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Developers roundup: let's make our own unofficial game

Page: 3 of 5
 Pork_Soda
04-11-2004, 12:47 AM
#101
...now all I gotta do is learn how to animate using ags...
 woxel1
04-11-2004, 6:34 AM
#102
I wish I could help on this project, but I don't think I could find the time. Maybe I could host the webpage for the project :P

I'm so moved by the love on this messagboard (certain parties excluded) that I made this silly song in the spirit of Sam & Max:
http://www.penguinbros.com/Music/stereotypical/clublagomorph.mp3)

I wish I could say it was totally original. The arrangements are, certainly, but it was but a drag and drop affair in Apple's GarageBand. Oooh... if only I had that MIDI Keyboard. Well, good luck, guys.
 Chron-O-John
04-11-2004, 8:48 PM
#103
Perfect track for sam and max music
 Brushguy
04-12-2004, 1:46 AM
#104
Awesome MP3 track...I'll use it in the full version. And the title "Club Lagamorph" could be an area in the game...

But, about that demo I was making...

http://www.freewebs.com/lucaskeen/Public) Screenshot.jpg

Here it is!
http://www.freewebs.com/keatonsworld/samandmax2demo.zip)

The only places you can go are Sam & Max's office, the hallway, outside sidewalk, and the Geek's lab. To go to the lab, PUSH the red-white-and-blue colored switch in the office.

My only gripe is that there are a few sloppy spots, and the 3D landscape studio I use is a bit blocky, i.e. the green sofa in the office is a bit mis-shapen. Other than that, I think it's a great demo. Also keep in mind that what the full version looks like is not set yet. This is just my vision for it, and it will only look like this if I am chosen to lead the project.

Also, tygerbug, I used your Sam and Max sprites ZIP, so thanks. But I was wondering, since you did the "next generation" pictures of Sam and Max separately, how long did it take you, because it would look nice to have the original Hit the Road sprites rendered. But if you think it would take too much time, I'll settle for normal sprites.
 Brushguy
04-13-2004, 11:34 PM
#105
woxel1, if you want to, you could help write some music for the game. It doesn't matter if the music isn't completely original.

I've been looking over the demo, trying to be very critical with it, and it would help if James Isaac could do an AGS engine for the game, different than the one in the demo. Also, I honestly think that my backgrounds are too blocky to fit our needs for the game, so if anybody thinks they can do a better job than me, please step up. I'm still up for Hit the Road sprites in the game, unless it won't be too much trouble for tygerbug to render the sprites.

Finally, the final game has to be assembled on one of our PCs, since we're all in different locations on the planet. Once we decide on that person, send all the content to him/her for assembly.
 Chron-O-John
04-14-2004, 12:16 AM
#106
How come I am unable to post attachments and the rest of you are allowed to do so? This is unfair!
 James Isaac
04-14-2004, 6:21 AM
#107
I can't download that file...

But can't I do the programming aswell? Like tygerbug said, we do need a lot of programmers.

And, brushguy, do you have any other games you have programmed that I can try out? Seeing as I can't download the S&M demo.
 Brushguy
04-14-2004, 12:37 PM
#108
@ Chron-O-John: to post attachments, you need a website to host your stuff, and then make an URL link here.

@ James Isaac: sorry, thought you said you could program the GUIs in AGS. If we're gonna do AGS, we'll need somebody to make an improved engine for the game, because I can't do GUI engines.

@tygerbug: I'd like your opinion on the demo.

As for downloading the demo, this is a common problem with these forums. You should right-click the link and press "Save As," or copy the URL to the address in your browser window.
 James Isaac
04-14-2004, 2:11 PM
#109
I tried downloading the demo in a lot of different ways - straight from the site, and through GetRight, but it wouldn't work - the best i could do was get it downloading at 1.31 kb/s ;) . Can you e-mail it to

And, Brushguy, I am a bit confused as to what you want me to do, so lets start from the beginning again...

I have never used AGS before, but I have used a lot of other programming languages, and I am sure I will be able to pick up AGS. So yeah, whatever you want me to do I'll have a go at.

And, btw, me and the DOTA team are not definetly helping - it depends on our impressions after the demo.
 Brushguy
04-14-2004, 5:13 PM
#110
James Isaac, a few posts ago, you said that you were fluent in several programming languages, and mentioned AGS. I'm not trying to force you into doing it or anything. It was just a misunderstanding. If you don't want to do anything in AGS, fine. If you do, that'll be great.

