Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - rickious

#1
Latest ‘beta' demo version of ‘Body Pharm'.

To briefly outline what I would like.  This initial beta demo is being used as the university degree coursework for the sound/music producer I have used.  So I want you guys to download and play the beta demo, and email/PM or reply here with constructive, descriptive feedback.  In return for all the constructive ones, I will add your name to the credits of the full demo (which will be used for crowdfunding bids) in the credits for the full game, and also potentially on press releases, printed game instructions etc etc.

https://www.dropbox.com/s/uc0j5ksk3kfckeq/BodyPharmBeta17April2015V1.zip?dl=0

This beta version is for feedback only. If you get frustratingly stuck or bored, please download and watch this video playthrough below and still provide quality feedback if you would like a 'Beta Tester' credit.

https://www.dropbox.com/s/kdrw1gpeocbje10/BodyPharmBeta17April2015VIDEOS.zip?dl=0

Does get to the end of the demo, but no credits yet, possibly some bugs, and lots of interactions, comments etc missing which might help the flow of the game.

Ending credits can be downloaded here...
https://www.dropbox.com/s/8mgsy4runqqq356/Sequence%2001_1.f4v?dl=0

It will have some more features for the full version of the demo which will be used for the crowdfunding bid.  I can send that version when it is done, but probably later in the year.

UPCOMING FEATURES FOR THE CROWDFUNDING DEMO VERSION…
•   Voice acting for the protagonist, either just for the speech parts, or ideally the displayed thoughts too
•   Lots more interactions for when you try and look at, touch, talk/eat/drink every item in every room
•   More clutter objects
•   Cloths for the protagonist
•   Lift will be initially be broken and a puzzle for fixing it
•   The little robot in it, probably as a maintenance bot.
•   CCTV cameras in every room
•   Interact with CCTV cameras to ask IRIS questions about the room or items in the room or selected inventory items
•   A note book that you can use on rooms/items to note down items of interest
•   A hand drawn map which is added to when you enter new rooms to help navigate (same style as notepad, toggle to show/hide in corner)

UPCOMING IN THE FULL VERSION
•   1-2 more floors/areas underneath the demo level
•   Unlock/access level 1 and 2 of the demo area
•   Get outside and explore the local area, possibly beyond
•   NPCs
•   Robots (1-2 types at least)
•   Medical/science equipment related challenges/puzzles
•   Possibly other playable characters

So, please follow these guidelines for feedback.

NAME (full name if you are happy to have it in the credits etc)
JOB TILE - or whatever you consider your indie/AGS job title eg AGS game developer, AGS forum admin, game artist etc.
WEBSITE - If you have a gamedev related website/twitter account/portfolio/devientart etc/or even a link to your user profile on AGS, I will potentially include that on the credits/any other literature.
FEEDBACK - Feedback on the gameplay, and in particular the SFX and music.  Please be full and constructive, dont just be a hater or just say "It was cool" or anything.  To get a beta credit you will need to post at least a few sentences.

So, quality feedback provided with a full name and gamedev/AGS related title (just make one up that technically fits what you do) will recieve a beta credit in the full damo, full version, and potentially on other printed and online references to the game. ALSO a link to your website/user profile/portfolio can be used to for extra publicity for you, your AGS game etc.

A massive AGS thank you for anyone who helps.  (nod)

Note to AGS staff/devs etc - I have included the AGS logo and credited AGS, if you want to check the intro in the demo, and the end credits video and let me know if there is any problem and I will change it ASAP.
#2
Latest ‘beta' demo version of ‘Body Pharm'.

To briefly outline what I would like.  This initial beta demo is being used as the university degree coursework for the sound/music producer I have used.  So I want you guys to download and play the beta demo, and email/PM or reply here with constructive, descriptive feedback.  In return for all the constructive ones, I will add your name to the credits of the full demo (which will be used for crowdfunding bids) in the credits for the full game, and also potentially on press releases, printed game instructions etc etc.

https://www.dropbox.com/s/uc0j5ksk3kfckeq/BodyPharmBeta17April2015V1.zip?dl=0

This beta version is for feedback only. If you get frustratingly stuck or bored, please download and watch this video playthrough below and still provide quality feedback if you would like a 'Beta Tester' credit.

https://www.dropbox.com/s/kdrw1gpeocbje10/BodyPharmBeta17April2015VIDEOS.zip?dl=0

Does get to the end of the demo, but no credits yet, possibly some bugs, and lots of interactions, comments etc missing which might help the flow of the game.

