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Old 04-29-2010, 02:49 PM   #121
Snugglecakes
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I know it's a bit crude but is there any way to scroll the background vertically inside the view window? Hard to picture it... might be a disaster but might work too, wherever necessary (where the action happens close to the top or bottom of the original background) to scroll according to how "deep" in the room guybrush is standing/walking.

I will personally give a million dollars to the person who does this to EMI (which will of course require all new artwork!)
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Old 04-30-2010, 03:00 AM   #122
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I will personally give a million dollars to the person who does this to EMI (which will of course require all new artwork!)
I would prefer to see EMI remade in CMI style
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Old 04-30-2010, 09:47 AM   #123
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I know it's a bit crude but is there any way to scroll the background vertically inside the view window? Hard to picture it... might be a disaster but might work too, wherever necessary (where the action happens close to the top or bottom of the original background) to scroll according to how "deep" in the room guybrush is standing/walking.

I will personally give a million dollars to the person who does this to EMI (which will of course require all new artwork!)
um...what
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Old 04-30-2010, 11:31 AM   #124
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I know it's a bit crude but is there any way to scroll the background vertically inside the view window? Hard to picture it... might be a disaster but might work too, wherever necessary (where the action happens close to the top or bottom of the original background) to scroll according to how "deep" in the room guybrush is standing/walking.
That would be unnecessary and distracting. Or unnecessarily distracting, if you will.


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Old 04-30-2010, 11:57 PM   #125
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i would offer to be the background artist but i dont think i have the time or patience to redo every background. maybe if a couple of people offered to do a few backgrounds each, but then each one would probably have a different style. maybe if i find the time i'll try to start.
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Old 05-04-2010, 10:13 AM   #126
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okay, i got a chance to get a lot done on this
of course there still is a bunch i have to do
but this is the basics of what i am working with
i know some of you are going to crucify me for using gradients
but this is just a demo
hopefully if i can get more done i can show this off at a few other forums
and get some more help with the backgrounds
so here you go
the first demo of the demo...sounds a little redundant
the interface of this game is slightly different than the actual scumm engine
instead of clicking "use" to use and inventory item with somthing
you can just click the inventory item and then whatever you wanna use
that item with.
enjoy!

[Screenshot]


From now on all updates to the actual demo will be posted as updates on the first post of this thread
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Old 05-04-2010, 11:46 AM   #127
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That's quite nice. Needs some more detail and a bit more dramatic lighting. Also, this is an undead pirates ship so it should look a bit more worn and decayed. It looks unfinished anyway, though. But I'm impressed with the design layout quite a bit. Nice work.

Keep it up. The demo plays well, too. Though, I'd suggest adding the shortcut keys for each verb as well. As in these:

O = Open
C = Close
L = Look at
U = Use
S = Push
Y = Pull
T = Talk to
P = Pick up
G = Give

It'd probably only require something like adding these keys to the global script at the repeatedly_execute function and then making the command mimic the function of clicking on whatever verb it's supposed to activate.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island

Last edited by MusiclyInspired; 05-04-2010 at 11:58 AM.
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Old 05-04-2010, 07:27 PM   #128
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nice demo.
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Old 05-05-2010, 10:47 AM   #129
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i added the keyboard shortcuts the way you said
i will be working on making the cannon room alot dirtier too
thanx for the suggestions
also i havent had alot of experience with ags code, though i do know the basics of c++/java
but i am having a hard time trying to figure out how to make it so that when you click on an inventory item it will just look at it instead of using it
i posted this on the ags forums and the reply that i got was this:

Quote:
you can edit the template at line 1261 (at least in version 1.2.1):

Code:
SetAction (eGA_LookAt);
location=GSinvloc;
if (ii.IsInteractionAvailable(eModeLookat)) {
used_action = global_action;
ii.RunInteraction(eModeLookat);
SetAction(eMA_Default);
}
though i am not sure on how to modify this code to make it do what i want it to do.
if there is anyone out there that could explain it to me
i dont necessarily want someone to do it for me
i just need some explanation as to what i can do to make it work the way i want it to.
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Old 05-05-2010, 03:45 PM   #130
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i look really forward to this. nice
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Old 05-05-2010, 05:49 PM   #131
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I'm afraid I don't really remember very much about AGS programming since the last time I've dabbled in it. I'm and SCI man, myself. I only know how to program fluently with SCI Studio/Companion at the moment.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 05-05-2010, 06:11 PM   #132
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Has anyone seen this already?



