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Messages - Baron

#2581
General Discussion / Re: HOLIDAY-GREETINGS
Fri 02/09/2011 20:56:24
Quote from: abstauber on Fri 02/09/2011 18:00:39
Greetings to Vienna ;D

Isn't that the London Eye?  ;)

Best vacation moment this summer was being dragged out paintballing by my little cousin.  He's like 12 and small for his age, so it was like trying to hit a sparrow.  I, on the other hand, got hit about a million times.  I still have a few welts and bruises, and that was almost a month ago.  Still, lots of fun if you're into masochism....

#2582
BETA 3

This latest version should fix all the little bugs and glitches reported to date, as well as implement the latest animations.  Let me know if you find anything out of place.

Otherwise, it's just the end cutscene missing assets:

1) Merrick hand emerging from wreckage (animation)
2) Backdrop for inside of robot monster to put behind vampire twins (background 240x320)
3) Sounds in general

Many thanks to all the beta-testers who have played over the game so far!

Quote from: ShiverMeSideways+ on Fri 02/09/2011 18:30:34
I'm so happy you guys liked the lines I did. :)

So, what's the conclusion? :D

In the absence of anybody speaking up strongly against you, I think it's safe to assume that the part is yours.  My personal preference would be for you to exaggerate the accent slightly to accentuate the vampire-ness of Merrick as well as enhance the entertainment value to the player who has to listen to you over and over again.  Otherwise I'm happy with your sound.

The easiest thing for me to do would be to PM you the voice script.  However, since the "Create Voice Script" option in AGS only seems to produce an empty text file you'll have to wait until a) the search function on the forums comes online again, b) someone around here tells me why it's not working, or c) I hack all the dialog out of the code.  Stand by....
#2583
@Jackpumpkinhead -  I'm liking that exploratory track now!  Nice.  My musical vocabulary isn't strong enough to give you any constructive feedback on the splash screen track, but it could have potential.  Good work.

EDIT: Do you have the exploratory track in midi format?
#2584
@ CUIKI - Good eye!  I've got a new list of things to fix.

@ BIG CG - Awesome!  I feel as if I should harness your pixel animating prowess by pitching game ideas to you, but then guilt about not polishing this project first gets in the way.

@ JACKPUMPKINHEAD - Looking forward to it!
#2585
Quote from: ShiverMeSideways+ on Thu 01/09/2011 08:44:30

Ok, I've recorded the lines :)

I should also mention that I have an effects processor, so I can do stuff like double my voice, make it sound like an army of Shivers, or add crazy echoes, or even equalize my voice.

It's Count von Count!  Now do "That's one voiced game, ah ah ah ah ah!".

Seriously, at first I wasn't sure about the eastern European accent, but it's growing on me and I think the more over-the-top it is the more entertainment value there will be for the player.  I like it.  Anyone else have an opinion?

Quote from: Jackpumpkinhead on Thu 01/09/2011 14:50:07
well this is what i've got as far as the exploration loop goes. if you want i can up the tempo. but i like it the way it is. i actually lowered the tempo because it sounded to dancey.

also i have an idea for a song for the opening splash screen too.

i'll post it as soon as i have somthing


Exploration Loop Final?


The balance sounds better on this computer.  I like the synth around 50 seconds in, and the tune's not bad.  I just get this groggy vibe from it, which isn't really what we want the player to encounter in an escape game.  If it sounds too dancy when it is sped up try spreading the drums out a bit so you don't get such a quick beat.  Maybe a 50% increase in speed is a bit extreme, but I'm interested in hearing it a little faster to fit in with your other track (which I think suits the game perfectly).

Quote from: Tabata on Thu 01/09/2011 09:00:15
@ Baron:
Sorry, but it was the latest version  avaliable (the first beta) I used and there are two ways to make it happen.
If you click not only once at the fridge (the second  time it begins but afterwards the game will crash).
If you want to „walk around“ in the room (while sitting in the chair) use the mouse wheel (press it) somewhere on the walkable aerea in the room and it will go wherever you want.
     
