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Messages - Chicky

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1
Hey, recently we've had a few people come to the discord saying they're having issues with registration on the forums, most mentioning an error when singing up.

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Hi, I'm having trouble registering for the AGS forum.
I answer the questions  ok, but when try and register I just get a message saying "An error has occurred"

Is this a known issue? We've had 4 or 5 reports and that's just the folk who thought to follow it up on Discord.

2
AGD2, did you make any progress with this? Manage to find out what was causing the issues?

If anyone has a link to the dll files Dave used (May 26th 2018) I'd appreciate being pointed in the right direction. Github confuses me!

3
Critics' Lounge / Re: Background feedback
« on: 26 Oct 2018, 22:51 »
Khris is right, you can take a little artistic liberty with perspective in favour of keeping the characters at the same scale. I'd say the original worked better than the one with modified perspective, fix the railing and call it done; Start work on the next scene! It's easy to get caught up, better to push forward and look at the bigger picture :) It's a lovely clean style, reminds me of some of some of the early AGS classics.

4
AGS Games in Production / Re: Trails and Traces
« on: 16 Sep 2018, 11:22 »
Love all the little details you're putting into this Matt, that shop background is really neat. Keep it up!

5
Thanks for your input all :) We're going to go with B for the time being and if we have the time we will add an option to switch between the two styles. Adding the option is a lot more than just creating the GUI switch, sadly; We'd have to test both systems extensively to ensure they don't cause any bugs that can only be replicated with one style of mouseover (it also involves redesigning the way our inventory windows and subtitled dialogue work, which could cause other conflicts. Best to settle with the majority vote I think, also my personal preference ;)

6
AGS Games in Production / Re: Feria d'Arles
« on: 31 Jul 2018, 17:21 »
"just a couple more months to go." 8-0

Can't wait!

7
Hey all!

Guard Duty is coming along nicely, I've got somewhere around 95% of the art and coding together now. We're at the stage where we're doing internal alpha testing and working on the sound design. We're also tweaking a few things along the way.

We've recently updated our inventory to allow for my items on screen at once:




I was also looking for some input from you all! Which of the two mouseover styles do you prefer? I'm leaning towards B, as I feel A clutters the screen a bit too much (even more so when using X on Y)

A:




B:




8
Thanks for taking a look, honestly it might not be worth your trouble (unless there are other people working like this). I spent a couple of days going through and converting everything over to room script, so it all plays nice with SC now. It's good to hear you're revisiting the project, it's an amazing plug-in!

9
I've been playing around with Speech Centre and it's such a time saver!

However, I've run into a snag. We use custom hotspot properties for base responses that don't need specific code, whenever the character responds with just a line of dialogue.

If defaultInteract or defaultLook is set to True, it uses the lines provided below.



Looks like Speech Centre doesn't pickup on these lines (those speech file numbers were added manually), I guess this isn't how most people handle default responses but it seemed like a nice tidy way of doing it when we started.

Anyway, we have 80+ rooms setup like this...

I guess my question is: Is this something SC might be able to support in the future? I really don't fancy going through and adding all of these to room script :~(

10
AVG Free version gives me no end of trouble with running AGS games, double click the exe and nothing happens par a Windows loading cursor. Even after turning off AVG the same issue happens until I've rebooted. I know anti-virus permissions often do not come into effect until after a reboot, could this be the same issue? If the user 'ring-fenced' the folder, could they have missed the part where you reboot for the permissions to take place?

11
Thanks dactylopus! Despite my best efforts, the reach for this trailer/Steam page promotion seems to be pretty limited. If anyone could help us out by sharing the Steam link on their social platforms it would help us out immensely.

https://store.steampowered.com/app/872750/Guard_Duty/

12
The official trailer is here!

I told you we had some neat stuff coming up :)

Guard Duty has a brand new trailer and is now available to wishlist on Steam.

Trailer on Youtube:

https://youtu.be/NcVo4-fc5Dw

Steam store page:

https://store.steampowered.com/app/872750/Guard_Duty/

Help us spread the word:

It would really help us out of you could share the Steam page on any social platforms you might use. We're trying to really push the word out for this trailer and it's people like you that can help us do that!

Point and click that share button ;)

As always, thanks you!

13
Haha, yes this project has been about 14 years in the making. :=

I wrote a blog post about it a while back if you're interested: https://sickchickenstudios.tumblr.com/post/121221180521/guard-duty-a-development-retrospective-weblog

Also thanks for your lovely comments guys!

