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Topics - Anarcho

#41
This is a really interesting article from the New York Times, and I think it could say a lot about the future of gaming, especially how AGS and adventure games could play into it.  I know a lot of people talk about how it doesn't take a multi-million dollar budget to produce a good game.  This group certainly seems to prove it....


June 27, 2005
On Screens, but Not Store Shelves: Casual Games
By MICHEL MARRIOTT

Far from the bloody streets of "Grand Theft Auto: San Andreas," and light years from the deep space, run-and-gun menace of "Halo 2," lives Flo.

She is the cartoon-cute stockbroker who chucked it all to operate a modest diner that is the centerpiece of a highly successful yet relatively low-budget video game called "Diner Dash."

The game is not found on the shelves of video game or consumer electronic stores. Nor is it sold on the DVD's that deliver interactive 3-D fantasies to millions of PlayStation 2 and Xbox game consoles.

This game, sold exclusively on the Internet and downloaded onto players' personal computers, is challenging many of the conventions of video gaming. Such simple games - often called casual games - are growing more prominent in the ever-broadening game marketplace, becoming big sellers on a small budget.

"Diner Dash does not have a single end goal," said Eric Zimmerman, co-founder and chief executive of GameLab, the New York game development company that created it. "You are into it for the play."

The premise is simple: The mounting challenge is to seat, serve and collect from diners, tasks that bring to mind the "I Love Lucy" episode in which Lucy is overwhelmed by the increasing demands of a candy factory's conveyor belt.

Since the release of "Diner Dash" late last year, the hand-painted, drag-and-drop game quickly became the most requested item on major online game sites, including Yahoo Games, Real Arcade and Shockwave.com. Peter Seung-Taek Lee, co-founder and president of GameLab, said "Diner Dash" remained in the top five best sellers of downloadable games, showing considerable shelf life for a video game that never existed on a shelf.

"We wanted something that people can easily relate to," Mr. Lee said. "There is something about very simple play that gives pleasure. You can just click on it and enjoy the game."

John Welch, president and chief executive of PlayFirst, a publisher of casual games, including "Diner Dash," said the $20 game had sold more than 50,000 copies and continued to sell about 1,000 a day.

And games like "Diner Dash" have become big business. Casual games - generally simple-to-play, short-duration games that are graphically unsophisticated - will represent about $250 million a year in sales, Mr. Welch estimated. They are a small but growing sector of the overall United States game industry, which is expected to generate $8.4 billion in sales in 2005, according to a forecast by PricewaterhouseCoopers.

"It's huge in the way millions of people are playing them," said Chris Sherman, executive director of the first Casual Game Conference, scheduled for July 19 and 20 in Seattle.

He said the games' simplicity also made them ready candidates to be adapted for the increasingly attractive market of cellphones and other mobile devices.

At GameLab, which was founded five years ago, about 20 artists, programmers, animators and game designers work in closely arranged workstations in a long, narrow space carved out of an aging industrial building near Chinatown in Lower Manhattan. At one point, GameLab veterans say, the workspace looked more like a bowling alley.

Mr. Zimmerman, the chief executive, says his team generally works on three to four projects at once, taking about five to six months to complete a game. GameLab is a private company and its executives would not disclose detailed financial data, but they did say that "Diner Dash" cost between $100,000 and $200,000 to make. It sells for about 40 percent of the price of a major video game title that could cost more than $10 million to produce.

"Our modus operandi is to really create innovative games, new ways for people to play," he said as he recently walked through GameLab's studio, pointing out its museum-quality collection of vintage video game consoles, toys and stacks of traditional board games.

"For us, the company culture and the process, is really important," he said, adding that GameLab employees are given a $50 a month to spend on whatever game-related materials they want. He said they were encouraged to bring what they buy to the office. Video games, he said, must be considered within the larger category of play, a field that requires research and experimentation.

"I think part of the problem with the game industry is that there are these big projects, that people work sweatshop hours and that there's no sense of research and experimentation," Mr. Zimmerman said. "It's hard to do that. I'm not saying that we are doing it successfully, but at least we are trying to get there."

Mr. Lee, the company's president, said "Diner Dash" was designed to look and feel warmer and friendlier than expensive 3-D counterparts aimed at hard-core gamers.

"We wanted it to have a particular look," he said, noting the rich colors of the interface. "Console games look very cool and futuristic, but cold."

