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Messages - rickious

#1
Quote from: Frikker on Thu 30/04/2015 19:33:21
no problem. ill contact you later next week then :)

Awesome dude.
#2
Hahahahaha, Kate can also give feedback, but i feel like she just sneaked into this thread so maybe she should just leave.  ???

Dude, so long as its decent feedback, constructive, be specific about the music/anbiance, and SFX.  The game itself is early beta and so had lots of stiuff missing, particularly interactioins with details in the rooms.
#3
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.
#4
Cheers dude.  Will sort it now.
#5
Seriously.. nobody? 8-0
#6
Beta Testers needed this weekend for feedback...

Visit this post to find out more and for the downloads.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52067.0

Thanks in advance to all who help.
#7
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.
#8
General Discussion / Re: Videos in AGS
Sun 19/04/2015 13:16:22
Cheers.

I asked as i made my intro credits using rooms and had to time credits to sections of music.  This was hit and miss and my PC is a good rig, so I fear it will be all out of sync on different setups/laptops etc.  So, I thought I would make the outro in video form, so playtesters can compare intro/outro, see which are best.
#9
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.
#10
Just thought this myself.  It was a *DOH moment.

Thanks!
#11
Right...

now I have the following code.
Code: ags

  if   (player.PreviousRoom == 7 || player.PreviousRoom == 6){}
    else
    Game.StopAudio();
    a03The_lab.Play();
    aDoor__generic__close.Play();


If I havent come from room 6 or 7, it does not do...
    Game.StopAudio();
    a03The_lab.Play();

but still does...
    aDoor__generic__close.Play();

any ideas  :)
#12
Quote from: Monsieur OUXX on Fri 17/04/2015 09:32:04
On an unrelated note, the absence of brackets is quite disturbing:
(laugh)
#13
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?
#14
Quote from: Mandle on Thu 16/04/2015 23:31:39
Just a reminder to those here who have mentioned huge game files:

Have you remembered to check "compress sprite file" in the general options before you compile? If not, give it a try. It could save you hundreds of MBs...

(It says "loss of performance" or something scary like that in the option description, but I've never noticed a drop in performance so maybe this is an AGS leftover from back in 2001 or something?)

Cheers!  Never noticed that hahahaa
#15
Im the type of person that if I am enjoying a game i explore every inch of every room.  Try and open every drawer, look at every detail.  Ill milk a game for everything its worth.  So Adventure Island would simply take too much of my time hahahaha. Obviously need to play that and many others some day though.

MB-wise, I was still curious, as the Demo alone for BodyPharm is 260MB zipped, and 685Mb unzipped (compiled folder).  Im wanting the full size game at least 10 times longer in terms of content and gameplay, so Im a bit worried this will turn into a 4-5GB monster hahahaha.  Wondered if im overstretching AGS? (a question I will save for the tech forums) Was kinda hoping people would say their games were a few gig lol  (roll)
#16
Awesome! knew there would be an easy way but 1 character, that's excellent!  Cheers  (nod)
#17
Cheers dudes.  Any more thoughts from anyone else? or from you 3 on other games? 

I suppose we can factor in the originals too, lucas arts etc.  Can anyone remember how long games like Monkey Island or Zak McKraken took? (minus floppy disc swapping and load time (laugh)

Just trying to gauge how long Body Pharm should be when it comes to the full version.  Demo will be 10-30 mins depending on your experience and logic skills.  Was thinking 2-5 hrs for full version.  But we shall see.
#18
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)
#19
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?
#20
Just getting excited at the ending lol.
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