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Topics - WatchDaToast

#1
Hey everyone!
Some of you may have seen the thread over at the "Games In Production" part of this board:
https://www.adventuregamestudio.co.uk/forums/ags-games-in-production/beyond-the-edge-of-owlsgard/


So many things happened in the meantime, and I can proudly say that the game is very close to its release now :-D I currently plan to release it in December this year, as a commercial game on Steam.

Owlsgard is now playable in two languages (german and english), and aside from two minor characters, every character in the game has full voice acting in both languages.
To make sure that that the english version is just as enjoyable as the original german version, I am now looking for english native speakers who would be up to test the game.
Each tester will be visible in the game's credits.

Since most bugs were already found during earlier testing phases (at least I hope so (laugh) ), the focus of this testing phase would be on the english localization. Imagine it's a movie and you are the english test audience. ;)  This means that you play through the game, have fun with it (hopefully), and tell me what the experience was like for you, if there were some weird errors, misplaced speech files or issues that the voice actors and me did not catch yet.

Thanks so much in advance, and feel free to drop me a PM if you're interested!  :-D
#2
Critics' Lounge / Some of my game tracks
Sat 05/09/2020 11:25:15
Hey everyone!
I am currently writing the entire soundtrack for my AGS game, but I am a bit insecure about the quality of my compositions.
It would be great if some here could take a look at the songs I made and check if they sound alright.
After working on these for so long, I can`t tell if they sound ok anymore . When drawing a picture, I can always flip it to see the mistakes... but with music,
this has always been a bit harder for me.  :-D

For a start, this is the main theme of my game:
https://soundcloud.com/user-666832169/owlsgard-theme-ver1/s-caRuVnVnNZK

When creating music for games, I always write a midi first and then put some soundfonts on them. Totally not a convincing orchestral sound, but so far it works within the retro game vibe.
Haven`t bothered too much with the mixing.
I like the different parts of the track, but I am not sure if this whole composition is coherent in itself. I even get the feeling it could be confusing for new listeners on some parts.
#3
Hey everyone, I really hope some of you helpful people can somewhat solve this issue for me!  :-D
I wonder how I could go about displaying random idle animations ingame.

So far, as soon as the player stands on a spot, a standard idle animation always plays in which he blinks with his eyes for a short amount of time. After that, I want to randomly let the game pick
one of 5 idle animations, in which the main character does random things. After that, I want the character to go back to his normal blinking frame, so the process can start over.
Like this:

[Blinking Animation] --> [Random Idle]  --> [Blinking Animation] --> [Random Idle] etc...

My scripting skills are make-do for the most part and I am not sure how to properly get this thing done. I had this hacky idea here, placed in repeatedly_execute_always:
Code: ags
if ((cEgo.loop == 64) && (cEgo.frame == 6)) {  ////Normal blinking view which got assigned to the main character at the game start. frame 6 is the last frame

  int RandomIdle = (Random(5));
  if (RandomIdle == 0) {
  cEgo.SetIdleView(70, 2);  ///random idle 1
  }
  else if (RandomIdle == 1) {
  cEgo.SetIdleView(71, 2);  ///random idle 2
  }
  else if (RandomIdle == 2) {
  cEgo.SetIdleView(72, 2);  ///random idle 3
  }
  else if (RandomIdle == 3) {
  cEgo.SetIdleView(73, 2);  ///random idle 4
  }
  else if (RandomIdle == 4) {
  cEgo.SetIdleView(74, 2);   ///random idle 5
  }
  else if (RandomIdle == 5) {
  cEgo.SetIdleView(75, 2);  ///random idle 6 
  }
  
}


After this code, I would have added more scripts that checks the last frame of each random idle animation, so the idle view for the character can be reset to the normal blinking view.
Of course this is a pretty bad solution, and so far this script presented here did not even work (nothing happened).

I hope someone here can help me with that... (laugh)
#4
Long story short, all my game`s dialogue was finished and I sent it to someone for proofreading.
I let AGS number all the ingame lines and exported a huge text file (the one that is meant to be used by
voice actors) with all the lines, sorted by characters that were saying them. I sent that to the one person doing
the proofreading, thinking this would be the most straight-forward way for him to do the proofreading.

