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Topics - Dadalus

#1
Recruitment / Danger Mouse Voice Actors
Thu 20/11/2014 18:11:31
Project:
Danger Mouse

Details:
A comedy adventure featuring Danger Mouse and Penfold. Based on the 80s cartoon of the same name. for further details see Games in Production.

Positions Available:
A rough alpha demo of the game will be sent to testers at the end of this week. I am looking for people who are willing to provide voice acting for the demo.

Needed

Two Australian male voices for two of the locals, these are older gentlemen and need to be portrayed as slightly sarcastic and world weary.

One Australian female voice. The character is a doctor and has only a few lines.

Wanted

Now this is a big ask, I have alternatives so its not vital to fill these roles.

Danger Mouse. The world's greatest secret agent.
Penfold. Timid, bespectacled hamster, and Danger Mouse's reluctant assistant.
Colonel K. Danger Mouse's boss.
Professor Heinrich Von Squawkencluck. Mad scientist/inventor/boffin. Broken German accent.
Baron Greenback. A toad with a wheezy voice.
Stiletto Mafiosa. Greenback's henchman; a crow. Speaks in a heavily accented italian accent.
Doctor Augustus P. Crumhorn. A mad scientist wolf.

For examples of the voices look on  you-tube for any episode of danger mouse. You will need to be a close match to be considered.

Deadline:
I will be releasing a non voiced demo in the early part of December. I would like to add voices to that by the end of January 2015.

Comments:
Interested parties can reply to this thread or contact me via PM. Please include any experience and/or reasons why you think you would be suitable.

Positions are unpaid as this is a free game.
#2
Project:
Danger Mouse

Details:
A comedy adventure featuring Danger Mouse and Penfold. Based on the 80s cartoon of the same name. for further details see Games in Production here

Positions Available:
I will have completed a rough version of the first section of the game in 2/3 weeks. I require people who are willing to test the game for bugs.

Deadline:
I'm looking to use this section of the game as a demo that I want to release at the end of November. You will need to be available and provide feedback in the first two weeks of November.

Comments:
Interested parties can reply to this thread or contact me via PM. Please include any experience and/or reasons why you think you would be suitable.

Positions are unpaid as this is a free game.
#3
This module replaces the mouse x,y with Blob.x & Blob.y so that objects that are small within a game can be found easier.
I have included a simple demo & documentation.

Basically it searches for any object within a square of 17x17 pixels (there is a #define which is set at 8 so it searches 8 pixels left/right and up/down) with the mouse coordinates at the center, then returns the x,y of that object. Its to make small objects easier to find (less pixel hunting).

This is a very simple module (my first) and hasn't been tested fully (I am using it in the game I'm creating), you will need AGS 3.0 or above to use it.

Download here.

Feel free to post any improvements comments etc.
#4
I have an odd problem that for the life of me I cant figure out. I have a struct containing an integer array and a function that initializes the arrays values.

Header:
Code: ags
struct stUserEvents 
{ 
  int eventqueue[NUMBER_EVENTS];
  import void Initialise(); 
};

stUserEvents UserEvent;

script:
Code: ags
void stUserEvents::Initialise()
{
  int intLoop=0;
  while (intLoop<NUMBER_EVENTS)
  {
    this.eventqueue[intLoop]=eNoEvent;
    intLoop++;
  }
}


in game_start I have
Code: ags
UserEvent.Initialise();


trouble is the values are not being set.

If I take out the integer array from the struct and place it in my script

Code: ags
int eventqueue[NUMBER_EVENTS];

void stUserEvents::Initialise()
{
  int intLoop=0;
  while (intLoop<NUMBER_EVENTS)
  {
    eventqueue[intLoop]=eNoEvent;
    intLoop++;
  }
}


the values are set.

Can anyone tell me what I am not seeing, I'm assuming its just down to my rusty skills and me just not getting some principle.
#5
I have been looking for an answer to this by searching the manual, and the forums but cant find anything. I'm hoping someone can give me a simple yes/No answer.

Can you call a function using a string without using a lot of  if...else if...statements, something along the lines of this:

Code: ags
//Pseudo code
CallFunction("fMyFunction");


I realize you could use:
Code: ags
if (strFunction="fMyFunction1")
{
  fMyFunction1();
}
else if ((strFunction="fMyFunction2")
{
  fMyFunction2();
}...


but I think thats unwieldy.


