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Topics - DazJ

#1
Long time no speak!

I don't know if any of you remember me but I once frequented these forums a good few years back now. I just thought some of you may be interested in this project and I wondered if any of you fancied helping me out :)

I was developing "Calm Waters" with AGS but eventually decided to use Unity and Adventure Creator as it has a lot of features that I required.

I run Tayanna Studios - a one-man company dedicated to making addictive adventure games with rich storytelling.


Calm Waters is a 2.5D point & click mystery thriller adventure game now out on Windows, Mac and Linux and can be purchased from Steam here:

http://store.steampowered.com/app/541350/Calm_Waters/


It was a project that took over 6 years of my life.

Here's some screenshots:














Story:

Tourists disappearing and blood-curdling screams from a mysterious island out to sea...What secrets does this holiday paradise hold? Perhaps it's time to find out...

Peter Taylor's wife is dead.

One day he decided to take a vacation abroad. He arrives at a small, quiet coastal town where tourists are sparse and everybody knows each other. It's only when he notices people are going missing and all the signs point to a dark, mysterious island out to sea that he decides to team up with local journalist Michelle and terrified-yet-adventure-seeking waiter Glenn to go and investigate.

What secrets does the island hold? What are the locals hiding? And what's causing those blood-curdling screams that seem to be coming from that mysterious island in the dead of night?

Calm Waters is a 2D classic point and click thriller/mystery/horror influenced by the likes of Lost and Twin Peaks.

Calm Waters features:

- Professional voice actors
- Full 1080p HD 2D pre-rendered backgrounds
- Intriguing characters
- An immersive story full of twists and turns
- An atmospheric soundtrack
#2



A MYSTERY THRILLER

We are currently looking for 2 female voice actors to fulfil 2 minor character roles in our upcoming commercial mystery/thriller, Calm Waters.

You can read about Calm Waters at the links below:
http://www.adventuregamers.com/news/view/25232
http://www.adventuregamestudio.co.uk/forums/index.php?topic=45984.0
https://www.facebook.com/calmwatersgame




THE ROLES WE REQUIRE FILLING:

- Female receptionist of a hotel:
30-40 year old female. Greek or English accent but prefer Greek. Polite, well-spoken, but ever-so-slightly peculiar. Not obviously peculiar but she's perhaps a little TOO polite. Around 20-30 lines.

- Female drunk:
45-50 year old female. Slightly drunk but 100% clear to the listener. Very genuinely emotionally upset and drinking to forget. Comes across as a sad, lonely woman with a broken heart. Around 40-50 lines.



The game is a thriller/mystery so all performances must be played extremely seriously.

The chosen actors will each receive a free downloadable copy of Calm Waters for the PC.

If anyone's interested then please PM on here for details.

Thanks a lot everyone :)
#3
I've created a 'Thinking' GUI named gThink.

The Globalscript code is as follows:

Code: ags

void Thinking(this Character*, String message) {
  lblThink.Text = message;
  gThink.Visible = true;
  int delay = (message.Length * GetGameSpeed()) / Game.TextReadingSpeed;
  int min_delay = (Game.MinimumTextDisplayTimeMs * GetGameSpeed()) / 1000;
  if (delay < min_delay) delay = min_delay;
  int ignore_delay = (Game.IgnoreUserInputAfterTextTimeoutMs * GetGameSpeed()) / 1000;
  mouse.Visible = false;
  Wait(ignore_delay);
  delay -= ignore_delay;
  if (delay > 0) WaitMouseKey(delay);
  mouse.Visible = true;
  gThink.Visible = false;
}


The Thinking action is called with the following line:

Code: ags

cPeter.Thinking("&33 The woman was clearly upset.");


The GUI works flawlessly except it's not playing the associated sound files. The sound files are all in the correct Speech folder and play absolutely fine with the standard Character.Say functions.

Is there something wrong that's preventing the Thinking speech sound files from being played?
#4
I'm using AGS 3.2.1.

Here's one that has me completely baffled.

I've got this in my script:

JOAN.SayBackground("&1 Hello.");

I've also got JOAN1.OGG in the Speech folder. It simply won't play. The text appears but no sound. I've tried it in MP3, OGG, WAV, neither work.

I've Compiled and tried, I've also tested it by running normally but still no luck.

Any ideas?
#5
I'm embarrassed to ask this but it's been bugging me for a long time.

I have objects in my room that only appear once an event is triggered. I set their visibility property to FALSE in their respective property window but the objects are still visible when the room loads, regardless of this setting.

The only way I've found to make them invisible is to actually code it in the Room_Load function and it works. It's very strange.

Any ideas why this is happening?

I'm using standard 3.2.1.
#6
I feel rather odd to be asking this but it's really bugging me and I can't seem to find an answer to it.