Okay, to download the demo, try going to http://www.freewebs.com/lucaskeen) , and click the link at the bottom of the page that says to download the demo. And yes, Freewebs download time is extremely lousy. I can't e-mail it to you because Hotmail only allows 1 MB attachments. The demo's 3 MB.

Finally, I need at least a few opinions on the graphics of the demo to know whether you want me to go ahead and do backgrounds for the game or find somebody else to do it.
 toenail1
04-14-2004, 5:27 PM
#111
You never IM'ed or emailed me about writing yet.
 James Isaac
04-14-2004, 6:09 PM
#112
Phew. 1 hour later and I managed to download it :¬:

Well, the game certainly is.... intresting. The backgrounds are quite good - except for the 2d drawn objects like the TV and a few low poly models. I recommend you celshade it though - I think it would look a lot better. And some of the zbuffers need attention.

If you e-mail me the source code for that game, I'll try to work out AGS, and then programme a GUI (that's what you wanted, right?).

And, are we going to buy a domain and get hosting for this project? If we get $40 together, I can get us www.samandmax2.net) or something with really good hosting, like this one: www.dotagame.com) .

So, can you e-mail the source code for this game please brushGuy?

And, do you have MSN or Yahoo messenger? Becuase that way it would bea lot easier to talk to you.
 tygerbug
04-14-2004, 11:58 PM
#113
Um, I've been avoiding replying because I didn't like the style of the demo and didn't want to say it. But I know I gotta respond.

So, here goes.

Good points of your demo:

Max tags along quite well. I was surprised at how naturally he follows along.

There is not much dialogue yet, but a lot of it is good.



The game is too slow, though. Way too slow.

The talking animations are also inconsistently cropped and imported, resulting in jerky animations in actual gameplay. The "talking from the side" Sam is put on over a frame that is wrong for it.


The main thing is the backgrounds and the way they work.


The graphic look of the demo would be okay for a weird little amateur 3d game. But it ain't Lucasarts. The color scheme of neon greens and purples burns into my retinas. It's ugly.

We really need to work in the standard Lucasarts art style here. I can tell that you're not a traditional artist ... or even a photoshop artist really ... but it's got to look like Hit the Road/Day of the Tentacle/Monkey Island. You could find someone else to do it.

The real problem is not so much the colors or graphics, which could be just placeholder test graphics and still create a perfectly playable game. The thing that Lucasarts got right was perspective. There was a slightly warped cartoon perspective, sure, but it was always carefully arranged to give you a wide open playfield. When you walk around in a Lucasarts game, you can walk anywhere and usually still see your character. Huge objects don't obscure him in the foreground. The character always obscures the objects, and still seems small in the roomy, spacious, warped perspective of the room.

This really does require 2d art, as I've yet to see a 3d artist pull it off.

Study the backgrounds in any classic Lucasarts game. It really is a genius style, and completely evocative of the way Steve Purcell draws and paints.

Study the backgrounds in the cartoon series (I'm thinking particularly of the episode "The Invaders"). Maybe even capture them and use bits of them.

Look at this background:

http://samandmax.net/images/concept/freelancepolice/1.jpg)

See how simple and playable that is?


Or even this:

http://samandmax.net/images/concept/freelancepolice/7.jpg)


More like that. That kind of perspective.



Anyway, it's a decent start. Hope to see some more Lucasartsy backdrops though, from a different artist probably.


As for the sprites ...

My "next generation" Sam and Max were just heavily shaded and finished versions of how Sam and Max looked in certain Hit the Road cinema cutscenes. It was intended to show how the game could look, but there is no further animation of these size characters, and they aren't extrapolated from the Hit the Road sprites really (apart from Sam's feet).

When I did that concept art:
http://orangecow.org/1media/sammaxnexxtscreengrab.gif)

I really had the TV series sprites in mind, which would give that same "next" generation look of higher-res finished animation.


As for your DVD screencapping troubles, that happens often with DVDs. You have to try a couple of different screen capturing programs .... one will work.

Still, the demo has more pressing design problems right now than what sprites to use. I'd rather see a visual style for the backgrounds which looks Sam and Max-y right now.



Oh - the demo downloaded outrageously slowly for me too.

Anyone else wanting to DL it at the moment can get it off my webspace nice and fast:

http://orangecow.org/1media/samandmax2demo%202.zip)


I also wouldn't mind having the AGS source for this demo.
 James Isaac
04-15-2004, 6:32 AM
#114
I still think we should go with cel shaded 3D scenes. It makes them look cartoony, but also realistic. It is also easier to create.