Ending credits can be downloaded here...
https://www.dropbox.com/s/8mgsy4runqqq356/Sequence%2001_1.f4v?dl=0

It will have some more features for the full version of the demo which will be used for the crowdfunding bid.  I can send that version when it is done, but probably later in the year.

UPCOMING FEATURES FOR THE CROWDFUNDING DEMO VERSION…
•   Voice acting for the protagonist, either just for the speech parts, or ideally the displayed thoughts too
•   Lots more interactions for when you try and look at, touch, talk/eat/drink every item in every room
•   More clutter objects
•   Cloths for the protagonist
•   Lift will be initially be broken and a puzzle for fixing it
•   The little robot in it, probably as a maintenance bot.
•   CCTV cameras in every room
•   Interact with CCTV cameras to ask IRIS questions about the room or items in the room or selected inventory items
•   A note book that you can use on rooms/items to note down items of interest
•   A hand drawn map which is added to when you enter new rooms to help navigate (same style as notepad, toggle to show/hide in corner)

UPCOMING IN THE FULL VERSION
•   1-2 more floors/areas underneath the demo level
•   Unlock/access level 1 and 2 of the demo area
•   Get outside and explore the local area, possibly beyond
•   NPCs
•   Robots (1-2 types at least)
•   Medical/science equipment related challenges/puzzles
•   Possibly other playable characters

So, please follow these guidelines for feedback.

NAME (full name if you are happy to have it in the credits etc)
JOB TILE - or whatever you consider your indie/AGS job title eg AGS game developer, AGS forum admin, game artist etc.
WEBSITE - If you have a gamedev related website/twitter account/portfolio/devientart etc/or even a link to your user profile on AGS, I will potentially include that on the credits/any other literature.
FEEDBACK - Feedback on the gameplay, and in particular the SFX and music.  Please be full and constructive, dont just be a hater or just say "It was cool" or anything.  To get a beta credit you will need to post at least a few sentences.

So, quality feedback provided with a full name and gamedev/AGS related title (just make one up that technically fits what you do) will recieve a beta credit in the full damo, full version, and potentially on other printed and online references to the game. ALSO a link to your website/user profile/portfolio can be used to for extra publicity for you, your AGS game etc.

A massive AGS thank you for anyone who helps.  (nod)

Note to AGS staff/devs etc - I have included the AGS logo and credited AGS, if you want to check the intro in the demo, and the end credits video and let me know if there is any problem and I will change it ASAP.
#3
General Discussion / Videos in AGS
Fri 17/04/2015 10:59:32
Can someone suggest an AGS game that uses good looking videos as intros or something so I can have a look at how well they look and play on different spec PCs?

I will have to try a few myself otherwise, see how it looks.
#4
So, I have a basic thing I do with most rooms where it stops the previous music, then plays that rooms music.  BUT I have 2 closeups in a room, where i dont want this to happen.  I used...

  if   (player.PreviousRoom == 7){}
    else
    Game.StopAudio();
    a03The_lab.Play();

Which I can prevent this happening if you enter back into the parent room from room 7.  But I want to add room 6 too.  I either break both or only get one working at a time.

Any ideas?
#5
So, for example, a light switch.  You click interact and a light turns on (object.Visible = true)  But I want to then click the same switch again for (object.Visible = false). 

I can do this with a workaround, like on clicking the switch (hotspot on room background image) an object appears over the switch and that becomes the next clickable area to make the light invisible and also hide the switch object, revealing the hotspot instead.

But im thinking there is probably a much simpler way.  Let me know as im sure you do  (nod)
#6
Just wondering, how long are the longest AGS-made games?  I know its kind of relative to game play styles and how clever you are when it comes to the particular puzzle solving of any game.  But generally speaking. 