Yet "Diner Dash," which its makers say is quite popular among women, is not a simple "pop game," as Mr. Zimmerman refers to popular downloadable games like "Collapse" and "Bejeweled" that are descendants of Tetris and other animated puzzle games.

Mr. Welch of PlayFirst said he was drawn to GameLab's penchant for smart experimentation. His company, based in San Francisco, plays a role much like that of a record label: It fields pitches from game developers and finances the ones that seem to show the most promise.

"There is a good market opportunity while everybody is trying to figure out where the next killer app is going to be," he said.
#42
Ok, a little explanation for this horrible drawing----this is nothing more than a sketch, I'm trying to work out the perspective and it just isn't coming out right.   

This is what I'm going for---the room consists of a fine dining room with four individuals standing in the foreground.  The table is one of those ridiculously long tables rich people eat at, with one person on one end and another at the other.  At the far end is my main character---a little girl.

So the problem I have is that I can't get the room to look big enough, and I can't get the table to look long enough.  I'm trying to do a one point perspective here, I think the problem might be the vanishing point is too high.  I really like the outlines I have going for the people, I may even leave them as silhouettes once I get the rest looking right.

If anyone can help me out with this, I'd appreciate it.  I guess it's just been a long time since I've done a proper background.


#43

I just got this message when trying to test my game:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00431B5A ; program pointer is +3330, ACI version 2.70.861, gtags (18,46)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.


Right before this happened, I had tried to test the game, and it was in the middle of saving...it was taking a very long time (because I had other things going on at the time) and because I'm an idiot I closed AGS using Ctrl Alt Del----i thought it would only close the game not AGS, but it closed everything.  Then when I opened up the game again, and tried to test it, I got this message.  Now, when I open my sprite manager----EVERY SINGLE SPRITE IS GONE.  All of the names of the sprites are there, but all the images are gone.  I'm pretty much screwed.

Thankfully my last backup was two weeks ago, instead of 2 months ago, but damn this sucks.
#44
I'm trying to save my game here and I'm getting an error in the Global script:

"Runtime error: unexpected eof"

It doesn't say where the error in the global script is.  The only mention of EOF in the help file is about EOF Property but I don't really understand it.  I was editing a dialog request just prior to this error coming up.  Hopefully someone can help me out without having to go through my whole script, but just in case:

http://www.geocities.com/princebusterlw/EE_Script6132005.txt
#45


How's she look?  Maybe a little choppy, but I think it's good enough.  Lots of thanks to Eric for his forward walk tutorial!  That was a big help.
#46
Critics' Lounge / Sprite C+C for Emily Enough
Tue 26/04/2005 05:00:37
Can I get a little C+C on this sprite?  It's the last character I've had to draw for my game...I think he looks pretty cool.  I always struggle a bit with the hair, but I think that looks ok...

#47
Sorry for the strange subject,

I've got a situation where the player is in one room, something happens and she's transported to the next room.  I want some code to run, and then I want her to say something only once after she enters the room on that occasion.  She's been in the room before, so I can't just use the first time player enters screen thing in the editor.  I feel like there must be an obvious way to do this.  I've been looking through the help file index, but can't find something applicable.

As it is right now, I put this code in the Player Enters Screen after Fadein section of the room's interaction editor, after a conditional if she has an inventory item (right before the transport she gains an inventory item).  The problem is, after she gets the inventory, she always says the message when she enters that room.

help?



#48
I'm having a problem with my script here.  The object animates, the GlobalInt is set, but the timer doesn't run out.  The object just continues to animate, and the GlobalInt isn't set back to 0.  And I've set the timer to different numbers---it's 2 here, but I've had it at 40, 200...a bunch of different numbers.

SetTimer (1, 2);
  if (IsTimerExpired (1)!=1) {
 
    SetGlobalInt(83,1);
    object[4].Visible = true;
    object[4].SetView(54);
    object[4].Animate(0, 3, eRepeat, eNoBlock);
    character[JUAREZ].ChangeView(55);
    character[JUAREZ].SpeechView = 55;
    character[JUAREZ].SetIdleView(56, 0);

   
    }   
   

  if (IsTimerExpired(1) == 1){
   
    object[4].Visible = false;
    SetGlobalInt(83,0);
    DisplaySpeech(JUAREZ, "Oh.  It's back to normal.  That was strange.");
  } 
 
 
#49
I've got this strange problem.  I've got two regions in a room, that send the player to the next room when walked on.  It's always worked in the past---the commands are just set in the interaction editor for region. 