And yes. The beginning of the demo was very strange. Why was the camera so low? And then max goes walking through the table.

And I never realised that max tagged along, but if he does, I'm intrested in knowing how you coded that =).

Anyway, tygerbug or brushguy, if you have MSN Messenger please add me so we can talk there.
 Brushguy
04-16-2004, 12:56 AM
#115
I'm just as disappointed with the demo as you guys are. I'm wishing I'd never done it.

First of all, the reason the objects are so blocky and flat is because that the program I'm using is built for 3D shooters, not blowing people away with smooth polygons - I just moved the camera into parts of the rooms and took screenshots. And the reason the sprite talking animations are so sloppy is because I was rushed to finish the demo and get it onto the internet, because I felt guilty about making you guys wait for so long. The majority of the time I spent working on the demo was designing the 3D landscape.

Anyway, this is a start, no matter how disappointing it seems. I would still enjoy writing dialog for Sam and Max though, if you aren't too mad at me. I guess from now on people will be talking down to me.

I can tell that you're not a traditional artist ... or even a photoshop artist really ...

That's where you're wrong. I am an excellent artist with 2D hand-drawn backgrounds, and I don't want you treating me like I'm no good at drawing. If we're going to do 3D-rendered backgrounds, I'm the wrong guy for it, as you can see (because all the software I have is meant for in-game polygons) and you need to find somebody else. I'm just horrible in 3D environments. In the demo, the Geek's lab doesn't look like a cave...

I know where you're going about the perspective and you're right about 3D not being right for that. I have lots of hand-drawn Monkey Island-style backgrounds with great perspective and drawing in my fangame, Goodbye Monkey Island ( http://www.freewebs.com/lucaskeen) fyi if you don't like the download time, there are some screenshots you can look at).

The problem with the perspective in the demo is that if I move the 3D camera back too far in the environment, the walls get in the way.

Anyway, I'm really sorry this didn't turn out the way it should have. Just for discussion's sake, would it have been better if I said "My 3D studios are too blocky for a demo, so I can't do a demo with 3D backgrounds."

Enough lamenting over that. Moving on. tygerbug, when I talked about the sprites, I meant taking all the Hit the Road sprites in your ZIP and rendering them like you did with those heavy render shots of Sam and Max. Still, the TV show sprites seems like the only way out right now, but like I said earlier, I can't do that. Same thing with the backgrounds, if you want them ripped from the show.

As for the AGS open-source code, I can e-mail you the files, tygerbug and James Isaac, without the game locked.

And I never realised that max tagged along, but if he does, I'm intrested in knowing how you coded that =).

On the first screen, choose the "First time player enters screen" dropdown menu. Choose the event "Follow another character" and have MAX follow SAM. It's not that difficult.

I'm hoping that I could still have a reasonably-high position in making this fangame after this embarrassment. So if there's any way I could redeem myself, please tell me. :(

I do have a hand-drawn background of Sam and Max's office, but that's only if we're doing 2D backgrounds.

EDIT: Here's the link, to prove I'm not a lousy artist. Right-click it and choose "Save As" to get around that annoying forum bug.

http://www.freewebs.com/keatonsworld/SCAN0005.gif)
 Pork_Soda
04-16-2004, 2:03 AM
#116
What are you talking about, I loved the demo, the 3D looks so bloody sweet. I know it LOOKED like ****, but the sheer design behind it was amazing, I thought it was a step in the right direction, keep up the work!
 James Isaac
04-16-2004, 8:33 AM
#117
Hey, we aren't gonna kill you becuase of that.

You had a go at a style, and it didn't suit the game. No problem - we'll just try another method.

But here's what I think we should do: Not make a full length adventure, but only do a mini one. We shouldn't try to make this too big or we'll just get upset when we don't have the time to complete it. Maybe 10 rooms or something, quite a bit of gameplay. But we want to keep it short. And I highly recommend that we use SLUDGE - it really isn't that hard to understand.

Can someone e-mail me the sprites, and backgrounds if you have any to (my yahoo inbox is full), and I'll try to get you a SLUDGE demo done soon.

On the first screen, choose the "First time player enters screen" dropdown menu. Choose the event "Follow another character" and have MAX follow SAM. It's not that difficult.

Oh right, I thought you'd coded the function yourself ;)

Look here... I have an example of what the cel shading could look like on backgrounds:

http://www.dotagame.com/temp_upload/kitchen_low.jpg)

Now, I know this doesn't look very good. The cel shading actually works quite a lot better on objects... but anyway, what do you think? That is a really quick test that my 3D modeller made and then cel shaded, then I put it into low res so you can see what it would be like in-game (I assume we are making this game in 320x240)?