But whatever you changed to the beta2 â€" it has fixed the version that was possible by using the mouse wheel, too.
So there is only one problem left (using the fridge a second time should repeat the dialog instead of moving the chair and crashing the game)

The beta2 has brilliant changes!
Beside the already told chair/fridge-thingie I only found some little things:
- the science-computers are both named as hotspot1
- the guard stops running after a short period (even when you leave and reenter the room)
- the id-card of “Blondie” is still wrong (mirrored). If I remember it correct Icey told, that he'll correct it?
   ... (and still I think, that “Blondie” needs fangs at the end ;) )

Alright, I'll look into this.  Happy motoring!
#2586
Quote from: Jackpumpkinhead on Wed 31/08/2011 14:35:24

how do you get a song to just play when you click on the link?

Worked for me.  To be honest, I think it's a little too slow, and I had some balance issues with the base (I could hardly hear it unless I jacked the volume quite loud).  That last bit might be my speakers, but I definitely think you could up the tempo by 30-50%.

Quote from: Hudders on Wed 31/08/2011 23:10:51
Quote from: Baron on Wed 31/08/2011 18:05:49
There has been zero interest in VAing so I think we'll cut that aspect for the time being.

Wait... what? I've read several comments from people saying they'd like to do it.

What?  Where?  And saying you're interested and actually committing by posting a couple lines for us to discuss as requested are not the same thing.  I like the idea of voice-acting as a way of including more talented AGSers and making the game more awesmoe (sic), but we need more active volunteers in this department if it is to be a reality.

On another note, swarm members are encouraged to send me their sounds as per the Buckethead List so we can implement that aspect of the game.

On yet another note I've caught the double-use of probe on valve bug and fixed it (although it's not in the updated beta).  Keep those bug reports coming!
#2587
BUH-MP!

We've got our second beta up HERE and we're keen to have fresh eyes go over it again.  The game might take you 10 minutes to play through, maybe twenty to try everything.  We had a lot of good feedback the first time around and have revised accordingly.  There's no readme yet so here are the instructions: right click look, left-click interact, and click on the main character to access inventory.  Please post beta-test comments in the swarm thread.  Thanks!

EDIT: Third Beta is now available.  We're getting close here, folks....
#2588
Quote from: ShiverMeSideways+ on Wed 31/08/2011 19:45:55
Hello! I'd like to apply for voice acting Merrick! :D What do I have to do except being a natural Romanian vampire?

We're interested in a few voiced lines, so the swarm can discuss the "style" of the dialog.  Here's some random lines:

"I look like a freaking bionic vampire!"

"My mom always said that if I ate too many carrots I'd turn orange."

"I'm not putting that thing in my mouth unless it's a life or death situation."

"Meh.  This one needs more salt."

"I gotta get out of this chair first."

See what you can do with that and we'll talk.
#2589
UPDATED BETA

OK, I've fiddled with the "magic probe" bug and I think I've got it fixed.  I've left leaving the guardroom as an option up to the point where the Robot Monster enters.  Since you must have the cheetah blood to get to this point, there should be no dead ends and everyone should be happy.

Other Changes:
-cursor text (now you can see what items actually are!)
-flashing window in guardroom (gunfire)
-faster character (we still need an inventory/options/speed slider GUI design!)
-walking to mirror (for consistency)
-stop laser when door is already open
-missing descriptions added
-old menus purged
-double hissing when trying to use door fixed
-new ginger scientist talking frames
-brief instructions to player at start of each screen (do this!)
-and so much more!

I was unable to duplicate Tabata's bug where Merrick was walking in chair mode.  Are you still around, Tabata?  Can you tell me what you were doing?  For now I'm guessing she might have been using an older version....

So, moving forward.  There has been zero interest in VAing so I think we'll cut that aspect for the time being.  We can always add it later in a "deluxe version" and charge people twice ( :=).  What we do need are:

1) New GUI design & implementation
2) Inside Robot Monster background behind vampire twin talking heads for final cutscene
3) simple hand emerging from the wreckage animation for final cutscene
4) More beta-testing
5) Merrick stand-up from chair animation?  It was commented on, and would be nice for continuity (it's the only missing animation in-game).  Not a deal breaker though.