#6
The game I'm currently developing is 640x400. The graphics for backgrounds/characters/objects etc have all been created in Illustrator so are vector based and can easily be resized.

Since I'm at the early stages if I am going to change the resolution nows the time.

My question is this: What resolution do you think is the best for an AGS game, and would a bigger resolution exclude a significant number of players who wouldn't be able to run it?

I am posting this here as your answers would not just be applicable to my game.
#7


Designing a new character for my adventure game based on Danger Mouse, not entirely happy with it. I like the face and hair, the torso perhaps needs recolouring, but the legs are all wrong. Ill work on that issue.

Do you think the character fits, and what do you think of the look?

Please note I'm not aiming for sexy, but I am trying to get a Lara Croft type vibe.
#8
Hi,

I'm currently designing a game which will have a lot of jokes in it. I'm worried that it might be a bit joke heavy, so I'm seeking sage counsel.

What do you think is the right balance between jokes/puzzles/action?
Do you prefer visual gags or wordy puns?
Do you like old school, pythonesque or satirical jokes?

In short I'm trying to get an idea of what my target audience likes and what the right balance is.

Any thoughts or suggestions would help.
#9
For those who guessed...

Danger Mouse

The Story:

Become the worlds greatest detective/spy Danger Mouse aided and abetted by his faithful assistant Penfold. Thrill as he battles the evil Baron Greenback to save the world (again). Based on the 80s cartoon of the same name.

Some screenshots:





Video promo for the demo (just a teaser only minor spoilers)

[embed=420,315]http://youtu.be/nbJIxgwId-g[/embed]

The demo can be downloaded from this link: DANGER MOUSE DEMO


Development Progress:

Story: 40%
Scripting: 35%
Graphics: 50%
Sound/Music: 20%

Expected completion date: August 2015

Development Diary:

August 6th 2014

The game is very much in its early stages, the germ of a story has begun to grow in my fevered little brain. Progress is slow as I have never used AGS before and am trying to fully understand how things work before adding them. I am giving myself a year to complete the task, though I hope to be finished much sooner.

August 13th 2014

Created some more backgounds. Trying to come up with female characters to add in as DM has very few. Done some work on walkcycle for DM and Penfold.

August 20th 2014

Mostly been working on scripting. Complete rewrite of the way I was dealing with using repeat_execute so that the game does only one action per cycle (dramatic speed improvement). Worked on creating speech bubble that changes size .

Also I have completed drafting a dependency chart & I have planned out dialog/story for the first section of the game.

August 27th 2014

Have designed a couple of new female characters, and have worked on a new background. The work I did using dependency charts has led to me working on an internal system that handles puzzles which should lead to fewer bugs. I'm working on a test game to flesh out my theories. Work on game scripting will halt until I have the system in place.

September 3rd 2014.

De-cluttered main post by removing some screenshots.

Added several new backgrounds to game, and one new character. Work on puzzle system nearly complete, integrating it into the main game this week. Worked on story, and have second section plotted.

September 10th 2014

Puzzle system completed and integrated into main game. Further work needed to make this a rapid development tool but that can wait until after game completion. Working on scripting first section of game, using placeholder graphics where necessary. I aim to have this completed by the end of this month.

September 24th 2014

No progress last week needed a break. Adding the scripting using the puzzle system I devised is slow, I may have to build a tool to help with this even though I wanted to wait until after the game is completed. I am also working on completing the backgrounds for the first section of the game.

October 8th 2014

Been working on building a tool to help with the scripting needed for my puzzle system. Alternating between that and backgrounds (depending on which I get stuck/bored with).

October 16th 2014

95% of backgrounds/characters for first section of the game (which will also be the demo) are completed. Working on animations (which will probably just be basic for the demo). The demo will be used to refine the approach for the rest of the game.

October 22nd 2014

100% of backgrounds/characters/objects completed for first section of game. I have a team of testers waiting in the wings to help me refine the demo. There will be no further updates until the demo release.

November 23rd 2014

Demo passed to testers. Working on refining and debugging for general release.

December 4th 2014

Demo released.
#10
Hi all, this is my first post so I hope this is the right forum.

I have a simple question, what is the legality of creating a game based on an old TV show (80s cartoon)? The game I'm developing started out as a simple project to learn the ins an outs of AGS, it has become something of an addiction and I would like to eventually share it with others. It would be free and something of a homage to the original. Would sharing it have any legal issues?

Any ideas and suggestions would be gratefully received.
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