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Messages - Baron

#2541
Well I tried the 3x filter and it looks much crisper than full-screen, so I guess we'll release it like that for people who like to do multiple things at once (  :P ).  Unless you guys think there are a lot of people with low res screens that can't handle that, in which case 2x would be safer as the default? 

Thanks for the new text box, Ghost.  The skulls on the corners would have been cool, but the new one I think better suits the game.

#2542
RE: TOOLTIP LABEL - I forgot to disable the label in all cutscenes when I disabled the mouse.  Should be fixed now.

RE: DROP ITEM BUTTON - Yes, "deselect" or "select" would have been my choice too, but neither fits very neatly onto such a small button in such a small resolution.  You have to appreciate those letters are only 4 pixels high -there's not a lot that can be done with that space and still make sense.  I like the right click option.  I've implemented it for right-clicking the GUI background, but I can't figure out how to intercept right-clicks for the Inventory window (i.e. not the items, which need the right-click for descriptions) -any ideas?

RE: SKIPPING INTRO WHEN CLICKING ON TITLE - Well, there wasn't a "skip intro" button on the new title screen, but for testing purposes it was handy....  Frankly I'm inclined to leave it as a feature in case someone wants to replay.  I don't think a lot of people will randomly click the title by mistake....

RE: PIXEL HUNTS - It is a 320x200 game.  I have it set up to run full-screen, since I have a hard time even reading the text at 320x200 let alone seeing the details.  I guess that explains some people having problems exiting rooms as well....  Given the level of detail of our art I really do recommend running the game in full screen mode.  I had assumed that since I had the compiled folder's WinSetUp configured that way it would be the default on other people's machines as well, but I guess that's not the case.  Does anyone know how to make this the default, so that people would have to intentionally change the settings to run in a window?

RE: CUSTOM TEXT BOX -I like the art, but the colours I feel are all wrong.  Any suggestions?  If we're going to pursue this I also humbly request that you frame in those elements so that I know what to select and what to cut (your art runs between segments).

If anyone has some last minute sounds I'd appreciate them.  I'm off to scour the internet for an alarm, a phone ringing, a CRASH! and a BOOM!  Anything else we'll just have to do without unless someone else finds the time for it.
#2543
BETA 5

UPDATES FROM LAST BUILD:
-Readme
-Mad scientist telephone animation and background
-Alarm flashes in command centre
-clearer credits font (difficult due to the game colour depth not supporting alpha channels, but hopefully it is more readable than last time)
-credits spelling fixed
-magnets background doesn't stand out from fridge anymore
-TAB should bring up new inventory (er.... not tested)
-Rogue tooltip labels fixed
-Mouse disappears for cutscenes
-Crashing bug fixed
-Vampire Twin sisters cutscene now has a background (of sorts....)
-Message stating how to access inventory

STILL MISSING:
-2 voice lines for Merrick (in progress)
-Some sounds (in progress)

Let me know if you see something out of place.  I'm really angling for a weekend release so that it will be available by Hallowe'en in all time zones.
#2544
Ah, at last a bake sale item that I can play with my daughter.  Looking forward to it!
#2545
Nice -I love text parsers.  But do make it throw back your inputs with attitude.  None of this "I don't understand ______" generic crap.  You gotta bring this monster to LIFE.  "I regurgitated your __________ after breakfast, and I don't want anything to do with it anymore."  Take that, player! 
#2546
Well, I'm not really going for the overt parody of individual AGSers; more an insider's take on the stereotypes behind the genre.  The references to individuals will all be veiled and just a "bonus" to those in the know -the game won't depend on them.  So if anyone wants to send along a veiled dancing cow, maybe doing some sort of belly dance, we may well have something to discuss.  Otherwise I'll only add it if it makes sense in the context of the game.
#2547
Quote from: Armageddon on Mon 24/10/2011 02:48:57
Maybe add a door on the hallway that only opens after you bite the scientists? Also I couldn't seem to go back to the brightly lit room after going into the room with the guards.