Then I just split the room's walkable area in two in order to add some continous scaling.  Once I did that though, the regions no longer work.  Now when the player walks onto either region, she jumps back to where she started and doesn't go to the next room.

Any ideas?
#50
I'm have a little scripting problem here.  Maybe I should put this in techincal--i don't know.  I'm using 2.70 beta.  Here's the script, it's in the script for one of the characters:

      SetGlobalInt(80, 1); //
      cEgo.FaceCharacter(cLucy);
      DisplaySpeech(EGO, "Say goodnight Lucinda.");
      DisplaySpeech(LUCY, "Goodnight Lucinda.");
      FadeOut(30);
      Wait(100);
      character[EGO].ChangeRoom(2,102,68);
      FadeIn(10);
      object[3].Visible = true;
      DisplaySpeech(EGO, "She had more fight in her than you'd think.");
      Wait(100);   
      DisplaySpeech(EGO, "What? Don't look at me like that. I'm a killer.");
      DisplaySpeech(EGO, "I was born this way.  What's your excuse?");
      SetDialogOption(9, 9, eOptionOn);


The problem is that the character isn't going to Room 2.  As it right now, it fades into the same room and says that there is an incorrect object number---which would be correct because there isn't an Object three in the starting room.  Why would this not work?
#51
I feel like this was discussed in a tutorial once, but I forget where. I just created a reaching animation for my main character.  I had to expand the canvas size of the bmp in order to draw the outstretched arm.  I loaded the sprites into the manager and created a view.  It works fine when the animation runs on the normal side, but when I flip the view for the right side, the character shifts over to the right in a big jerky way when she picks something up from that side. 

Is there any way I can make this look right without having to go through every view and sprite and load an expanded canvas for each one? 

These views are all cropped by the way.
#52
I'm having a hell of a time with my main character's speed and animation speed.Ã,  It seems like no matter what setting I have it on, she moves way too fast.Ã,  I thought that if the speed is set at a higher number the character is supposed to move more slowly.Ã,  I've found that if I set it low, like at 0 she practically transports across the screen.Ã,  If I set it around 15 she moves really fast, but at least you can see her.Ã,  If you set it anything higher she transports again.Ã,  Additionally, I can't get her animation loop to slow down, I imagine I can just delay each individual frame by huge numbers, but the same thing is happening with the "animation speed" setting---it is just always moving too fast.Ã, 

I'm using v2.62.Ã,  I don't think I had this problem with the previous version of AGS.
#53
I've been experiencing this strange problem where the main character and npc talking animations only work SOMETIMES.  For example, the talking animations usually work fine for characters when the EGO initiates a conversation with them.  However, when the EGO looks at an object or npc, and the npc talks in response, the talking animation doesn't work, even when the message is coming from that character.  Additionally, during the opening cutscene the main character and an npc talk but their talking animations don't work. It used to work fine, but now it doesn't.

Is there an easy explanation for why this couple be happening?
#54
General Discussion / Ring Two?
Fri 18/03/2005 20:45:00
Anyone planning on seeing this?  I was a big fan of Ringu and American remake, and evidently Hideo Nakata directed this new sequel.  Unfortunately it seems to have gotten some bad reviews.  Anybody seen it yet?

#55
General Discussion / D+D themed sex
Tue 25/01/2005 19:39:07
http://www.waferbaby.com/howto/havedungeonsanddragonsthemedsex

This is the best idea I've heard about in a while.  Or at least funniest idea. 
#56
I'm getting a parse error on this long scrip here.  It's at the 2nd "else" in line 37.  I think I definitely don't have the brackets right.  This is my first experience trying to do a long GlobalInt code.  I'm obviously not doing it right.