Bound only by the paper thin wrapper of mortality, a soul here lies, struggling to be free, and so it will thanks to a bowl of bad gazpacho and a man named Calavera!
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Old 05-05-2010, 06:24 PM   #133
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Has anyone seen this already?

huh
i wonder who did this

the sci code looks very similar to c++
you should totally be able to figure it out.
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Old 05-05-2010, 06:43 PM   #134
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Really nice SCI screenshot from the intro of CMI. Let me also mention the GrafX2 bitmap graphics editor which is released under the GNU GPL license (therefore is a free -as in freedom- software tool). It was a DOS application until 2001 and it was used by demo coders for the demoscene. It supports numerous (actually the most) operating systems out there. Good thing to know I believe.


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Old 05-05-2010, 06:55 PM   #135
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the sci code looks very similar to c++
you should totally be able to figure it out.
The syntax is similar, but the commands and variables and whatnot are completely different. I can't make heads or tails out of that block of code you posted.

Quote:
Originally Posted by akis
Really nice SCI screenshot from the intro of CMI.
Actually, the style and interface are that of AGI not SCI.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 05-05-2010, 07:35 PM   #136
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Indeed it's from AGI since it has more crusty-mid 80s look and feel.


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Old 05-05-2010, 10:52 PM   #137
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so here you go
the first demo of the demo...
thanks
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Old 05-06-2010, 05:49 AM   #138
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huh
i wonder who did this
There are a couple of hilarious images in the listen to me monkey island articles.


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Old 05-06-2010, 10:01 AM   #139
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hows this for dirtier and mood lighting





this version will be included in the new version when i am done with it
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Old 05-06-2010, 10:05 AM   #140
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This is really promising. Good work!


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Old 05-06-2010, 10:17 AM   #141
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Originally Posted by Jackpumpkinhead View Post
hows this for dirtier and mood lighting





this version will be included in the new version when i am done with it
I love the slime on the walls, love the light from the ceiling grate, but the wood panels do need a bit more grit, and your best bet for that is still going to be hand shading. Other that that, it looks great.

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Old 05-06-2010, 11:24 AM   #142
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Indeed. Everything looks nice but the wood, which looks like plastic. I think the wood needs to be darker first of all. Then add some ridges and such by using lighting and shading. Use that image of Wally's ship-shack for reference. Right now the whole room looks like it's entirely lit so there's no dramatic changes in the lighting.

I'm no artist, this is just my personal observation. Maybe a real artist can come in here and confirm or deny what I'm saying.

This is very very promising, though!


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 05-06-2010, 01:30 PM   #143
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Looks great! I especially like the slime on the walls and the cannon balls.

Is it possible to make the lighting from the grate a different colour, like orange, or green? It would add more variety to the image.
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Old 05-06-2010, 01:44 PM   #144
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I love the slime on the walls, love the light from the ceiling grate, but the wood panels do need a bit more grit, and your best bet for that is still going to be hand shading. Other that that, it looks great.
Quote:
Originally Posted by MusiclyInspired View Post
Indeed. Everything looks nice but the wood, which looks like plastic. I think the wood needs to be darker first of all. Then add some ridges and such by using lighting and shading. Use that image of Wally's ship-shack for reference. Right now the whole room looks like it's entirely lit so there's no dramatic changes in the lighting.
yeah i know what you guys mean. i am just having a hard time wrapping my head around how to go about doing this.
i am not sure about how to "hand shade the walls". i can change the color of the walls, like making them darker, but i am not sure about the shading and grit or how to go about doing that.
i might post on a few other forums for help on this for suggestions and help.


Quote:
Originally Posted by Gabez View Post
Is it possible to make the lighting from the grate a different colour, like orange, or green? It would add more variety to the image.
yes it is, and i have thought about doing that too
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Old 05-07-2010, 03:26 AM   #145
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You basically want more broken wood, loose nails. Have some of the wood panels stick out and stuff. And like you know how wood deforms when it gets wet? Also keep in mind that this is currently in a battle scene. There are cannons being fired at LeChuck's ship. That and it's sorta a ghost ship anyway... and there were puddles on the floor in the CMI one! You know, just make it like falling apart and stuff. Not like it's just been built, you really don't want to be using so many straight lines...