Here is an example of the same artist's cel shading of 3D objects:

http://www.dotagame.com/temp_upload/ufo_preview.jpg)

That is a cel shaded render of an early version of the UFO for Day of the Aliens. Now, in my opinion, I think that looks great, and would go well in any 2D game. So, do you want to use cel shaded backgrounds? Or should I try to use my 2D background artist?

Update

Look, I edited a screenshot from Sam and Max, and included the UFO. Now, if that was properly textured, I think it would fit in perfectly:

http://www.dotagame.com/temp_upload/snm_ufo.jpg)

Do you want cel shading?

But whatever you think, please just e-mail me the current backgrounds and sprites, and I'll get to work on the SLUDGE demo.


~James
 Brushguy
04-16-2004, 12:10 PM
#118
@ Pork Soda:
You're right about the 3D graphics. The studio I used was built for 3D shooters, so that's why the polygons were so blocky and low-res. If an exceptionally good 3D landscaper with smooth models come along, we'll reconsider the 3D idea.

@James Isaac:

Since I did an AGS demo, I think you could try a SLUDGE demo, James Isaac. And then, graphics aside, we could compare the AGS demo and the SLUDGE demo and see which one would be better.

If we decide on SLUDGE, your team will have to handle most of the programming. I could learn it, but what program would I need?

As for people griping about doing the game when we get it ready to program, after we get all the voices, graphics, sprites, etc. the way we exactly want it, you can make it as large as you want. Game creating is my hobby and I rarely let a game project hang in the air without working on it. So when we're ready, send me the stuff and I'll assemble.

The cel-shaded graphics look cool, but we'd need a cel-shaded Sam and Max to fit them in. It would be sweet if you could blend in 3D cel-shaded objects, like the UFO at Frog Rock in HTR.

Finally, I can't e-mail you the open-source AGS files because it's 2.4 MB and Hotmail only allows 1 MB. If you're willing to download it, I could host it on Freewebs.
 James Isaac
04-16-2004, 1:36 PM
#119
But one of the advantages of SLUDGE is all the possibilities that are avaliable to the coder, so that will not be visible to the user of a demo, but for us it will be a great advantage. In AGS, you click a load of buttons, then type in a bit of code, then the game is made, but in SLUDGE, there are a lot more things taht you can code..,

And it isn't hard to learn. All you do is get the example project with a GUI you like, and then modify it. Brushguy, to get SLUDGE, go to Hungrysoftware.com and download the development kit and the engine and an example project that has a GUI you like. Then you can start by editing what the people say, then save, then compile.... and then you start to understand more, and before you know it you'll be a master.

So what backgrounds and sprites am I meant to be using? I don't get it. Should I just rip everything from SnM? If so, can someone please send me the character sprites because I am too lazy to get them myself :P

So, do you want me to get my 3D Modeller to remake part of the carnival in the same style as sam and max to see how it looks? But we should still keep 2D characters IMO. I think it would look nicer and still keep the origional sam and max look.

And I reckon before we spend too much time on this project, we should e-mail LucasArts and say something like "We are making a fan game based on Sam and Max, please reply if you have any objections." And if they reply, we probably would have got it shut down anyway... if they don't say anything, then we did warn them...

And you don't need to bother sending me the game source code unless we decide to use AGS (please, please no :p )...

And, I repeat...:

And, are we going to buy a domain and get hosting for this project? If we get $40 together, I can get us www.samandmax2.net) or something with really good hosting, like this one: www.dotagame.com) .

But here's what I think we should do: Not make a full length adventure, but only do a mini one. We shouldn't try to make this too big or we'll just get upset when we don't have the time to complete it. Maybe 10 rooms or something, quite a bit of gameplay. But we want to keep it short.

Opinions please...

And also, what resolution are we going to do this at? Retro Sam and Max or 640x480 or higher?
 Brushguy
04-16-2004, 5:32 PM
#120
I'll download SLUDGE and check it out. :)

What I meant was that if we do cel-shaded graphics, I'd like your team to do them. But if we do cel-shaded backgrounds, chances are that everything else on screen will have to be cel-shaded.

Right now, I don't think any of us need to do anything. We're just speculating on the game.

As for the HTR sprites, tygerbug made a ZIP a few posts back that's 4 MB.