Now, as I slowly see the corrected lines stack up, I notice that replacing the original lines inside the
scripts might turn into much more of a nightmare than I was expecting. :(

I wonder, is there a somewhat efficient way to replace the corrected lines, without having to
look up each script they appear in and manually replacing them there?
I thought about creating a translation text file and adding the corrected lines as "translated" versions
beneath the original ones. I could accept that amount of work, even if it may take me a week to do.
But in the end, I would need a way to replace the original lines with the "translated" or to be exact, proofread ones in AGS.
I remember hearing about such a feature in AGS, but I am not sure.

Any help is greatly appreciated here. I think I should have given this a bit more thought before I sended out
that text file...  8-0
#5
I have been struggling with this for quite a while now and searched the forums for solutions. I found a few old threads, but I still can't really wrap my head around how it works. :(

I tried to get random footsteps for the main player by writing a global function that creates a random value (between 0 and 7) and for every different value, I assign a different sound effect to some frames of the players walking view (when he takes a step). Inside a room script, I checked if the player was on a certain frame in his walking view (I checked that using repeatedly_execute_always) und if yes, called the function. It worked somewhat.
It seemed as if AGS needed to catch up with the scripts everytime the function was first called. The main character walked around soundless, until he took around 3 or 4 steps. Then I started hearing
the footsteps. Sometimes the sounds stopped for a moment, especially if I switched to a different Loop while walking (when I switched from walking left to walking up).
Aside from these issues, sometimes the same footstep sound was randomly played one after the other, which I want to avoid, since it sounds a bit strange. That`s the reason why I want these random footsteps in the first place. But somehow my brain is too burned out right now to come up with a clean script that avoids the repeating of sounds.

I am sure such a script can be pulled off without any of these things happening, and I would be super thankful if someone here could help me understand how such a thing could work properly. :-D
#6




Some of you may already know me from busily spamming my artwork around on the Discord servers. :D
I present to you my new game which I have been pouring all my blood, sweat and tears into since over a year.
The shoddy prototype version of the entire game was finished sometime in June 2018 and has been tested thoroughly since then.
Which means that I now work on all the final graphics, sounds, music and all kinds of other touch-ups.







Strange things are happening in the animal kingdom of Velehill. Unknown shadows of large appearance are seen roaming trough the forests, making the ground shake with every step of their steel feet. Houses and trees get destroyed and one animal after the other seems to disappear mysteriously.
Finn, a young and adventurous deer, soon finds out about the disappearance of his family as well. Without hesitation, he goes an a journey to find them... not knowing he and his new friend Gwen the owl will soon uncover an ancient and dark secret which should have been kept hidden for all eternity...





  • Travel trough 3 whimsical lands full of mystery and danger!
  • A crazy story told trough handdrawn landscapes and elaborate animations!
  • a whopping resolution of 320x200 pixels!!
  • because no one can resist loving them: Sierra-style deaths! *crowd gasps*
  • a cool midi soundtrack that will make you want to go point&clicking as if there was no tomorrow!




The game is divided into four chapters, and the overall length is comparable to older Sierra titles like Space Quest 3. It's no MI2, but at least it took all my testers roughly around a weekend to beat it.
Thematically, it's a colourful blend of all the things that influenced me since I was little. Among those things are adventure games (especially the Kings Quest series), a love for animals and nature... and my deeply rooted fear of rapidly advancing, seemingly uncontrollable technology. *hint*
Overall, I want to go for a cinematic and cartoony atmosphere that feels very alive. Curse of Monkey Island is one of my biggest inspirations in that regard.
I plan to release it on Steam with an english and german translation when it's finished. Right now the whole game is still in german, since it's easier for me to come up with dialogue in my native language.
Concerning a release date, it's still a little hard to estimate the time it will need to finish it all (since I'm doing everything all by myself)... but my progress is steady and I have a pretty good feeling about it.
Just as steady as Gwen the owl is wobbling around below. :3

#7


So, I am working an a game, which will be similiar to early Sierra games. :D
However, I can`t really decide on one text and GUI style, since I like both the Sierra and the lucasarts ways.
I love the interactivity of LucasArts` verb-gui and the storybook-ish feel of sierras text windows.
So, I thought about doing the hybrid seen above.

So one thing I am slightly worried about is the overuse of text itself. The player`s view is already kinda obstructed by the black GUI, and when interacting with the environment, the view gets even smaller because of another box of text appearing in front of the screen.
Could this be a bit tiring for the player during a longer playtime? :P
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