Also what kind of file sizes are people seeing for completed full-legnth games?

And how many 'full-legnth' games are actually out there?
#7
I would like a SFX to play on room load, but only if the player came from a specific room.  What if the best way to do this?

Basically. I have a cabinet in a room.  Otherwise 90% of my rooms are linked by the same method, identical doors.  So on each room load I have a set closing door SFX play.  However in a few rooms, I want to play a specific SFX on room load depending on which room you have arrived from.

I already have a 'Game.StopAudio();' on every room load as this worked as a great way to cross fade music between rooms.  My current SFX for closing a door plays after that and it works pretty well.  Just doesn't translate to when you exit a closeup view of a cabinet.

Thanks
#8
POSITION - Code assistance
PAY - full credit in all documentation for the demo and game.  Strong possibility for a paid work on the full version of the game.
ESTIMATED TIME PER WEEK - Approx 10-30 mins per week via email or PM.

Hi all.  So, 'Body Pharm' is progressing well, but its reached a point where I need a go-to code guy or gal who I can contact whenever I hit a wall to help keep things moving. For someone who knows what they are doing I estimate 10-30 minutes work a week via email or forum PMs.

The 'Body Pharm' project is for a playable demo and once the demo is completed it will be used to head up a kickstarter bid for the full game.  If the crowdfunding is successful I will be in a position to offer payment to my coder, music production, additional modeller and proof-reader/editor, and the person who offers their services on the demo will be first choice for the paid work.

The coder who can help will be fully credited as 'additional coding/coder' credit wording is negotiable.

PM me or reply if you can offer some time here and there.
#9
I have a few different sfx for walking over different regions (floor types), ideally I wanted to sync these to the footsteps in the walk animation but i very much doubt this is possible especially when walking over different regions and switching sfx.

So.

Whats the best and neatest code to get sfx when walking, which seamlessly transitions to a different sfx when walking over different regions?  And also behaves when you have clicked 'use' 'look at' etc as well as 'walk to'.  Also would this be a global code as i only need 2-4 different walking sfx throughout the game.

Thank you in advance for any help.

EDIT
HAd a thought about a way to sync SFX even when changing walkable regions.  So, say a room has two different regions.  You play both synchronized SFX whenever the player walks, but depending on the region one is muted.  What do you think? do SFX play consistently at the same time as you start walking? Or is there sometimes a stall and the sfx playes late?
#10
I have read through various threads on how to add music, crossfading, fading in/out etc, but am not having any luck, alot of the posts use old/obsolete commands, others seem overcomplicated when crossfading sis supposed to be automatic.  I thought its best to post my requirements here and see what methods people suggest while I keep trying.

I have 2 main music tracks, 1 is a fading in intro. The 2nd is an infinitely looping version.
Basically, I want seamless music, but to fade in initially so I need to either...

1 - bring in 'aIntro' for a one-shot then seamlessly jump to 'alooping' which will play on repeat.  - So far if i set up 1 channel music, have 'aIntro.Play' and 'aLooping.playQueued, it doesnt crossfade, i hear a pop in between where it stops one and plays the next.  If I set up 2 audio channels, both tunes play at once.

Once the looping one plays its working seamless, so I know the audio file itself is ok. Also if I combine the looping and intro in my sound editor its perfectly seamless again.

2 - the standard music will be playing permanently, I want to be able to stop it, play an alternate version of 'aIntro' which will be something like 'aShock' (when he walks into a room where the situation requires brief shock and horror type music), then it will seamlessly change back to the regular 'aLooping' - Once the first issue is sorted, this one will use the exact same method.

im using ogg if that has any effect?

**EDIT**

Used a temporary fix (still getting slight crackle where the tracks join so if you know a better/proper way to do this please let me know.)


  • I used 2 music channels
  • added a silent track the exact length of 'aIntro'
  • In my audio editor I added the first second of 'aLooping' and faded that extra second out.
  • Quotefunction room_AfterFadeIn()
    {
      aIntroFadeOut.PlayQueued();
      aSilence.PlayQueued();
      aAmbience_loop.PlayQueued();
    }
#11
Apologies if this has been asked and answered, but been researching and testing for several hours and have not come up with an answer.