14
Thanks again for the lovely comments all!

This looks so awesome... stop attending game exhibitions so you have more time to actually finish making the game!! (laugh)

Well, about that...



Guard Duty has been picked for the Indie Prize finals, showcase at Casual Connect London 2018 at QEII Centre, London, United Kingdom on May 29-31st, 2018

If anyone is in London and fancies a week of Indie goodness, do drop by and say hi :)

We’re also showcasing at Norwich Games Festival again this year, the event will be held at The Forum, Norwich from Monday 28 May – Sunday 3 June 2018. Guard Duty will be showcasing on the Saturday and Sunday (2nd and 3rd of June).
This is a bit more of a relaxed event with free entry on the door to anyone who wants to drop by.

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Anyway, how about some non region-locked content:

Guard Duty has a new poster!





It's the last one this time, I promise! Created by the incredibly talented Exit Mothership.

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We also have a new blog post, discussing some of the progress we've made this year and our future plans in a bit more detail:

https://sickchickenstudios.tumblr.com/post/174115159151/guard-duty-a-development-retrospective-devblog

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...and to finish it off, here are some new screenshots for you :)








Thanks for keeping the positive vibes going, we've got a lot of fun things to show in the coming months. *cough* a proper trailer *cough*



15
That's great news Dave, all that work is paying off! Can't wait to get my hands on it.

16
Engine Development / Re: AGS engine Android port
« on: 01 May 2018, 13:37 »
Just thought I'd chime in to say that Guard Duty is up and running in the latest .apk you posted CW. So far I've only noticed an issue with font colour (as mentioned by custard), other than that everything else seems to be working perfectly. I haven't had any crashes after about 20 minutes of playing and I've yet to find anything behaving unexpectedly.

I'm running on a Galaxy S7 Edge and had to move the game folder over to internal storage (was previously on SD) to get it to run, when it was on the SD card I was getting the error 'Unable to write in the savegame directory.'.

Really impressive stuff, thank you again for your work CW. It's such a nice feeling playing through the game on mobile. The screen is ever so slightly soft, but it actually feels closer to playing on an old CRT so I'm not complaining!

Does this mean we might be able to build to apk sometime in the future? 8-0

*edit: One 'bug' I did notice: AGS lowers background audio when speech is playing (as intended) but when running on android the background audio does not return to it's normal volume after speech has finished.

17
Another great podcast ;-D These past few have really hit it out of the park. The one about self care came at a pretty important time for me, has definitely made a positive impact on my working working process. Thanks guys! <3

18
Engine Development / Re: AGS engine Android port
« on: 20 Mar 2018, 01:38 »

I believe each game has to be in its own subfolder in a main ags game directory. Eg: AgsGames/indianajones

Cool, that's how I've got it setup. With the app pointing to the main AGS game directory.

Game launcher requires a windows version of game exe, renamed to ac2game.dat to detect a folder.

I found that doing this stopped the app from being able to see the game, I had to do that when I tried the old emulator (Monkey's version) but this time I had to keep it as it's original exe name (with the .exe extension) for the app to be able to see the game.

19
Engine Development / Re: AGS engine Android port
« on: 20 Mar 2018, 01:22 »
I made another build, but it is not final work, just for the test: https://www.dropbox.com/s/f62oqlis9a7zgho/AGS-3.4.1-debug.apk?dl=0

I'm able to install this one and the app finds my game folder, however when I run the game I get the error: 'Unable to initialize your audio hardware error', followed by 'Unable to write in the savegame directory.'. The app then crashes.

I've checked permissions on the app and it has write access. I only have 1gb free on my internal storage but I would imagine this is enough?

Can we confirm what the steps are needed for putting the game files onto the phone? I'm using the following process (not sure if I'm doing something wrong):

copy game files (no need for winsetup) to folder on internal storage
use ES File Explorer android app to get game folder path
Open ags app and in preferences set the file path of the folder which contains the game folder (for me it's SD card - AGS)
GuardDuty folder now shows in the app.


My acsetup.cfg has 'driver=OGL' listed under [graphics], is that correct? Is there a specific setup you need in the cfg?



20
Engine Development / Re: AGS engine Android port
« on: 15 Mar 2018, 14:54 »
Hey CW, sounds like you're making good progress. Just thought I'd mention that the link doesn't work atm.

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