My main character has 4 talking views - one for Up, Down, Left and Right. However, let's say the character looks at a hotspot at the far right of the room; the character will walk over to it, using the walking-right view, but then he'll face the camera when he describes what he sees.

Isn't there an easier way of the character to stay in the view when he talks instead of facing the camera without scripting his view for every single hotspot he interacts with?
#7
Revolution have announced it, finally.

You can watch the trailer/pledge, here: http://www.kickstarter.com/projects/165500047/broken-sword-the-serpents-curse-adventure

I'm loving the style. Very Runaway.

Excited? I am! I can't wait for this.
#8
General Discussion / Am I Getting Too Old?
Tue 22/05/2012 19:06:11
We're having a mini heatwave here in the UK and I've just realised that all I've done since the sun decided to grace us with his presence is moan continuously that it's too darn hot and would rather stay inside at the computer.

Am I getting old?
#9
I've found couple of topics on this but none of them really explains what to do - unless I've missed one, plus I didn't want to micro-post on an old thread.

I'm wanting a full GUI overlay, with an animated background image of noise. I have between 3-5 images of noise that I have to overlay, with the correct GUI transparency of course.

The problem is, using the following in the Global script:

Code: ags

gGrain.Transparency=82;
gGrain.LockView(NOISE);
gGrain.Animate(0, 2, eRepeat);


overlays the transparent GUI and it looks great, but the problem is, there's just no animation.

What am I doing wrong?
#10
Advanced Technical Forum / Voice Script Blank?
Fri 18/05/2012 12:02:37
I seem to be experiencing an issue when creating the Voice Script. It creates the file in the AGS folder but the .txt file is blank, apart from the header:

*** All text lines, in order of appearance in the scripts ***

I'm baffled?
#11


Presents



A MYSTERY THRILLER


FULL INTRODUCTION VIDEO CAN BE SEEN HERE: http://www.facebook.com/calmwatersgame

UPDATE OCTOBER 6TH 2013
Demo available - Complete with speech: http://tayannastudios.com/demo/CalmWaters_DemoBeta.zip


"I needed this holiday. I needed it bad.  I'd hired a little private plane and a pilot to take me to the island of Thereus. It was a small port with very few tourists and little distractions. It was perfect. I was in heaven.

I was wrong."




About Calm Waters
'Calm Waters' is a commercial point 'n' click adventure game to be released on the PC and then hopefully the Android and iPhone.

The Plot
The game is centered around Peter, a man who visits a quaint Greek port to relax for a week. What he encounters is the exact opposite. Strange sounds and local tales emerge about an ominous island roughly 2 miles out to sea. With constant warnings to avoid the island and to stop asking questions, our holiday-maker soon realises that something's not right. Especially when the locals begin slowly disappearing one-by-one...

Screenshots











EXCLUSIVE! FIRST GLAMEPLAY TEASER:
http://www.youtube.com/watch?v=ecmY789sNbk

UPDATE: 28th JULY 2013

New Screenshot:


Production/Progress/The Team
Scripting - 30%
Background Art - 55%
Sprites - 50%
Music - 95%

3D Backgrounds and Rendering - DazJ
Music Composers - Doc_Savage & Joshua Ide (Joshy)
3D Character Artwork/Animation - DazJ


I'll be uploading voice samples from the main character some time soon.

In the meantime you can check out the Calm Waters Official Facebook Page here: https://www.facebook.com/calmwatersgame
#12
I seem to be having no end of problems lately and it seems to have come out of nowhere.

The game will only seem to run if I test/compile/run it in Direct3D 9. If I attempt to run it in DirectDraw I receive an error message. The game used to run in both modes but nothing has changed. I'm truly baffled.

At the end of the day, does it really matter that the player will be forced to play in Direct3D 9?
#13
Is there any way whatsoever to COMPLETELY remove a plugin that's been installed?

I've installed a plugin which has just not reacted well with my game and I'm 100% sure that it's the cause of the problem. Is there anyway that I can remove all traces of it? Unchecking 'Use this plugin' is no good for me as it is still visible, albeit greyed out. I need it completely gone. Is this possible? I've removed the .dll from the folder.

Any help would be much appreciated.
#14
Advanced Technical Forum / Illegal Exception
Sat 05/05/2012 12:58:32
Below is the error code I receive when trying to test the game:


---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00435F37 ; program pointer is -179, ACI version 3.21.1115, gtags (0,0)


I'm using SkyGoblin's latest modified for higher resolutions version of AGS, although it was all working fine. This has occurred since I installed the Rain/Snow Plugin which brought up that error as soon as I ran it, without any modifications to the existing code anywhere in my project.

I've uninstalled the plugin and still receive the error.