I opted to use a room as my main menu.  I have hotspots on menu text and am using objects for rollover effects, and I have hidden the icon menu from the top.  But as far as button clicking, so far I have only managed to get the "New Game" button working.  So my questions if you can please help.


  • How do I make a hotspot click open the load game?
  • How do I make a hotspot click exit the game with usual confirmation dialog box?
  • How do I make a hotspot click open the options menu?
  • How do I rescript the 'exit' button on the regular GUI to exit to the main menu instead?

I know thats a lot of questions, but i have exhausted my trial and error time for now.  I need to crack on with some more in-game content and hope someone can help.


Im not sure how many GUI types there are so here is some info. Im using the GUI style that drops down from the top. And the load/restore game GUI is called called 'gRestoreGame' in the GUI list.

Here is some code from my global script, maybe it helps?....
Code: ags

function btnIconSave2_OnClick(GUIControl *control, MouseButton button)
{
  show_restore_game_dialog();
}


ive tried all sorts of things, any click, mouse click, mousebutton. Some of the things i tried didnt show any errors but nothing happened. Im sure several of you know exactly what to do and although Id have loved to figure it out myself but after this long struggling id think i need to ask the experts.

all help appreciated.
#12
I have picked AGS back up after 10 months and I am getting errors on my global script....

SetVoiceMode(eSpeechVoiceAndText);
SetVoiceMode(eSpeechTextOnly);

Has something with these commands changes? any help appreciated.  The script ran fine 10 months ago so I presume theres been an update thats changes some code?

thanks.
#13
Asked if i wanted to save before exiting, I clicked yes, it wouldnt and gave me this error...


Error: Object reference not set to an instance of an object.
Version: AGS 3.2.1.111

System.NullReferenceException: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at AGS.Editor.Components.SourceControlComponent.ToXml(XmlTextWriter writer)
   at AGS.Editor.ComponentController.NotifySavingGame(XmlTextWriter writer)
   at AGS.Editor.ApplicationController._events_SavingGame(XmlTextWriter writer)
   at AGS.Editor.EditorEvents.OnSavingGame(XmlTextWriter writer)
   at AGS.Editor.AGSEditor.SaveGameFilesProcess(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.AGSEditor.SaveGameFiles()
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#14
Hi all,

I want some text to run, only once, and only on the condition your character is using a specific view (i can just run this as a bool once the view is triggered otherwise)

And if the view or bool isnt there, I will just give a message.

So, I have used if for bools, and also DoOnceOnly, but cant think how to combine the two to do this.  Or is there another way of running a message one time only?
#15
So, My character has boots in his inventory, you click the boots, then click the boots on the character...

Code: ags
function cEgo_UseInv()
{
  if(player.ActiveInventory == iCleanBoots)
    player.LoseInventory(iCleanBoots);
    cEgo.ChangeView(3);
}


View changes to '3:BOOTS' but its all muddled up.  I have checked the view and its identical to the bootless view in terms of animation, everything is in the right place.  I have ran the preview and everything runs smooth.

I have tried changing (3) to (BOOTS) and it does the same, really dont know what else to try.
#16
I am using a multiple 'if' 'Bool' on a room transition.

Your in a cell, you can look at the sink to open a 1st person view room of the sink.  You can put the plug in and fill the sink, I have used 3 separate rooms for this, and when you put the plug in, it triggers the first 'Bool', fill the sink, the ssecond 'bool'....

The bools are so that if the player leaves the sink view and returns, they go to the correct view of the sink.

When I exit the sink at the plugin or filled point, the game crashes when I try to view it again...

'NewRoom: Cannot run this command, since there is a NewRoom command already queued to run'

Code: ags
{
  if (PlugIn==true)
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(8, 0, 0);
  }
  if (SinkFilled==true)
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(9, 0, 0);
  }
  else
  {
    cEgo.Walk(575, 650, eBlock, eWalkableAreas);
    cEgo.ChangeRoom(2, 0, 0);
  }
}


Any ideas? Seems like its trying to run two ChangeRoom commands at once.