I'll e-mail Lucasarts, if I have enough guts. Should we show them some screenshots or something, or just say, "We're making a fangame, speak now or hold your peace."

As for the length of the game, I still say full-length.

As for the screen resolution, I say 640x480.

As for the web domain, I'll get back to you on that.
 James Isaac
04-16-2004, 5:57 PM
#121
There's nothing wrong with e-mailing LucasArts - all we are doing is checking if they are ok with what they are doing - it's the right thing to do ;)

I'll start working on a demo that should be done soon then...

And, how about we choose a story that could be short, and then we work on that, and if production goes well, we lengthen it and make a full length game.

Bringing sam and max hi res will be challenging, but fun... so are we going to draw hi-res sprites ourself?
 Pork_Soda
04-16-2004, 7:27 PM
#122
I don't have a problem with you guys using the old sprites, I just think that they should be smoothed out, and maybe a made a little more modern so they'll fit in a cell shaded enivronment. I also think that the length of the game should be short. If it does go well, then you can keep adding 'chapters' on, hell, if we get good enough at this it could be a monthly thing... but I'm getting ahead of myself.

I think if you stay short and simple, it will be better, and easier to rap your head around. Plus, I think the shorter it is, the more pontential it has for it to be a high quality game.

Plus, I think think simple ideas always turn out better, anyways, because then you can focus on the small stuff.
 James Isaac
04-16-2004, 7:39 PM
#123
Yup. Good explanation :). I agree with you.

I am working on the SLUDGE demo, and I am having so much fun with it, and I have a really cool suprise ready for the release of it which should be really cool. So that should be released by tommorow, so get ready :)
 Brushguy
04-16-2004, 11:45 PM
#124
I hope your demo is better than mine. I'm actually looking forward to it. :)

If the demo is a success, and you guys still trust me after my bungle demo, you can send me the stuff to put into SLUDGE, since you're tied up with "Day of the Alien," James Isaac. I may need some help programming it, since I've never used SLUDGE before. :D

BTW, is your demo open-source, so I can look at the lines of coding and study it?

And doing the game in chapters would be great. On the second page of this topic, I put forward my "Sam and Max & the Artificial Intestines" story idea, but it's only 3 parts.

But who says we can't extend, eh? I haven't thought up an ending yet, so I guess we could go as long as we want with this game until we run out of ideas.

Here was my story...

SAM AND MAX & THE ARTIFICIAL INTESTINES
Part 1: The USA. Sam and Max look for the spy organization to deliver the intestines to and get kidnapped by Mack Salmon.
Part 2: In Mack Salmon's underground base. Escape it with the intestines.
Part 3: In Outer Space. Find the secret spy organization on a distant planet and deliver the intestines.

Anyway, after we settle on a story, be it this one or another, we need to focus on puzzles.

But where did tygerbug go? It's been a while since he posted.
 toenail1
04-17-2004, 2:28 AM
#125
brushguy, still no email, PM, or IM about this writing stuff, when are you going to let me know?
 James Isaac
04-17-2004, 6:59 AM
#126
My game will be open source... but it would be a lot easier for us to work together on the programming if you had MSN Messenger. ;)

And since no one has given me any backgrounds, I have had to try somethign new, so don't blame me if the don't look good? What was I supposed to work with?

Um, I've been avoiding replying because I didn't like the style of the demo and didn't want to say it. But I know I gotta respond.

;)
 Brushguy
04-17-2004, 1:09 PM
#127
@ toenail1: I e-mailed you with the Mojo inbox, but maybe you didn't recieve it. If you have any ideas about the story of the game, post them here.

@ James Isaac: I don't have MSN Messenger. Sorry. :(

Also it seems that toenail1, Pork_Soda, James Isaac, myself, and tygerbug (despite the fact he hasn't posted in a while) are the only ones who have kept interest in this project, so why don't we compose our team of those five people?
 James Isaac
04-17-2004, 4:21 PM
#128
That's basically what we are doing... but do you mean close the team so that no one else can join?

And, you probably do have Windows Messenger - it usually comes with Windows. See if you have it.

The SLUDGE demo might be a bit delayed due to slowness, but I'll tell you what I am doing with the backgrounds - I am using all the media given so far from S&M 2 - and I know that some of them have Sam and Max on them, so i am editing them out. Do you think this is a good idea for the demo?
 Pork_Soda
04-17-2004, 6:28 PM
#129
I just wanna see what'll happen next.

So, I'll PM you guys with my MSN e-mail, and you can add me to your MSN lists.

