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Topics - rmonic79

#1
Hi guys, we're very happy to announce our Lovecraftian point&click adventure Chronicle of Innsmouth: Mountains of Madness has been launched on Steam on March 23 2021!

It was funded in 2018 with a kickstarter campaign and today we finally managed to publish the game! Game features more than 120 scenes, 40+ different voice actors and a lot of hours of gameplay!

The game is actually discounted by 10% for the first week, and we'll be super-happy if you'd like to give a look to the Steam page and the official launch trailer.

https://store.steampowered.com/app/962700/Chronicle_of_Innsmouth_Mountains_of_Madness/
#2
I'm on release of my game and i found some issues with music never happened before.
First of all, i have assigned all music to a variable but, if i try to change or fade volume it comes back to its original state in a fade way. I've searched all game from feet to head in all rep_exec all script imported and there's nothing related to it. The e sliders have on_change but nothing more. I'm going crazy.
One other stuff, there's  a Bgm music that doesn't start if i come to room from previous parts of the game but works if i start from the room itself. I can't find any reason...
Any ideas? I have less than 15 days to try to fix this stuff, anay help would be appreciated a lot!  ;-D
p.s. i'm using 3.4.0.16 version for a lot of reason and i can't change it
#3
Guys it happened right now, i have this error right now. Is there any way to restore it?
#4
The title is self explanatory, i'm using a timer right now but it can be easily desynchronized by everything that could happen like a small low perforemance. It would be great to have a get of current frame to avoid that but i can't find a way to do it. Any help?
#5
Guys we're on beta testing for the release of our game next month. Some testers have experienced black screen on videos, but the game still running in background, any suggestions?
#6
Hi guys there is something that, uncredibily, i never done before and i was thinking, if it's possible, to use it to avoid to break savegame on update. I'm talkin about assign frame to a view in runtime, could it be a good solution? And, first of all, it can be done? And, it will avoid savegame brake problem?
Thanks for answers
#7
Guys maybe you can help me to simplify something that in the last game i made took a lot of time, we're near to release and i'd like, if possible, to avoid time consuming stuff.
the problem is: if i set a volume, for an fx for example, within game to 30 and then the player set slider fx value from 100 to 80 the volume of the fx goes to 80 instead of a percentage of of it (24 in this case).
Now i used a solution that works fine on previous game but an automatized stuff not room by room and sound by sound would be great.
Thanks;
#8
Guys i'm near to the release of my game but i have still a lot of animation to do and something starts failing. It happens just now that importing a new sprites works but after i launched the game it crashed without finding them and there are blue cups instead in the sprites folder (with the original sprites aspect ratio). It goes over and over, if i try to reimport them, the game crashes and sprites not there. Now i managed to stabilize it deleteting last file and  replacing from source the desappeared ones. Anyone can help about this problem?
P.s. I had some problems with sprites but was with compiled (divide the file in chunck solved it), now the thing are about the editor play too. I'm using 3.4.0.16
#9
Guys i'm using this plug in and i realized that after played any video flipped frames of sprites don't show anymore  (by the way also the position of sprites changes). Anyone has any solution (apart to make all relative sprites flipped, it will take a lot of time and testing and we are out of time)?

