Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Messages - Arlann

Pages: [1] 2
JORRY (demo version)

A survival-horror point and click !

AGS Games in production thread

Synopsis :
Claire regains consciousness tied up and trapped in an unknown room.
She doesn't remember anything and she feels like everything fell apart.
How to escape from this nightmare and who is this mysterious little girl who seems to know her?

Best Demo

AGS Games in Production / Re: Jorry [Demo available]
« on: 30 Dec 2017, 13:05 »
Thank you for your comments they are very encouraging for the rest of the project.
- The puzzles, while not original, are good. My only concern is that the backgrounds are VERY busy so looking for items to interact with to solve the puzzles required a lot of hunting with the mouse. As well, the items only become available when they are needed or relevant. Which means that you have to start doing the mouse hunting all over again at every stage. Perhaps the graphics could make them stand out a bit more? Just a thought.
Many players confirm your opinion, we will rework the interactions and indices to improve the exploration part and avoid pixelhunting...

Even though the puzzles seem to block a lot of players, we are happy to have positive feedback on the gameplay and the atmosphere.
We'll try to find a better balance between the action and reflection part to allow different types of players to have fun.

I add this very nice article on the first post.

And it's cool to see the demo played on youtube!

AGS Games in Production / Re: Jorry [Demo available]
« on: 29 Dec 2017, 00:04 »
If you are trying to load an old save during the game, you must leave the game without saving and load your save tape again.
I will work to improve this interface. :)

AGS Games in Production / Re: Jorry [Demo available]
« on: 28 Dec 2017, 16:55 »
@ CyberUncleCat
Thank you for your message, the road is still long but we will do our best!

Sorry for this bug, I have re-uploaded a fixed version that is compatible with save state.

AGS Games in Production / Re: Jorry [Demo available]
« on: 28 Dec 2017, 09:39 »
Thank you all for your comments.

The first post is edited with the demo link.
I hope you will appreciate it.
All comments remarks feedbacks are welcome and will be useful for further development.

Happy end of the year !

To release the demo of JORRY in English, I translated all french texts with g. translate and my english school level… :-[
I am looking for help for proofreading / correction of this english translation (about 1500 words).

If anyone is interested to help us, please contact me by mp or mail.
Thank you and happy holidays!

AGS Games in Production / Jorry [Demo available]
« on: 21 Dec 2017, 21:50 »


Demo review from AlphaBetaGamer
Demo review from Peach's Castle
Demo review from Softpedia

Jorry is a horror point & click inspired by the games of the 90's, including an action and survival gameplay.
Fully playable with the mouse, it requires dexterity for the combats and the logic for the riddles.
This game contains violent scenes in 16bit, it is intended for an adult audience...

Synopsis :
Claire regains consciousness tied up and trapped in an unknown room.
She does not remember anything, she feels like everything fell apart.
How to escape from this nightmare and who is this mysterious little girl who seems to know her?

Story: Arlann and Yann Conesa
Code and music: Arlann
Art and art direction: Yann Conesa

Resolution 320x200 16bit
Real time battles.
Retro particle effects.
Original music and sound effects
Contains zombies  :)

The game is scheduled for summer 2018.

Oh, there were reports about Windows 10 having issues with Direct3D. This might be related.

Winsetup tries to detect whether Direct3D is supported when it starts, so if operating system does not let it do that, it won't show in the list.

I think my problem appeared by doing "rebuild all files", I do not know if it is related, but I've been working with windows 10 for a year and I had not had this problem before. The resolutions predefined in the WinsetUp mode had also disappeared, only native resolution and desktop resolution remained. By changing the Windows compatibility property (right click on the exe file) of the AGS Editor or the build of the game, all parameters return.

I'm talking about the winsetup and I'm using version
I answered the problem by changing the windows properties of AGSEditor in compatibility mode "compatibility mode Windows 7" (I work on a windows 10).
All WinSetUp settings are available again.

Hi, for some days the graphics setting of my project no longer offers me the Direct3D driver and only "Desktop resolution" and "Native resolution" in the mode setting.
I've tested with an older backup of my project and I do not have this problem. I don’t think I’ve changed the project settings so I don’t see where the problem comes from. Any idea ?

AGS Games in Production / Re: Calvin
« on: 30 Oct 2016, 12:29 »
Bravo :-D
A very fun prologue with lots of good ideas, i like it. The French voices are particularly well made.
Good luck for the development!

