10:23 AM   #103
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yeah i have played around with a few ideas for this
i am not sure
i am just trying to concentrate on making the demo first
then i will move on to the next part
if i do add anything i probably wont do it until the end and just add it in

btw here is an update of the cannon room
i redid the whole thing using paint.net its a really nice program
it has a combination of gimp tools and graphicsgale tools
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Old 04-27-2010, 11:46 AM   #104
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Nice cannon.

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Old 04-27-2010, 12:17 PM   #105
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Nice cannon indeed.
If I can give an advice: less gradients, more textures.


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Old 04-27-2010, 04:12 PM   #106
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Nice cannon indeed.
If I can give an advice: less gradients, more textures.
i would if i really knew what i was doing
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Old 04-27-2010, 08:16 PM   #107
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i would if i really knew what i was doing
Gotta agree with this guy, don't use gradients. Better to draw your own shading, pixel by pixel

Or maybe, could just mix and match old monkey island backgrounds

Something I quickly and roughly made:

Something like that perhaps obviously not finished, I just did the main parts to give you the idea

Last edited by Scapetti; 04-27-2010 at 09:12 PM.
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Old 04-27-2010, 11:25 PM   #108
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You could go the MI2 route and do hand-drawn/sketched backgrounds. Or you could got the SMI route and make the backgrounds with Deluxe Paint II. It's free now since it's an ancient DOS tool. But it's what was used to create all of LucasArts adventure graphics up until SMI/Indy3/Loom (actually now that I think of it, I believe FOA used it as well). It has the ability to do either clean, uniform noise, or random noise gradient fills (you can see this in LucasArts' games). It's a great program. I once tried to VGA-ify a Space Quest II screen with it. Not very good at it, but it would've been interesting to see an SQ2 screen VGA-ified much like how Loom, Indy 3, and SMI were VGA-ified LucasArts style. Here's a cool tutorial as well for how to get a classic LucasArts look.

It also supports rotating palettes (that cool gradient animation effect on things like the lava underneath the honkey head in SMI. AGS supports rotating palettes, incidentally, but only in 8-bit 256 color mode. Incidentally, LucasFan also used Dpaint to VGA-ify the graphics for Maniac Mansion Deluxe.

Nice screen, Scapetti! A collage-type remake of other MI graphics is a neat way to go as well. After all, it's what the King's Quest I and II AGS remakes did for their first versions (they've since been re-released with brand new hand-painted backgrounds).


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Last edited by MusiclyInspired; 04-27-2010 at 11:54 PM.
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Old 04-28-2010, 10:37 AM   #109
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You could go the MI2 route and do hand-drawn/sketched backgrounds. Or you could got the SMI route and make the backgrounds with Deluxe Paint II. It's free now since it's an ancient DOS tool. But it's what was used to create all of LucasArts adventure graphics up until SMI/Indy3/Loom (actually now that I think of it, I believe FOA used it as well). It has the ability to do either clean, uniform noise, or random noise gradient fills (you can see this in LucasArts' games). It's a great program. I once tried to VGA-ify a Space Quest II screen with it. Not very good at it, but it would've been interesting to see an SQ2 screen VGA-ified much like how Loom, Indy 3, and SMI were VGA-ified LucasArts style. Here's a cool tutorial as well for how to get a classic LucasArts look.

It also supports rotating palettes (that cool gradient animation effect on things like the lava underneath the honkey head in SMI. AGS supports rotating palettes, incidentally, but only in 8-bit 256 color mode. Incidentally, LucasFan also used Dpaint to VGA-ify the graphics for Maniac Mansion Deluxe.

Nice screen, Scapetti! A collage-type remake of other MI graphics is a neat way to go as well. After all, it's what the King's Quest I and II AGS remakes did for their first versions (they've since been re-released with brand new hand-painted backgrounds).
this is amazing
i am going to try it out
i was wondering how i was going to make things look more oldschool
i thought about hand drawing all of the backgrounds like MI2 and then scanning them in and pixelizing them somehow
but i figured it would take way to much time
but considering how long it is taking me now i may try it out
but i definately want to try Deluxe Paint II first
thanx again
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Old 04-28-2010, 10:56 AM   #110
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how do i run this on my pc
i have 2 computers one with xp and another with 7
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Old 04-28-2010, 11:07 AM   #111
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Since it's a DOS tool, I guess DOS Box would run it?
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Old 04-28-2010, 11:11 AM   #112
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Yes, use DOSBox. Only way it'll work. No biggie, though. Just drag the DP.EXE icon onto your DOSBox shortcut and it'll load up no problem. But don't think it won't take a lot of time. I tried out VGA-ifying a screen myself from King's Quest I SCI just last night because I got in the mood again. No where near finished yet. Be prepared to take your time. Game making isn't made overnight. Especially not the artwork. Take your time and make it look good.


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Old 04-28-2010, 12:16 PM   #113
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Originally Posted by Monkey Mania View Post
I think it would be interesting though. It would involve a bumper car puzzle. As for the cannon puzzle. Maybe it can just be implied that Guybrush shot LeChuck's crew. Explosion sound with Guybrush saying "Sorry!"
And that's not all. You can add Rat and Dinghy Dog as well
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Old 04-28-2010, 04:39 PM   #114
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Here's some Sierra edits I made with Deluxe Paint II.




No where near finished, of course. But it's interesting to see it this way even so.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
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Old 04-28-2010, 06:15 PM   #115
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i think i am going to just do outlines of all of the rooms and use deluxe paint to do all of the coloring. if not that then hand draw all of the art and then scan it and size it down to the proper size
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Old 04-28-2010, 06:29 PM   #116
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i just was playing around with deluxe paint
...dude
...its
...awesome
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Old 04-28-2010, 07:17 PM   #117
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I recommend using down-scaled paintings like MI2.
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Old 04-29-2010, 01:29 AM   #118
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Originally Posted by Monkey Mania View Post
I recommend using down-scaled paintings like MI2.
And I recommended down-scaling CMI backgrounds, and after that was given a no, I recommended mix and matching old SMI and MI2 backgrounds... which was painfully ignored...

Ahh well...

I just did this, it's a mish-mash of basically everything that's been done so far...



I'm not saying it should be used, but I reckon if that was just touched up, it might actually be quicker than redrawing the whole thing :/
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Old 04-29-2010, 01:35 AM   #119
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I acknowledged it.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
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Old 04-29-2010, 11:08 AM   #120
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I recommend using down-scaled paintings like MI2.
the more i entertain this idea the more i like it
but alas i dont know how to paint
i thought about using colored pencils

Quote:
Originally Posted by Scapetti View Post
And I recommended down-scaling CMI backgrounds, and after that was given a no, I recommended mix and matching old SMI and MI2 backgrounds... which was painfully ignored...

Ahh well...

I just did this, it's a mish-mash of basically everything that's been done so far...



I'm not saying it should be used, but I reckon if that was just touched up, it might actually be quicker than redrawing the whole thing :/
the problem with using the comi backgrounds and scaling them down is
1. the size of the backgrounds for MI1 and MI2 are 320x144 and the size of the COMI background are 600x480 so there i would either have to heavily crop the background or there would be black bars on either side of the background and
2. i think the style of the COMI backgrounds i quite different to the style in the previous games.

as far as the mashup idea goes i didnt say anything because i have no idea what i am doing as far as that goes and i am no 100% sure that it would look that great if i did it. but i appreciate your effort and help

idk i almost need a background artist to help me out with this so that i can concentrate on the game itself
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