Jackpumpkinhead Posted May 4, 2010 Author Share Posted May 4, 2010 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] [url="http://www.mediafire.com/?ix342n4ydty"]http://www.mediafire.com/?ix342n4ydty[/url] From now on all updates to the actual demo will be posted as updates on the first post of this thread Link to comment Share on other sites More sharing options...
MusicallyInspired Posted May 4, 2010 Share Posted May 4, 2010 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. Link to comment Share on other sites More sharing options...
BloodnoseThePirate Posted May 4, 2010 Share Posted May 4, 2010 nice demo. Link to comment Share on other sites More sharing options...
Jackpumpkinhead Posted May 5, 2010 Author Share Posted May 5, 2010 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: 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. Link to comment Share on other sites More sharing options...
fischkopf Posted May 5, 2010 Share Posted May 5, 2010 i look really forward to this. nice Link to comment Share on other sites More sharing options...
MusicallyInspired Posted May 5, 2010 Share Posted May 5, 2010 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. Link to comment Share on other sites More sharing options...
Lagomorph01 Posted May 5, 2010 Share Posted May 5, 2010 Has anyone seen this already? Link to comment Share on other sites More sharing options...
Jackpumpkinhead Posted May 5, 2010 Author Share Posted May 5, 2010 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. Link to comment Share on other sites More sharing options...
akis Posted May 5, 2010 Share Posted May 5, 2010 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. Link to comment Share on other sites More sharing options...
MusicallyInspired Posted May 5, 2010 Share Posted May 5, 2010 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. Really nice SCI screenshot from the intro of CMI. Actually, the style and interface are that of AGI not SCI. Link to comment Share on other sites More sharing options...
akis Posted May 5, 2010 Share Posted May 5, 2010 Indeed it's from AGI since it has more crusty-mid 80s look and feel. Link to comment Share on other sites More sharing options...
Scapetti Posted May 6, 2010 Share Posted May 6, 2010 so here you go the first demo of the demo... thanks Link to comment Share on other sites More sharing options...
elTee Posted May 6, 2010 Share Posted May 6, 2010 huh i wonder who did this There are a couple of hilarious images in the listen to me monkey island articles. Link to comment Share on other sites More sharing options...
Jackpumpkinhead Posted May 6, 2010 Author Share Posted May 6, 2010 hows this for dirtier and mood lighting this version will be included in the new version when i am done with it Link to comment Share on other sites More sharing options...
N3mo Posted May 6, 2010 Share Posted May 6, 2010 This is really promising. Good work! Link to comment Share on other sites More sharing options...
Aububuh Posted May 6, 2010 Share Posted May 6, 2010 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. Link to comment Share on other sites More sharing options...
MusicallyInspired Posted May 6, 2010 Share Posted May 6, 2010 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! Link to comment Share on other sites More sharing options...
Gabez Posted May 6, 2010 Share Posted May 6, 2010 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. Link to comment Share on other sites More sharing options...
Jackpumpkinhead Posted May 6, 2010 Author Share Posted May 6, 2010 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. 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. 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 Link to comment Share on other sites More sharing options...
Scapetti Posted May 7, 2010 Share Posted May 7, 2010 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... Link to comment Share on other sites More sharing options...
Jackpumpkinhead Posted May 7, 2010 Author Share Posted May 7, 2010 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 Link to comment Share on other sites More sharing options...
Megakles Posted May 8, 2010 Share Posted May 8, 2010 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. Link to comment Share on other sites More sharing options...
Aububuh Posted May 8, 2010 Share Posted May 8, 2010 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. Link to comment Share on other sites More sharing options...
BloodnoseThePirate Posted May 8, 2010 Share Posted May 8, 2010 yeah too dark but, really good besides that. Link to comment Share on other sites More sharing options...
Monkey Mania Posted May 8, 2010 Share Posted May 8, 2010 I decided to spruce it up a bit. Link to comment Share on other sites More sharing options...
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