I have 2 bools setup for this in Global Variables.
PlugIn   bool   false
SinkFilled   bool   false
#17
I had to remove the save icon from the gPanel because i balled something up in the code somewhere somehow.  So I want to add a 'save' and 'load' icon, how do I link these to the save and load GUIs?

Thanks in advance.  I can get on with other things now.
#18
So, you look at a cupboard, the room changes to a close-up of the cupboard, its tall and thin so I dont want to waste room either sie, plus I want to show all the detail so I decided to make the room background double height. BUT its a first person view room.  So what methods and how can I scroll up and down?  I want to avoid physical arrows on the screen, it just wouldnt be fitting. 

So maybe a way to move up and down when you move the mouse up and down, the further from the centre of the screen the faster it moves up and down? 

Otherwise im open to ideas, and ideally ones where you can explain how to do it (laugh)
#19
Hi all.

How can I improve the anti aliasing around my character sprites?  If I manually anti alias in Photoshop before importing, it will only look good against one colour backgrounds.  and AGS doesn't seem to support levels of transparency.

Any ideas/suggestions?

Here is a screenshot example...
#20


Rickious Productions presents...

'Body Pharm'

Resolution:
1024 x 768

Style:
Realistic rendered backgrounds.

Genre:
Mystery, adventure with horror/thriller elements.

synopsis:
You awaken in a clean modern cell. No memory of who you are or why you are there.  Outside in the corridor is a corpse, inside the cell, a sink and toilet but no water.  How have you survived? why have you no memory of the past or present? what is your name?

The mystery will unravel in this modern adventure, revealing intrigue, corruption, medical experimentation and twists.

The demo will effectively be a playable intro for the complete game and will be skippable once the full game is released if I dont tweak this part too much between releasing the demo and the full game.

Progress/Status report (For the demo):
Music 100%
Sound 95%
Backgrounds 100%
Character art 100%
Storyline 100%
Dialogue 90%
Scripting 80%

  • The Beta demo will be used for limited play/bug testing.
  • After bug testing. fixing and some extra polish, the release demo will be distributed as part of a kickstarter campaign.
  • Kickstarter will be used to generate funds for voice acting, translation etc.
  • The demo will all take place within part of the facility you wake up in and will be around 10-15% of the completed game.  The full game will expand to the town in which the facility is located. external areas, and go deeper into the facility as its secrets unravel.

To-Do (for demo release)

  • GUI redesign/polish.
  • Create new cursors.
  • Further post-process editing of the backgrounds.
  • Add more clutter/detail to rooms.
  • Complete a minimum of 12 rooms.
  • Finish storyline and dialogue.
  • Polish and proof read the dialogue.
  • Bug test.
  • Have 3+ other people bug test.


The Team:
Name: Richard Howard (AKA Rickious)
Skills: Artist/Designer/Illustrator.
Currently I am working on the 3d modelling, renders, post process editing, texture artwork, storyline, scripting etc.

Name: Robert Howard
Skills: Audio composition, design and production
Professional, studio recorded SFX and Music, as well as creative input and feedback on storyline, playtesting etc.

Name: Benjamin Perry
Skills: Additional 3D modelling/rendering.
Ben is a Product designer, illustrator and fellow gamer.  He will be providing extra 3D models for the game including the 2nd playable character (images coming soon).
Mr Perry's Portfolio



Upcoming Team Members (after funding)

  • Assistant programmer (paid)
  • Editor/proofreader (paid)
  • Voice-over artist (paid)
  • Additional 3D Modeller/renderer (paid)
  • Closed Beta Playtesters/storyline development members (some of these places will be offered as part of crowdfunded packages)


Videos...(will be updated as progress is made)
Alpha playthrough

[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/jC2sUE2mBBk" frameborder="0" allowfullscreen></iframe>[/embed]

Early WIP Main Menu test - Awaiting more tweaking, music and SFX.
[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/D1dwFPtqk7I" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots...

         












SMF spam blocked by CleanTalk