edit: Tried d3d instead of theora plug in and worked until we update to 3.5, but comes new problems regarding scaling, aspect ratio, and crash on alt+enter switch
#10
Do you know the reason I found new views and new folders with import added to the end which are copies of other existing folders and views? Naturally they are not assigned to anything, they are just there, do I have to worry?
I think that is related with characters import , is it correct?
#11
Hi guys, adding some diagonal loops to have smooth transition i realized that turnbeforewalking does not work except when you click on something like hotspots, characters. objects...
We're using a strong modified nine verbs template (but nothing that could interfere with built in walk functionality) and ags 3.4.0.16. Any suggestions?
#12
hi guys. I need to have diagonal loops only when the characters change directions but not on talk or walk animations. I've not tried to code it yet but i thaught about a lot of small problems that can occurs. Is there anyone that just did it and like to share it?
#13
Guys we're making motion comics for our new game and i found that the best option until now is to make a frame by frame video. The game is 640 x 360 and we arrived for example to have a sequence of 40 mega but when i imported  them in the editor they take 270 mb. Any suggestion?
(we could use an external folder and load to a dynamic sprite frame by frame but i'm wondering if there's another solution)
#14
Hi guys i have multiple characters and i'm trying to have them to not overlap when walking in narrow places. i'm using blocking width and blocking height and , of course, the characters are solid. My issue is that it seems that the direction of this function extrude not centered (regarding characters positions) so i'm wondering if there's a way to change the pivot or another solution suggeted by you? Thanks :)
#15
Hi guys i'm havin a little problem and after a few tries i'm on empasse.
I have a cutscene where people walk and talk and i'd like to allow skipping it after 2-3 second of mouse down click.
The problem is that  timer doesn't work in RepExec,  neither change room and callroomscript cause the scene is in blocking, so i have to use repeatedly_execute_always where i can't use on_call and room change.
How can i manage this?

#16
Release scheduled on 16th February 2021!


https://www.indiegogo.com/projects/mountains-of-madness#/

https://www.kickstarter.com/projects/201868287/chronicle-of-innsmouth-mountains-of-madness/



Hi to everyone i'm glad to announce that we are working on the sequel of Chronicle of Innsmouth. I'm not alone anymore. With me there are AprilSkies(Arts) and Mandle(Translation, Testing and all related to english stuff, except this one for now :))

Overview

The game takes place ten years before Chronicle and tell the odissey of Lone Carter since it disappears in the first game.
there will be old and new characters and this time we will even get to the mountains of madness :)
Thanks to the contribution of Andrea Ferrara we brought the resolution to 640 x 360 and we changed the nine verbs with a more convenient right/left mouse interface.
We are close to launch a kickstarter campaign in order to provide the best product we can and to be able to translate it in as many languages †‹†‹as possible and if we can, why not, realize porting ios / android and maybe switch. I will warn you as soon as it will be online if someone wants to support us.

Story: 100%
Scripting: 100%
Graphics: 75%
Sound/Music: 60%


Some pictures for you:


#17
Sorry Guys i'm using ags about four years from now and i'm feeling a little stupid about this question :) But...
With my prevoius game i fought with it without ask, now i'd like to clarify something. On change room to have a long fade out in i had often the problem that first image appears than the screen become black and fadeIn, with a prevois version making ScreenTransition instant solved the problem (but not all the time)  but now with a new one i had the problem described above anyway. Are there some rules to avoid that so i don't have to make black object in every room or entire screen black character that change room to have this effect?
Thanks and sorry for noob question.
#18
Hi guys maybe you can help me, i'm trying to do a little variant in my game with strategic turn based mechanics. I can't realize an efficient way to make stealth mechanics.For example i have an overhead map with open building, how can i avoid  character to be seen if it's near and in line of sight but on other side of the wall? For one example is simple but the map is near complex. If you need i can post you a screenshot.
Thanks as always.
#19
Hi guys i'm in a new game and i'm changing interface a bit so comes some new problem. now hotspot, object, character and inventory items name appears on cursor, i want to avoid that remains on screen while character talking.
Is there a way to check if any character in game is speaking without list all in an if statement?
i'm also need a check on the wait() command to avoid that label shows again during speech pause.
Thanks again to all of you for response.
#20
Hi guys i had a crash when the game was running that even restart pc. After that all my object, hotspot etc have center shifted like you see the object on a position but the mouse detect it on other. I tried with another project and works fine. Any solution?
(by the way it also changed the position of  objects like you see in this photo along with not centered on mouse screen detect on button)

p.s. when i relaunched the game after crash the editor say something about informations lost.

https://imgur.com/yzfPaQq


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