Otherwise, it's mostly all there.  I think I'm going to use ghost's bat screen for the end credits.  Anyone have a favourite version?

EDIT: @Jackpumpkinhead: I get an error from that link.
#2590
Quote from: Hudders on Mon 29/08/2011 15:42:34
a discarded back-issue of "What Probe?" magazine.

He he he....
#2591
General Discussion / Re: Disco disco disco!
Sun 28/08/2011 02:40:46
The Spam King strikes again!
#2592
Quote from: dkh on Sat 27/08/2011 17:12:16
If you ever want me to take the material down, I'll do it in a heartbeat of course! :D

No, no, no!  It's good for the swarm to see how a "fresh" player would react; it will definitely inform our polishing efforts.  I was just saying that in the "normal" closed-shop development process it's not a good idea to publicly release a beta.  I agree with you that once something has been posted publicly it is fair game.

Quote from: Hudders on Sat 27/08/2011 17:01:31
No offence to dkh but reading the dialogue would have helped you solve those puzzles easily...

At some points, I agree.  But dkh has definitely brought up a valid concern: that some puzzles/objectives should be better or more overtly flagged for the player.  This is, however, the touchiest art of game design.  Make clues too obscure and players whine about the game being too difficult, while make them too clear and they slam you for making it too easy.  Clearly we've got to put some thought into this.  I am inclined towards Merrick making comments as he enters new rooms about how he must hurry before they realize he has escaped, or pointing out the obstacles to be overcome.  We'll see how well that plays in the next build. 
#2593
Quote from: Tabata on Fri 26/08/2011 21:10:13
Since I am only a little part of the swarm withot knowledge of development I may be allowed to ask (because I was wondering a bit about it):
Is is ,,normal" to upload a betatest to youtube to be seen from the public before releasing a game ???

   It's not usually a good idea to publicly release a beta version as it confuses potential players who might not understand that it's not the final version.   But as we have so many people working on this project and the development has been very public anyway, I thought it was just easier to release the beta publicly in order to get a lot of beta-testing and feedback (like the earlier partial releases).  As for the You Tube component, dkh was very clear that it was a beta-version in his voice-over, so I don't think anyone would be confused about why the game didn't work perfectly.  And besides, according to You Tube there have been just 36 views (almost certainly swarm members or people who intentionally wanted to look "under the hood" of the game), so I think the chances of the beta version stealing the thunder of our official release are safely remote.  ;)
#2594
General Discussion / Re: Rosenkreuzstilette
Fri 26/08/2011 02:59:14
I thought Rosenkruzstilette was Guildensternette's girlfriend....
#2595
Wow!  320 x 240 in HD rocks!

I now have a rather lengthy list of glitches and improvements -good work dkh.  I guess a readme is a good start to give the player some initial direction, and then maybe an "objective" statement as soon as the character enters each room.  I don't know how you were able to access the disabled menu GUI or obsolete walk cursor.... It was probably something to do with hitting the keyboard keys (they probably have some residual code associated with them because we built the project on the default template) -I'll look into it.

Thanks for all the detailed feedback!
#2596
Ah, in my haste to address the beta-tester's concerns I forgot to post....

THE BUCKETHEAD LIST
A.K.A. The Official List of Needed Sounds

- An alarm when the proffesor mentions it.
- An evil laughter from the proffesor.
- A wiggle free sound.
- Exploding dog sound.
- Sound for when you break free.
- Change glass sound.
- Laser sound.
- A hiss when the player stands under the crufix (and in uv-light).
- Door opening after the laser.
- Putting off the light.
- Going through the door.
- Maybe a sound of the probe flying around.
- A sound when the guard slips.
- A sound when the gaurds gets electrified.
- The guards shooting.
- Maybe a sound when biting.
- Twins crashing through the wall (kaboom sound).

