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Messages - san.daniele

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Completed Game Announcements / Re: Cross Stitch Casper
« on: 31 Mar 2018, 16:48 »
I'm honoured.
it's been a couple of years since I even looked at the game. enjoyed watching your video (and I have to admit there were feelings of pride ;) ).

… and yes, I created the 4-pixel-high-font just for this game.

wow … this is so incredibly … …
Too much for my limited English vocabulary to find the right word … so just insert something like "awesome", "cool", "groovy" or "stunning".

just tried it out … works

… and I'm blown away by how insanely cool it is

I think/hope I'm actually going to be there (as long as our small ones are sleeping). 20:00 GMT is most likely the best spot for me.

I attended the ceremony (at least part of it) last year. Being among the nominees I should drop in this time as well.

My dear little Casper and his game have been nominated! Weeeee!
I have to admit I kinda counted on it, just because the graphics are so much "different" ;)

thanks to Cat for pointing at Cross Stitch Casper in the "for your consideration" topic.
Wish I would be more active here, but my live has been upside down since a week after I released the game (2 small children, big move). I'm still skimming the forums every now and then but just can't seem to find the time to sit down and contribute.

Back on topic: thanks everyone who voted for me. If you didn't play Cross Stitch Casper yet, do it now. It's an investment of half an hour that I'm almost sure you won't regret.

loved it! (wrote a comment on the game page).
found it through a short review:

in this post it looks like you're still working on this. If so, maybe you don't want to have it on the AGS game list. I guess that pretty much can be considered an "official release".

I really hope you find someone for the graphics (or the time to do them yourself).
Personally I'm happy to have played it as it is now and not with the 'polished' look in Mati256's screenshot.

Completed Game Announcements / Re: Cross Stitch Casper
« on: 06 Aug 2013, 21:11 »
thanks a lot for reporting this! (and the compliment ;) )

found it! took some time, as this was literally one of the last things I looked at.
seems kinda ridiculous: the way I see it, it looks like Direct3D and DirectDraw handle object baselines in a different way (don't beat me if I'm saying stupid things here).
let me elaborate: at some point during developement I tried to reduce game size by playing around with backgrounds (here's a thread I did about it). I ended up not using backgrounds at all. What you see in the game are screen-sized objects. Using Direct3D renderer those objects seem to be drawn on top of everything else. when moving one of those background objects half way out of the screen area, it looks like you would expect it if what I wrote above is true. Room objects and character are visible on the empty side of the screen.
(background-objects have baseline 1, other objects numbers above 10).

I'm not sure what to do with this information. It might be more interesting for you than it is for me :)

Completed Game Announcements / Re: Cross Stitch Casper
« on: 03 Aug 2013, 23:22 »
thanks again everyone for your feedback.

@Cleanic: while I like to hear that people feel uncomfortable after playing through the game, your comment made me think about that opinion. So thank you for that (I'm still processing my thoughts around it).

@Crimson: oh wow! I remember it worked at some point during the creation of the game (confirmed by checking a random backup of the game file). It's not just 'many objects'. The only thing you can see is the background and GUIs. No objects, no chars.
I'm fairly sure that all my programming/techniques can be considered 'very basic'. One thing I can rule out is DrawingSurface. Never touched that topic. I'm actually quite sure that this is not related to any scripting. Going to hunt it down right now (my first random thought was blaming it on the 'FadingThingsNotBlocking' module. Well, I was wrong there :) ).
Any other ideas are more than welcome, I'm not really sure what I'm looking for.

I love the idea of this competition.

Not sure if I find the time but I guess there's no harm in signing up.

I'm worthless when it comes to drawing, so you can expect me to find some other way to create a cover art.

Dark #2

but I have to say most clean ones look good as well.

Completed Game Announcements / Re: Cross Stitch Casper
« on: 11 Jul 2013, 10:50 »
Haha. That looks ridiculously awesome! Or was it awesomely ridiculous? Either way, I hope to see this turning into something. I don't know much about desperate housewives, but the concept of combining it with cross stitching and a fighting game seems to fit perfect.