I did not have talking view on this project...
May be doing something like this:
Code: Adventure Game Studio
  1. function repeatedly_execute()
  2. {
  4.     if ( player.Moving == false && (player.View == VWALK || player.View == VTALK) ) {
  5.         player.LockView(VIDLE);
  6.         player.Animate(player.Loop, 0, eRepeat, eNoBlock);
  7.     }
  9. }

Edit : Or you could try this :
Code: Adventure Game Studio
  1. function repeatedly_execute()
  2. {
  4.     if ( !player.Moving && !player.Animating && !player.Speaking && player.View != VIDLE ) {
  5.         player.LockView(VIDLE);
  6.         player.Animate(player.Loop, 0, eRepeat, eNoBlock);
  7.     }
  9. }

Use player.SetIdleView(7, -1); to get rid of that slight delay
I think it will start walking animated view instead of the idle view...
I also noticed this little delay problem on my playable character, but not on the NPCs. (I don't understand why...)
So I made like this:
Code: Adventure Game Studio
  1. function repeatedly_execute_always()
  2. {
  4.   if ( player.Moving == false && player.View == VWALK ) {
  5.     player.LockView(VIDLE);
  6.     player.Animate(player.Loop, 0, eRepeat, eNoBlock);
  7.   }
  9. }
I also added player.UnlockView(); in my on_mouse_click function before calling the walk command.

So by setting it to 4, you're reducing by 4 the available channels for all the other sounds.
I just wanted to limit this audio type to 4 channels to keep the other for music, atmospheres ...
But I could not give to footstep (frame.LinkedAudio) a lower priority than more important sounds for this channels.

I also want to ask a question about an old problem that I encountered.

I tried to put footstep sounds to several characters (frame sounds) but I wanted these sounds to have a lower priority than other sound effects played from the script.
So I created an AudioType “Foley” with 4 max channels.
A folder with default type “Foley”, High priority by default, where i put my sound effects.
An other folder with my footstep audio files, with default type “Foley” and Low priority by default.
Is the ViewFrame.LinkedAudio uses the audio file default priority and there audiotype properties ?
Because in my method, all the footsteps, had priority over other sounds effect i played from the script.
I haven't found a solution and I finally decided to disable the frame sounds of secondary characters to not overload the sound effects channels.
But maybe my approach was bad...

(please excuse my english :-[)

Completed Game Announcements / Re: Graveyard [MAGS]
« on: 01 Oct 2016, 08:51 »
I really enjoyed this game and its universe, very well done bravo!

AGS Engine & Editor Releases / Re: AGS 3.4.0
« on: 16 Sep 2016, 10:12 »
I've been using the beta to design the prototype of my new game, so thanks a lot for your work and for this release.
And good luck for your next project CW !

Recruitment / [AGS HELP WANTED] Proofreading of English translation
« on: 23 Jul 2016, 14:28 »
Hi everybody,

I'm looking for someone who speaks English natively (or with a good level),
for proofread the English translation of a game that I developed in French.

About the game:
The survivors, is a  survival game on a desert island, which mix management and RPG action adventure.
I coded the game for fun in my spare time using sprites ripped from commercial games to exercise myself in programming.

The game is completed, you can download the French version here : Les Survivants
And see a gameplay overview in that video
I can offer you the uncorrected English version by private message if you want to test the game more easily.

If you like the project and you have time to proofread (7400 words), thanks to contact me.

Quote from: Crimson Wizard
Arlann, I think you may try achieving same effect by changing Object's Baseline property.

Because i'm using an isometric perspective sprite of a shelter, the baseline property doesn't make the effect i need when my character go inside. The walk-behind zone allows me to draw diagonals.

Quote from: Khris
A quick fix is to manually do what the Merge command does.

By making test with your code I am now certain that the problem does not come from the function object. MergeIntoBackground

Sorry for the confusion, but I have just identified my real problem.

I use the sprite of an object to merge in a walk behind zone,
but I had forgotten another identical object at the same place as I used to manage the interactions.
To keep this second object clickable after calling the MergeIntoBackground, I had activated his property ignoreWalkBehind...

And as says it the manual :
NOTE : enabling this property does not currently work properly when using the Direct3D driver.

Very bad idea, because i can use the hotspot solution instead..

I'm so confused for my mistake, thanks a lot for your help.

I specify that I call this function to take advantage of a more precise walkbehind zone for the perspective of this object.
When it works (in directRaw) , the object merge into the background and the character can walk partially above thanks to the walk behind.
When it don't, the object remains visible above the character.

Pages: [1] 2