These are the basics: if you have something you think might be appropriate, post it here or PM me and if it fits we'll scratch it off the list.  If you have new ideas the onus is on you to find the sound and deliver it and then I'll happily add it (otherwise the list risks growing excessive).  Good luck!

Also, pending any revisions to the writing obviously, I'd be interested in recruiting voice actors.  Merrick speaks a lot -I haven't looked into it but it's probably north of 200 lines.  What's more is that the player would always hear him, so the voice really has to fit the character and the quality has to be clean.  Other parts are just small, although ideally they'd be up to snuff too it's not quite as important.  So if you're interested in a bit-part we'll try to use you, but if you're interested in voicing Merrick I'll ask you to record two-three lines and post them here for the swarm to discuss.
Characters needing voicing are:

Merrick
Mad Scientist
Red Scientist
Blond Scientist
Robot Monster
Dark Vampire Sister
Blonde Vampire Sister

Thanks for your interest!
#2597
Quote from: Prozail on Thu 25/08/2011 07:52:40
Error: Unable to render character 0 (Merrick) because loop 2 does not exist in view 13

Error: Unable to render character 0 (Merrick) because loop 1 does not exist in view 13

What were you doing at the time?

Quote from: └» Arj0n «┘ on Thu 25/08/2011 10:32:54
1.: When scrolling my scroll wheel towards me activates the 'look' function. Is this intended?
2.: A bit odd: you can change the mirror in the first room without being near it.

What's a mouse wheel?
The mirror thing was intentional to save too much back and forth walking.  We can change it if there is strong opinion on this matter.

Quote from: Tabata on Thu 25/08/2011 06:05:42

Looking at the doorlock (first room) gives you still the reply two times.  ;)

I think you have to be able to go back, because if you don't know the riddles, you might need/have to search i.e. for the cone pine -  or stay in there forever.  :-\


Still??  I'll look into it again.  As for going back, the only thing you need to defeat the Vampire Twins is the probe, which logically you must have if you pass through the yard.  The pine cone can be used to give you the ability to survive forest fires, but if you miss it you can use a less tasty cockroach which gives you the ability to survive nuclear winter, and this results in an ever so slightly different ending.  You do need the blood from the fridge to defeat the guards, but we could just make it impossible to leave the surgery without it.  "What?  Take that yucky carrot and not the juicy blood too?"

Quote from: Bogdan on Thu 25/08/2011 11:24:37
I've played it out. Really cool game.
I noticed something, that is a really small bug... almost unnoticeable...every time you leave the Exercise Yard(The room where umbrella is), the probe droid (or however is it called), flies to you from the top of the room. You see the problem is that, you can return to that room at any time and not use the probe droid, but he will still appear from the top and fly down to you.
This is probably stupid, and noone will notice this when playing the game( actually he will if he returns to this room).

Really, I am inclined to trap Merrick in the guardroom once he enters, and if he tries to leave the guards will shoot him, or the door will be stuck, or something.  I've already spent a couple hours playing with Merrick going back and forth through the exercise yard, but clearly it's still not functioning properly.  I'm reluctant to invest more time in this aspect of the game play since it just artificially makes the game longer.  You may feel free to plead your cases otherwise -I'm just saying how I feel on the subject.
#2598
Ah, it's probably residual code from the on_load set up that's being retriggered when you re-enter.  Frankly, I'm not sure if leaving should be an option in the real game, but I can zap that bug easily enough in the mean time.  Keep 'em coming!
#2599
There is no limit to the number of times you can reuse or restart timers.  The source of your woes is probably the repeatedly_execute script that should start timer 1 after timer 4 expires.  Just like how you (presumably) started timers 2 through 4, it should look something like:

Code: ags

if (IsTimerExpired () ==4) {
     SetTimer (1, 80);
     //other code, etc.
     }
#2600
Ah, that's because I just copy and pasted the code from the laser hotspot to the control panel without realizing there is now a reaching animation involved.  Zapped and updated.  Next!
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