EDIT
Or, maybe not, the PM doesn't seem to work.
 Brushguy
04-17-2004, 10:00 PM
#130
... but do you mean close the team so that no one else can join?

Yeah, until somebody else says, "I'd like to help," and does something decent for the game. Or is persistent and continues to reply and help us out. What I really meant was to knock everybody else off the credits list since they aren't posting anymore.

And, you probably do have Windows Messenger - it usually comes with Windows. See if you have it.

Hmm.....I'll figure it out and mail you. ;)

but I'll tell you what I am doing with the backgrounds - I am using all the media given so far from S&M 2 - and I know that some of them have Sam and Max on them, so i am editing them out. Do you think this is a good idea for the demo?

Great idea. Ironically enough, I made a Sam and Max 2 demo for my PC using all the S&M2 media that got out, and I created a point-n-click system akin to what the real game's like (making a dropdown list with options) in Games Factory. I can't put it up here, because it's 17 MB. It even had the Jump, Jive, and Flail minigame in it... ;)

This is really weird. First Day of the Alien, then a Sam and Max game using the media that was released...how do I keep doing the same games that James Isaac is doing? :rolleyes:

Put up some screenshots please!
 toenail1
04-17-2004, 11:09 PM
#131
brushguy, your idea was unique, but personally i dont like the whole delivering intestine dealy

it seems a little bit of a strange setup for them... i was hoping we would do osmething where they went to different road side attractions (like HTR), it seems like those places seem the most suited towards their personalities, plus they'll meet some colorful characters along the way :)


maybe we could combine my idea and yours (minus the intestines, replace it with something less-signifigant, like a rubber ducky)


or maybe a lost rubber ducky... which they scour the map looking for (i know, i know, its sorta a re-hash of HTR, but that suited them well)

edit: the rubber ducky would have some great importance, but in the end they find out its just a toy... or maybe the rubber ducky IS important, whichever one you want
 StonerDaveN'Max
04-18-2004, 2:33 AM
#132
wow, sorry for the silence about scriptwriting, but could you just send it to my e-mail address, because i couldnt locate it. But i'd like to have a toatlly original storyline, because not to sound like i didnt like the game, but the quest to find a sasquatch wasnt my favorite idea, I wanted something like they have a situation in which T-shirts across Eastern U.S. have been mysteriously dissappering, and a special cameo apperance playing the role of a small villian in one small part, Synthetic Gerbil. Thats just one of my ideas, but i wanted to experiment with where they would go in the game, and this one was pretty good. if you get in touch with me, i could explain everything

And please dont say N E thing about this post if its just being pissy because of my old thread, or because im new to forums. Lets keep it friendly from now on.

Edit: Id like to have a trip outside of earth, if only for a small part of the game
 James Isaac
04-18-2004, 5:40 AM
#133
I am not going to do it completely like SnM 2 though - I'll keep the interface like SnM1 (unless you want me to make it like that, which I could probably implement pretty easily)....
 James Isaac
04-18-2004, 7:10 PM
#134
Sorry again for the delays, I have some homework and coursework to do.... but the demo should be done fairly soon.
 toenail1
04-18-2004, 11:46 PM
#135
no, keep it like s&m1


and i stoners idea is like mine, where they go around the country solving a crime

but nobody from the forums (except maybe the people on the team *easter eggs*) should be in the game
 tygerbug
04-19-2004, 12:57 AM
#136
So I don't post for two days and you think I've dropped off the face of the earth? \=)


Brushguy - don't sweat or freak out too much. You tried a style, it didn't work, and now we can tell much easier which style we really need to use. I could tell the style of backgrounds was designed for cheap 3d shooters - I said as much in my post. That is very different from an Adventure game.

I can't really take the original HTR sprites and make them look TOO much better. Maybe a little better, but not much. You should try another program for DVD grabbing. I could do some nice stuff if I had a DVD like yours, or just a lot of images from that DVD. There are lots of programs that can rip from DVDs.

Also, for posting large files, I should give you FTP access to one of my websites or something. I have endless amounts of space and this freewebs stuff is killing me.

James -- The cel-shaded 3d objects look good, the UFO in particular. The one background that was posted looks a little bit too Maniac Mansion (and I don't mean Day of the Tentacle)! ... meaning it looks too simple ... but with more detail in it I have no problem with this sort of style interacting with sprite characters.

I agree with Brushguy - Resolution should be 640 x 480.