And as for the lighting from the grate being a different colour? I don't personally think so. That's the colour it should be, it would look odd as any other colour :S I think the scene will look more complete when you get that cannon in it (and the ramrod). At this moment it's a bit hard to judge and the scene looks a bit empty...
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Old 05-07-2010, 09:42 AM   #146
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You basically want more broken wood, loose nails. Have some of the wood panels stick out and stuff. And like you know how wood deforms when it gets wet? Also keep in mind that this is currently in a battle scene. There are cannons being fired at LeChuck's ship. That and it's sorta a ghost ship anyway... and there were puddles on the floor in the CMI one! You know, just make it like falling apart and stuff. Not like it's just been built, you really don't want to be using so many straight lines...

And as for the lighting from the grate being a different colour? I don't personally think so. That's the colour it should be, it would look odd as any other colour :S I think the scene will look more complete when you get that cannon in it (and the ramrod). At this moment it's a bit hard to judge and the scene looks a bit empty...
thanx this helps a lot
i will do some modding of the scene
as far as adding the cannon and the ramrod
i am hoping to get most of this done this weekend
i do have a real job that is always getting in the way of my hobbies
so the weekends are when i am able to get most of the work done on this
as soon as i get these changes made i will be posting an update to the demo
on the first post
so keep a sharp eye everyone!

ps
i agree about the grate lighting
i dont think changing the color is necessary
but i went ahead and made a mock up of it
and Scapetti is right
it looks odd
i only did it in green because there really wasnt that much of a change
when i changed it to orange

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Old 05-07-2010, 08:36 PM   #147
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Really nice work - I hope this is okay, but I had a bit of a mess around in photoshop, gave it darker/moodier contrast and darkened to wood.

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Old 05-07-2010, 09:38 PM   #148
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Really nice work - I hope this is okay, but I had a bit of a mess around in photoshop, gave it darker/moodier contrast and darkened to wood.

A bit too dark, but it I really like it. Good 'n grimy.

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Old 05-07-2010, 10:49 PM   #149
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yeah too dark but, really good besides that.
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Old 05-08-2010, 12:59 AM   #150
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I decided to spruce it up a bit.

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Old 05-08-2010, 03:17 AM   #151
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There are a couple of hilarious images in the listen to me monkey island articles.
Some more images:




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Old 05-08-2010, 10:46 AM   #152
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This project is really cool, and I like where it's going so far. I think, like the OP, I'm one of the few who was seriously disappointed by the art direction in CMI after being spoiled by Steve Purcell's amazing work in the first two games.

Anyway, one obvious thing that is flattening out this background, making it look too clean, and making it not fit the aesthetic of the old games is the black outlines. CMI's cartoon images had sharp outlines. The painted images in MI2 didn't, really.



See this image? The only place you can make out dark outlines is in really high-contrast areas like the house on the left. And even then, the lines aren't as hard/pixellated as in the background you're working on.

An easy solution would be to lighten the outlines, perhaps just making them a darker shade of the base color of the object they're outlining.

A difficult solution would be to make a beautiful Steve Purcell-level background painting, scan it, scale it, and put it in!
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Old 05-08-2010, 11:44 AM   #153
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Really nice work - I hope this is okay, but I had a bit of a mess around in photoshop, gave it darker/moodier contrast and darkened to wood.

That looks nice! Maybe a bit dark, but the wood actually looks like wood now! Definitely more moody and dramatic as well.

Quote:
Originally Posted by Monkey Mania View Post
I decided to spruce it up a bit.

This looks just a little bit too blurry. And too bland as well. Not enough contrast in the colours and lighting.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 05-08-2010, 12:26 PM   #154
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Really nice work - I hope this is okay, but I had a bit of a mess around in photoshop, gave it darker/moodier contrast and darkened to wood.

this one is great
it is just a little too dark
if i could get a combo of this one and monkey mania's
i will work on it too
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Old 05-08-2010, 01:01 PM   #155
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Monkey Mania's + 45 brightness/100 contrast on photoshop :P

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Old 05-08-2010, 01:03 PM   #156
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I think that's a tad too saturated.
How's this?

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Old 05-08-2010, 02:23 PM   #157
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I think that's a tad too saturated.
How's this?

I think that's perfect.

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Old 05-08-2010, 03:05 PM   #158
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That's good. It just needs to lose a lot of those black outlines on various objects like the door and window and replace them with highlighted/shaded lines instead.

This screen is really coming along nicely.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Old 05-11-2010, 10:42 AM   #159
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update to the demo on the main page
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Old 05-11-2010, 10:57 AM   #160
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That link to the demo seems to take forever and never loads properly. I can't even get the page to load to press the download button.


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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