Any ideas as this has stopped my testing my game at all?
#15
Hey guys...

I've recently been 'talent-scouting' for the voice-overs for Calm Waters and came across a website called www.voice123.com.

It's free to put up a job vacancy call-out and you'll be surprised at the amount of people who will record your 'test' lines and send you the auditions.

There really is some genuine talent out there, all eager to get noticed. There's also www.voicespro.com, equally as impressive.

I just thought that this might be of interest to some guys out there.

#16


Follow the game on Facebook: https://www.facebook.com/calmwatersgame




'Calm Waters' is a point 'n' click adventure game to be released on the iPhone, Android and PC. The PC version will be compiled with AGS.

The game is centered around a character who visits a quaint Greek port to relax for a week. What he encounters is the exact opposite. Strange sounds and local tales emerge from an ominous island roughly 2 miles out to sea. With constant warnings to avoid the island and to stop asking questions, our holiday-maker soon realises that something's not right. Especially when the locals are slowly disappearing one-by-one...



I need the following to join my team for an upcoming psychological thriller game.


JOBS OFFERED:

- 3D character modeller/artist/sprite designer
- Music/soundtrack composer



I need the game's character models to be created in 3D. I should be able to work with the raw model types myself so any format such as Poser, 3DS, Sketchup, Cinema4D etc.

If considering the role of musician, the style I'm going for is how I describe the game - a cross between Twin Peaks and Alan Wake, with a dash of The Shining thrown in for good measure.

You can see a preview of the screen shots below to give you some flavour of the style I'm after. I need all characters created. You will of course be credited and be paid once the game is complete and begins accepting orders.

This is a game idea I've toyed with now for just short of 4 years and I'm extremely determined to bring it to fruition. This will hopefully be the first of a series of games, depending on the success of the first.



















Please ignore the 'character' in these images, it's purely for scale reference.

I need someone who won't suddenly disappear so I need someone who's committed.

If you think you've got what it takes then please please please don't hesitate to contact me on here or PM me.
#17
Does anyone else have a problem with their own style of art?

Without blowing my own trumpet, I'm not a bad drawer, but when designing my characters and backgrounds I just think every single aspect of it isn't good enough for what I want. I'm a perfectionist so if nothing's 100% I scrap it and start again, only to achieve the same results.

I'm one of those people who can't make use of mock-up drawings to code my game around - I have to have the 'real deal' to work with. Why I don't know.

It's probably pointless asking, but does anyone else experience this? And if so, what do you do to overcome it?
#18
I cannot for the life of me work out what to do when:

Spoiler

I've just been awoken to screaming on my first night. I can't go downstairs or access any of the other rooms. When I try to head downstairs I'm told 'I have to help Sarah.'
[close]

Any suggestions please?
#19
I'm using AGS 3.0.2.

I've got a custom-made inventory GUI that I've designed myself.

I'm also using a single cursor for the only two interactions within the game: INTERACT and LOOK. Left-click for Interact and Right-click for LOOK.

When I left-click interact on an item it's fine, the cursor changes to the inventory item as it should.

When I right-click to LOOK at an inventory item, nothing happens.

I have 'Handle Inventory Clicks in Script' set to True. If I change it to false then right-clicking DOES make it LOOK at the inventory item but it won't allow me to INTERACT by left-clicking. Swings and round-a-bouts.

I'm also using SSH's 'Description' module, I don't know if this is something to do with it.

My on_mouse_click code is here:

Code: ags

function on_mouse_click(MouseButton button) {

  if (IsGamePaused()) return;

  if (button == eMouseLeft) {
    if (GetLocationType(mouse.x, mouse.y) == eLocationNothing) ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else { 
      if (mouse.Mode==eModeUseinv) ProcessClick(mouse.x, mouse.y, eModeUseinv);
      else ProcessClick(mouse.x, mouse.y, eModeInteract);
}
}

  else if (button == eMouseRight) {
    if (mouse.Mode==eModeUseinv) mouse.Mode=eModeInteract;
    else ProcessClick(mouse.x, mouse.y, eModeLookat);
  }

  else if (button == eMouseLeftInv) player.ActiveInventory = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
  else if (button == eMouseRightInv) ProcessClick(mouse.x, mouse.y, eModeLookat);

}


Any suggestions?

#20
When the player presses ESC he is greeted with the gPanel but also the Quit GUI. All I want is the gPanel to display, NOT the Quit GUI.

Is it something to do with ZOrder? I've put the Quit GUI to the back and to the front but it still doesn't work. All it does it brings it to the back or front of the gPanel.

Like I say, when the player presses ESC all I want is for the gPanel GUI to appear - NOT the QuitGUI.

Anybody any ideas how to fix this?
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