I'd still like to see the game done in AGS only because I (and most people) don't know SLUDGE and could program in AGS very easily without further training and having to work in a very script-heavy language. Regardless, I'm excited to see James' demo.
 James Isaac
04-19-2004, 11:41 AM
#137
Sorry, I made the demo more like Sam and Max 2. I have the blue list of things to do with the object like in Sam and Max 2. You can play it with that, and if you don't like it, I can really easily change it to old SnM1 style.

And also, I was trying to make a sam and max 2 font from teh stuff seen so far, but i don't know if that's possible...

Expect demo soon.
 James Isaac
04-19-2004, 2:12 PM
#138
 James Isaac
04-19-2004, 4:49 PM
#139
Phew. Finally finished the demo... Uploading now. But i am uploading it to a Lycos page, so it will probably shut down soon.

And, I am uploading now, so as I write this message, the file isn't uploaded yet. Give it 15 minutes and it should be.

Once it is done, get it here (http://members.lycos.co.uk/scummhack/TEMP/SnM2.zip).

And please read the readme, and take note of this in particular:

I made this really quickly in my free time to give you an idea of what SLUDGE can do. If there is something you don't like, please don't dismiss the whole game straight away. Just tell me what you don't like, and I can change it and release another build. This is in no way final.
 Krazy
04-19-2004, 5:09 PM
#140
Thats pretty cool James I like it :)
 HT_Threepwood
04-19-2004, 6:54 PM
#141
Really, really good. I really like it! SLUDGE seems to be a really good engine!
 toenail1
04-20-2004, 12:02 AM
#142
demo doesnt work for me, i grabbed the new SLUDGE engine, and it wont run the game cuz its not a sludge file

and when i use the .exe it says it cna not play one of the music files


but the screenshot looks amazing
 StonerDaveN'Max
04-20-2004, 12:45 AM
#143
It just redirects me to the website whenever i try, i signed up, i tried looking up sludge on it. Nothing comes up to allow me to download it. could i get some help please
 tygerbug
04-20-2004, 5:43 AM
#144
I can't download the demo either .... could you email it to ggilchri@usc.edu?


However, the screenshot looks great. Somehow the use of Sam and Max 2 backgrounds works .... probably because they already look "Sam and Max!"

I'm excited to see the demo - when I can.


I think the font you're trying to use is a basic comic book lettering font. For that sort of fun, check out blambot.com - comic book lettering fonts of all stripes.
 tygerbug
04-20-2004, 6:07 AM
#145
Okay, so I was finally able to download the file.

I have put it here:

http://www.ffrevolution.com/1samnmax/SnM2.zip)

However, when I run the game, it crashes immediately, giving me the following error:

FATAL:
Currently in this sub: officeRoom
Calling: startMusic
Resource: music/office.mid

I can't understand a piece of music which I've been told to play!

Maybe it's stored in a format that your FMOD.DLL sound library doesn't know about... make sure you've got a recent version of FMOD.DLL by grabbing the latest SLUDGE engine from http://www.hungrysoftware.com/). Failing that, maybe the resource in question isn't a valid music format at all... in which case, contact the game's author and tell them what's happened.

--


There is no "music" directory, or a file called office.mid.



Like the clever bastard I am, I downloaded a random MIDI file, renamed it to office.mid and put it in a folder called music.

I still got the same error.

Yep.
 James Isaac
04-20-2004, 7:35 AM
#146
OKOK. Maybe I included the wrong version of fmod .dll.

But there is not meant to be a folder called music. What happens is it bundles the whole thing together into one file called "Sam and Max Demo.slg", and then the engine runs that. But I wanted to make it easier for you, so I did the thing that you do when you sell a commercia game with it - renamed it to gamedata and gave an exe. Now, I'll try to fix that error and get another download.

(Oh yeah, and I obviously left it in developer mode and that's why you got the errors ;) .

But don't worry. I'll have a fixed version very soon. And when I do, I'll e-mail it to tygerbug so he can upload it.
___________
Edit

Hmm. I'm trying to find what it wrong. It worked for Krazy, but I gave him the SLG file and let him download SLUDGE. But it worked for HT_Threepwood aswell.... so I'm not sure. Maybe you have an old/new version of fmod.dll in your system dlls.

This time, I'll just e-mail you the SLG file, and l'll let you get the engine yourselves from www.hungrysoftware.com)...

___________
Edit 2

I e-mailed tygrbug some instructions that might get it to work. If it does, I'll give you the same instructions, and the correct file up for download.