Completed Game Announcements / Re: Cross Stitch Casper
« on: 10 Jul 2013, 09:45 »
[…]fighting game with cross stitching. Based on Desperate Housewives […] doing it by hand and then scanning the sprite animations.

that sounds so crazy I want to see it! :D I doubt we would start a trend, but would be nice to see another cross stitching game out there (maybe there is already).
I thought about doing it by hand as well. But A) I have absolutely no experience in cross stitching (or any other garnment/embroidery related work) and B) it just seemed too difficult to pull of if not done extremely careful/perfect.

I have a question about aligment as well, wanted to post it inprogress thread but i was closed already.

Not that hard actually. I think the most simple method is to use Modulo (modulo basically divides something and looks if there is any leftover. The value it returns is the leftover. I use this line in repeatedly_execute_always() of my global script

Code: Adventure Game Studio
  1. if (player.x%(8) != 0) player.x -=player.x%(8);
(thanks go to Selmiak for giving me the Modulo-hint)

what it does is: divide player.x by 8. if leftover != 0, move the player by the leftover amount.

I only needed that code for the free walking. Everything else I did manually. i.e. all Waypoints/WalkTo's are a multiple of 8, as is the Character Movement Speed (Movement has to be linked to Animation if you don't use modulo and be careful about the animation delay, I'm not going into it right now, just tell me if you need more input).

Adventure Related Talk & Chat / Re: DOS ist gut!
« on: 09 Jul 2013, 20:14 »
Still one of my favourites.

Wonderful gallery

Completed Game Announcements / Re: Cross Stitch Casper
« on: 06 Jul 2013, 21:31 »
Thank you for the comments. Especially Ghost's made me a very happy man.

I think my favourite moment was
Spoiler: ShowHide
Casper asking for a minute to stay at his mother's grave. Touching, really.

Glad to see that someone found this. There's only a tiny window of opportunity to play that scene.

Ok, thank but in a dialog I did :
set-globalint 0 1
I can't use a name, I need to use a number... How I know what is the number of the variable?

sure you can use a name.
just write this in a dialog (add a space or two before the code if used in a dialog)
 (I assume 'picolo' is one of your global variables)

Code: Adventure Game Studio
  1. picolo = 1;

edit: Crimson was faster :)

Adventure Related Talk & Chat / Re: The Walking Dead
« on: 02 Jul 2013, 20:53 »
how could I have missed that!
god, I'm really excited now! Too bad I read this 2 days too early, now I can't wait that long.

and thanks for re-opening this old topic, so I can write a few words. IMO the walking dead is the best thing that could have happened to video games in general. apart from personally loving every moment of it, I think it managed to bring AAA games to a new level (actually, it probably can't be consider AAA, but it managed to compete in that category after it's success). It's exactly what I consider a perfect adventure. It's not so much about long and complicated puzzles, more taking the player on that 'adventure' and making him care (and hell did I care!).

I think we all dream about making/playing a video game where decisions really matter. I don't care if the decisions in TWD actually mattered or not from a storytelling point of view, but that's not the point. What matters, is that it does a perfect job in convincing you that your decisions DO matter. I heard people complaining along the lines of "i played through it again making different decisions and it turned out it all ends in a similar way. So the freedom of choice isn't real.". Well … doh! What do you expect?! And what is "freedom of choice"? Can you even prove there is such a thing in real life?

Hints & Tips / Re: The Bum
« on: 02 Jul 2013, 12:35 »
Ok, That makes sense.

Hints & Tips / Re: The Bum
« on: 02 Jul 2013, 11:02 »
I'm stuck at the biker.

Spoiler: ShowHide
I have the spider inside the jar. I tried using it on his bag of seeds (from what I understand that should be the right course of action), but the sock keeps telling me "i don't want to give the poor guy a heart attack".

I went through every dialogue options with the guy, so that's not what I'm missing.

i figured it out … kind of a 'strange' solution

Spoiler: ShowHide
I had to look at the spider in the jar before being able to use it on the bag

From what I understand this is just for 'decorative' purposes. I'd go with option 1 to save time (the result is probably the same, the graphic might use a little more space).

Game was released on Juli 1st, 2013. Announcement thread.

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