CODE:

#sectionstart hotspot7_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot7_a() {
  // script for hotspot7: Interact hotspot

  if (GetGlobalInt(79) == 0) { // if player hasn't gotten stack of coupons yet (GlobalInts are initially 0)
    DisplaySpeech(EGO, "I've killed almost everyone I know.  There's no one left to call.");
  }
  else {
    if (GetGlobalInt(79) == 1) // if player has gotten stack of coupons and looked at them
 
    DisplaySpeech(EGO, "Hello.  I would like to make an order for delivery.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "Oh, uh...hey, what's our address?");
    DisplaySpeech(COOP, "132 Lamplighter Drive.");
    DisplaySpeech(EGO, "132 Lamplighter Drive.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "Yes, it's the asylum,");
    DisplaySpeech(EGO, "No, this is not a joke.  Now take my order or face my wrath!");
    DisplaySpeech(EGO, "Ok.  I would like to order 763 Megawich Sandwiches.");
    DisplaySpeech(EGO, "If you hang up on me, I will come down there and cut you!");
    DisplaySpeech(EGO, "I'm serious. I have 763 coupons that entitle me to free...");
    DisplaySpeech(EGO, "No, it doesn't say one coupon per customer.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "Well you should have thought about that before you printed out the coupons.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "So will you deliver my sandwiches or not?  Yes?  Good.  And they better get here in ten minutes.");
    DisplaySpeech(EGO, "What?  No!  All right.  Fine!  15 minutes.");
    DisplaySpeech(COOP, "Having a pizza party?");
    DisplaySpeech(EGO, "Not exactly.");
   
    SetGlobalInt(79,0);
    }
   
  else { //
    if (GetGlobalInt(79) == 2) { // Talked to Steve about failed delivery of food
 
 
    DisplaySpeech(EGO, "I need to use the phone again.");
    DisplaySpeech(COOP, "Ok.");
    DisplaySpeech(EGO, "Yes, hello.  I placed an order for sandwiches, and I think you tried to deliver them but...");
    DisplaySpeech(EGO, "Yeah, he is a jerk.  I don't know what his problem is.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "Well I didn't know about the "no delivery" policy.");
    DisplaySpeech(EGO, "...");
    DisplaySpeech(EGO, "Yes, I still want the sandwiches.  I'll just have to figure out some other place for you to deliver them.");
    DisplaySpeech(EGO, "Ok, yes. I'll call back when I have it figured out.");
   
    SetGlobalInt(79,3);
    }
   
   
  else { //
    if (GetGlobalInt(79) == 3) { // Figuring out how to deliver food
 
    DisplaySpeech(EGO, "I still don't know how to get the sandwich deliveries into the building.");
    DisplaySpeech(EGO, "I'll call them back once I have it figured out.");
    }
       
   
  else { //
    if (GetGlobalInt(79) == 4) { // Calling back MegaWich with solution
 
    DisplaySpeech(EGO, "Hello, yes, it's me again.  I have it figured out.");
    DisplaySpeech(EGO, "Come to the south side of the building.  There's an open window.  You can deliver the sandwiches there.");
   
    SetGlobalInt(79,0);
   
         }
       }
     }
   }
}
#57
I'm trying to figure out the script to reset an object's interaction...so that I can put it in a run script following a dialogue option.  Specifically, a door is normally locked, but after my character talks to a certain person, I want the door to be unlocked.  I'm going to put it in the dialogue_request function.  I've looked through the index of functions but can't seem to find it.
#58
I've run into this problem constantly.  I've set the room base lines as low as possible on the screen, but I can't get my player to actually walk to the bottom of the screen--so that the player's feet are at the base of the room.  It makes it quite annoying, because in some rooms I'll have a region at the very bottom that sends the player to the next room, but I can't get the player to actually walk there.  What's the deal?  I figured it would just have to do with the base lines, but changing them doesn't seem to do a thing.
#59
Anyone see the trailers for this dung-fest?  Was that Steven Dorf I saw?  And Christian Slater?  He's still alive? 

For those who haven't seen it, HOLLYWOOD has for whatever reason used the title "Alone in the Dark" for some new Alien rip-off.  Why?  Is it me, or was the whole charm and creepiness of Alone in the Dark linked to it's period setting?  I can just see the Hollywood exec in his ponytail and Hugo Boss suit saying, "19th century France, yeah, I'm thinking something sexier...with more space creatures and body armor..."

What a lost opportunity.
#60
Is there a dialog command that will run an animation in the middle of a dialog?  For example, in the middle of a dialog, I want EGO to hand another character a letter. and then continue the dialogue.  Do I have to stop the animation, run a quick animation like normal, and then start a different dialogue topic or something?

As usual, I hope this isn't a stupid question...

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