This is what I e-mailed him:

Sorry about all the errors. i think everyone has the wrong version of fmod.dll. Could you please try the following:

1) Delete all files apart from gamedata and readme
2) Go to www.hungrysoftware.com) and download the latest version of the engine.
3) Install the engine
4) Find the exe for the SLUDGE engine, copy it, and paste it in the same folder as gamedata.
5) Run the exe.

This should fix the problems. If it doesn't, I have something else to try.

Thanks,
James


I don't know if that will work. But it worked for Krazy, and he told me all he did was download the SLUDGE engine and it worked.
 James Isaac
04-22-2004, 5:14 PM
#147
I seeked help on the HungrySoftware forums and got this reply

I don't have much experience with sound files, but is this the same bug that was discussed here a few months ago? If I remember right, it's not Sludge's fault, but the next version will fix it anyway.

The problem is that there are different versions of FMOD.DLL. Sludge is a righteous program, and places FMOD.DLL in the correct Windows folder. But some other evil, badly coded programs place a different version of FMOD.DLL in a different folder. This changes the registry. So next time you play a Sludge game, it uses the wrong FMOD.DLL and you get an error message or a crash.

I hope I got that right. If I didn't, or if this is not your problem, please ignore this message.

...
 Brushguy
04-23-2004, 2:11 AM
#148
Wow! A lot can happen if I leave for a few days.

@ everybody: There seems to be some discussion about who contacts who and lots of "you can contact me here and here"s floating everywhere. Is it me who's supposed to e-mail everybody the information, or did you guys mean "you" as the rest of us? I don't have time to e-mail every person every two seconds, so try to post your stuff for the game here.

@ StonerDave&Max: You can be on the team if you want to, and I like your ideas, but maybe something more significant than T-shirts disappearing, because what would be the object of that to the villain?

Also, I wouldn't mind Sam and Max stumbling into the Geek's lab and finding a synthetic gerbil, before it starts to bite Max... ;) Also, a definite part of the game will be in space.

@ tygerbug: Sorry about freaking out (I was just a bit insulted that you said that I wasn't an artist), and complaining about you not posting.

I'd still be happy to rip sprites from the show, but I need a screen capturing program that'll work on DVDs. But if you're downloading episodes, couldn't you watch 'em on your PC and grab shots from there? You just need AT ScreenThief (google for it, I don't remember where I got it) to grab desktop shots. :)
originally posted by tygerbug
Also, for posting large files, I should give you FTP access to one of my websites or something. I have endless amounts of space and this freewebs stuff is killing me.
Thanx for the offer for access to your website space. I'll e-mail you and we can figure it out. I don't like Freewebs either, but they give you 500MB bandwidth, even if it is slow, 40 MB per website, and they don't shut down sites used merely for storage.

@ toenail1: Like the rubber duck idea. :) I also like the idea that team members, along with nasty references to nasty forum members (see above) should be easter eggs in the game. Though, I don't want to drop the intestines idea completely. Guess I got attached to it. :D Sorry that you never recieved by e-mail, but I did send one via the Mojo inboxes....hmm...

We need to come onto some sort of agreement or compromise for the plot. How about after we get enough ideas, we muddle them together into a coherent plot, so everybody's ideas get in.

@ James Isaac: Screenshot looks great, but where's Max? ;) The demo doesn't work for me either, but I'm looking forward to a fixed version.

Keep in mind that you won't be forced to do the programming for all of the game, since you're working on Day of the Alien already. I'd be willing to learn SLUDGE, but since it'll be my first game, I may need some help programming it.

Like the 3D cel-shades, but like tygerbug said, they're a bit too simple.

The interface should be something new and different. Maybe a touch of Sam and Max 1 and a touch of Sam and Max 2. This is something else we'll have to agree on before development gets underway.

Anyway, glad to see people have kept interest in this project. :)
 StonerDaveN'Max
04-23-2004, 2:52 AM
#149
Thanks for allowing me, but with a little help, the idea could be good, but ive discarded that one n e way, because though it started out good, the further it went on while i was planning, it just didnt come together, and i had taken note there was no villian. It would be nice if we could all pile up a site somewhere for use. Anyway, i am working on a new storyline, and i hope its a little better, i just have to put some really good thought from beginning to end before i get exitied and post it.
 Krazy
04-23-2004, 7:07 AM
#150
Look guys SNM2 is cancelled, I'm dissapointed too. Get over it, you don't have to go make your own just cause you're not gonna get a real one.

You seem to have a good team why can't you use it to make something original? You could really make a great original amature adventure game. But if you try to make a fangame it will end up seeming dry. and unoriginal.
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