Redrawing rooms isn't really feasible at this point with release just a week away.  I'm very comfortable with someone already knowing that pine cones survive forest fires without biting the scientists.  And if you think about it, all the other powers seem to fade within a few moments, so wouldn't the "knowledge" power fade too (i.e. he forgets?).  The primary function of the scientists was always to provide information and comic relief to the player.  If neither of these two are necessary for the player, I really don't see why he/she should be compelled to bite the scientists.  At any rate, we are beyond the pale here for making this kind of plot alteration -you guys should have spoken up sooner!

As for going back from the guardroom, you should be able to while the guards are still alive.  After the robot fight sequence begins this is no longer possible (due to the debris from crashing through the wall obstructing the exit...) since this would rationally result in the robot destroying you.  As it is not necessary to leave to be able to finish the game, this works.  However, if you are having problems leaving before you kill the guards, I'd like to know about the circumstances surrounding that.
#2548
Hey all,
       Thanks for the feedback.  I should be able to fix most of these things without too much issue.  I'm a little reluctant to change lines at this point, however, due to the strong probability of the rerecording of lines pushing back the release date.  When it comes to not biting the scientists, you'll just have to believe that Merrick already knew a thing or two about nature (it was just put in as a hint anyway).  And besides, who plays a vampire game without biting people?!?  I refuse to do extra work to cater to that market!
#2549
Quote from: Chicky on Sun 23/10/2011 12:34:26
Blistering barnacles!

That's my band logo on the wall! Does that mean that the dude with the crazy big black hair is me?! Lazarus?  :P

Also Baron, i'm no longer in that band :(

But this is freakin' cool anyway!

*Honestly, i've just woken up and for a moment i thought that i'd finally lost my mind.

Feature
-outdated veiled references to various AGSers!

Actually, the band poster will probably move to the sound studio once I've finished designing it.  If you've joined a new band then send the logo along and I will add that one too!  The music references are all to build the character of Lazarus as a connoisseur of the indie music scene, and in no way imply that he actually is a parody of one specific person.
#2550
BETA 4

Known issues:
-missing or holder graphic backgrounds in Mad Scientist cutscene and vampire twin cutscene
-no animation for mad scientist's arm for phone and microphone
-no animation for Merrick's hand at the end (holder message)
-still old title screen, since the new one still has a spelling error
-untested credits system (from menu and end of game)
-a few missing sounds

Otherwise..... I'm drawing a blank.  But then it's late and I have already assembled another game today....  Major updates since the last beta are new GUI, full music implementation, credits, full voice acting, spell checking, additional debugging, additional animations.....

Let me know if you notice something out of place or missing and I'll get on it.
#2551
Looks like you've got a little something in the oven for the Bakesale....
#2552
Nice graphics and the plot's got some serious potential.  Keep up the good work.
#2553
As part of the upcoming Bake Sale, I would like to announce my contribution:

                                                  BLUE LOBE INC.

The Plot: Three amateur enthusiasts band together to launch their own indie adventure game company.  Moving in together into a one bedroom apartment in one of their parent's basements, they set about to make their dream of creative entrepreneurship a reality.  Financial ruin, starvation and neighborly ridicule lurk around every corner in this comic-strip-esque adventure.  Will Blue Lobe Inc.'s first game launch despite the wolf at the door?  Will the mysterious flamer known only as "The Eviscerator" be stopped from panning their demo on a prominent game review site?  Will the boys survive contact with a human female IRL?  The answers to some of these questions might crop up in the actual game, so stay tuned!

The Cast: Using forum nicknames rather than their "pedestrian monikers", the three could not be more different.
Lazarus: The big picture guy.  He is the main writer and musician, prone to frequent bouts of distraction and laziness.
Mothra: Your classic nerd.  He is the programmer and the organizer, but obsesses over tangential details.
Cuddles: The overly-sensitive artist.  When he's not binge-eating to sooth his wounded pride, he's creating pixelated masterpieces.

Screenies -note the primitive comic-book style is intentional and not just a cop out  ;)




Features
-three playable characters!
-adventure game meta-humour!
-speech bubbles!
-veiled references to various prominent AGSers!
-voice acting!  Well, maybe....

Progress
Writing 10%
Graphics 20%
Programming 20%
Music -if anyone's interested post here or PM me.

Release Date: Basically I'll just be wrapping up what I've got done when Ponch tells me to  ;).



#2554
General Discussion / Re: Defeat mud monster..
Fri 21/10/2011 02:18:49
Amass an army of toddlers to eat said mud.  First tell them not to eat it, then sit back and let nature take its course.

Spoiler
Yes, I am a parent
[close]
#2555
Hudders is correct, we do need a hand holding a microphone for the Mad Scientist.

Otherwise, the hand emerging from the wreckage is well advanced (although not 100% done) and the voice acting is finally (as of 10 minutes ago) in my possession.  Also, there is a completely new GUI already in-game.  Things we still need:

1) Robot Monster Cockpit background

2) Ruins scene, with debris close up, for hand to emerge from.  However, for scaling purposes this is best left to my hand animator (Snarky) or at least until after the animation is complete.

3) This hasn't really been addressed, but with the new cutscene where the Mad Scientist fleshes out the plot a little more from the control room, we do need some sort of background to stick behind him.  As I see it, we have two options:

        a) We sub in the current lab-scene background (which doesn't really work anyway since it's not a ceiling) and replace the intro cutscene background with a bit of lens flare to give the impression of a strong ceiling light.

        b) Someone undertakes more work and draws something resembling a control room background.  Remember for design purposes that the Mad Scientist will block up to half the background.  If someone produces such a background we'll go with this option, otherwise I'll throw together some quick lens flare and go with option a)

Anyway, I'm hoping to have our last beta -almost certainly missing some of the above but otherwise complete - out by the weekend.
#2556
Quote from: cat on Tue 18/10/2011 08:41:21
Is there still a chance for a Halloween release?

Anything is possible.  The question is whether it is plausible....

In the case of our game, however, both apply.  As I've mentioned before, if you were to put all outstanding files into my hands at this instant I could have the game in final beta-test mode in a matter of hours.  I have assurances from everyone who owes me files that the Oct 31 deadline is feasible.  So a Hallowe'en release is certainly an attainable goal. 
#2557
Quote from: Jackpumpkinhead on Fri 07/10/2011 14:27:03
ooh i get so nervous when this thread sits for to long  :-[

Well, it's mostly just a matter of getting the last of the voice-acting in.  I had considered a release without the VA, but it's all so good that it simply wouldn't do the game justice releasing without it.  You've just got to be patient with these things.

@HUDDERS -I'll have a listen and get on implementing that cutscene.
#2558
Quote from: Armageddon on Wed 05/10/2011 04:38:54
I hope you added that inventory icon in the corner. I didn't see it in the last beta.

The inventory gui has been entirely redone, but no there is no icon in the corner.  I know we initially had one, and then a vocal minority agitated for the "click on main character to activate inventory gui" approach that we have since adopted.  I think the strongest argument against the icon is that it clutters the screen, but if enough people want it brought back (and, crucially, if someone designs what it should look like), then re-implementing it won't take much work.  However, I think just being clear in the game thread and readme that inventory is activated by left-clicking on the character should be sufficient.
#2559
@HUDDERS -Yeah, that covers all the bases and it's hilarious as well!  I say go with it.  Go ahead and record the lines and I'll insert the scene.

@ARTISTS - I now need a hand holding a phone sprite, and a hand holding a command centre microphone sprite.

@JACKPUMPKINHEAD - Nice.  I'll have a listen and plug it into the game.

@SNARKY - Hand?

@EVERYONE -  Slight delay due to the illness of one of our main voice actors -it's a hard job to do if you don't sound healthy.  If I had all the material in my hands that people owe me it would take me 2-3 hours at the most to have our final version circulating for one last round of beta tests.  Soon, my precious brood, soon.....
#2560
Quote from: tzachs on Sat 01/10/2011 00:40:11
Wait, I think I see someone in the sky!

Is that Grundislav?



It's the Ponch signal!
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