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Messages - Cogliostro

#21
AGS Games in Production / Re: Unavowed
Sun 21/08/2016 18:04:43

Wadjet Eye Games is doing a Harry Dresden tribute game?!

AAAAAAAAWESOME!!

Tell me one of the characters is going to be smartass!  Seriously, someone on the project has to be a smart-ass.  Turn them loose during beta testing and have them come up with their own comments to give it the required spontaneous feel.  Obviously this would have to be for one of the secondary characters but still.



- Coglisotro
#22

Thanks for the enthusiasm, the offer, and the honesty regarding the state of your equipment.

- Cogliostro
#23
Between the Pillars of Creation needs a couple of voice actors:

Female - Atalanta, ship's doctor - 10 lines, calm and condescending

Two female, one male - Stygian Witches - They were astronomers before they lost their marbles - about 8 lines each

Male - Castor & Pollux - the arrogant twins - 14 lines total, really just one role since they sound alike.

Either gender - Harvester - A poetically murderous robot!  14 lines done 4-5 times each.

Male - Draco - officious and smug little AI - 7 lines

Male - Pelias - Captain of the ship, 40 lines.  Half of them are delivered in a fatherly disapproving voice, the rest are murderously insane.

Male - Phineas - Aquaponic Engineer and friend of Jason's - 15 lines

PM me if you're interested.
- Cogliostro
#24
Between the Pillars of Creation needs a couple of voice actors:

Female - Atalanta, ship's doctor - 10 lines, calm and condescending

Two female, one male - Stygian Witches - They were astronomers before they lost their marbles - about 8 lines each

Male - Castor & Pollux - the arrogant twins - 14 lines total, really just one role since they sound alike.

Either gender - Harvester - A poetically murderous robot!  14 lines done 4-5 times each.

Male - Draco - officious and smug little AI - 7 lines

Male - Pelias - Captain of the ship, 40 lines.  Half of them are delivered in a fatherly disapproving voice, the rest are murderously insane.

Male - Phineas - Aquaponic Engineer and friend of Jason's - 15 lines

PM me if you're interested.
- Cogliostro
#25
Okay, my question is about group projects...

1) We are a bunch of introverts with regards to our AGS projects.  Which means they can take years to complete.  (Honestly, Ben is a serious exception to the rule.)  I have to ask, how does one make the leap to a group production and what challenges does it entail?

2) Obviously a key aspect of a group production is successful recruitment, but in my experience recruitment works for narrowly defined requests, but it doesn't cut development time by 75%.  For me, so far, it has only made the difference between music that truly fits a scene vs. Kevin MacLeod's work at incompetech.com. 

3) Finally, since I'm convinced it makes a huge impact, any insights into the differences in group efforts between commercial vs. free projects?

- Cogliostro
#26
Glad to hear you think so.

- Cogliostro
#27


ARGH!  Was doing a play through only to have my 14 year old ask, "So why didn't Medea just ask Jason to bring the replacement circuit when she called him the first time?"

FOUR YEARS of mentally reviewing the story, only to have a plot hole this big sitting in the middle of it?!

Mercifully, I was able to fix it without changing the story/game flow.  But now it's time to call the voice actors.

- Cogliostro
#28
ARGH!

The last value I passed was RoomTint (1,0,0) and not (0,0,0)

- Cogliostro
#29
Okay, I'm having a problem with the RoomTint function.  I had everything shift blue as the main character tries the UV light to check for blood, but when I use the command RoomTint(0,0,0) it does NOT go back to the original color.  As you can see in the BEFORE and AFTER pix below.

BEFORE


AFTER




AGS Editor .NET (Build 3.3.3.0)
32-Bit True Color
Direct3D 9 hardware acceleration
640x400 resolution


GLOBALSCRIPT.ASC
Code: ags

function BluRayOn() {
  int x=0;
  TintScreen(0, 0, x);
  while (x<50) {
    TintScreen(0, 0, x);
    x+=1;
    Wait(1);
  }
  
}

function BluRayOff() {
  int x=50;
  TintScreen(0, 0, x);
  while (x>0) {
    TintScreen(0, 0, x);
    x-=1;
    Wait(1);
  }
}


GLOBALSCRIPT.ASH
Code: ags

import function BluRayOn();
import function BluRayOff();


ROOM CODE
Code: ags
  if (mouse.Mode==eModeFlashligh) {
    BluRayOn();
    player.Say("&284 Running various bandwidths of UV light across the surface to look for either blood or bacteria... and nothing.");  
    BluRayOff();
  }


What the BLAZES did I do wrong?!

- Cogliostro
#30

Okay, for one point of the game, there is a combination, and I wanted it to be randomly generated.  No big deal. 
Code: ags

  //Set combination for the door!!
  Combo1=Random(9);
  Combo2=Random(9);
  Combo3=Random(9);
  Combo4=Random(9);
  cMedea.Say("&39 The combo is %d%d%d%d.",Combo1,Combo2,Combo3,Combo4);


EXCEPT, I am going to have voice overs.  Is it possible have voice overs with a random combination?  And by that I mean without having the character read the four-digit combination one number at a time and sound like an idiot.

- Cogliostro
#31
Recording voice overs!

- Cogliostro
#32
SCAVENGER!

THAT WAS IT!  I could not find the freakin' apostrophe for love or money.  Thank you.


Good eyes...


- Cogliostro
#33
Okay, upgraded to AGS 3.3.2 and my problems playing music went away - I was getting static on MP3 files.  But when trying to number the lines for voice acting I got this error.  Upgraded to 3.3.3 and still getting the same error

ERROR when trying to number the lines for voice acting:
Code: ags
Unknown character name: ayer
Unterminated string in script: 'll just leave it where it is.");CntLabC++;}
Failed to save room room41.crm; details below
room41.asc(356): Error (line 356): Type mismatch: cannot convert 'const string' to 'int'


Code from the room itself ==This is the script for the ENTIRE ROOM so the line #s in the error code would match.
Code: ags
// room script file

// Create only a particles system manager
ParticleSystemManager PS;
int value=1;
bool Steam=true; 
bool Gas=false;
bool Rescue=false;
bool OpenDoor=false;
bool Mission=false;
bool DirtClean=true;
bool Turniquet=false;
bool TakeRope=false;

int CntFoot=0;
int CntPhilo=0;
int CntTanks=0;
int CntComp=0;
int count=1;
int CntRupt=0;
int CntChair=0;
int CntGloveT=0;
int CntGloveP=0;
int CntMask=0;
int CntLabC=0;

int s;  // PArticle Ssytem Identifier

// **********************************************************************
DynamicSprite* GenSprite;
DrawingSurface* GenSurf;
//oInv object must be created - has blank image = #105

function Take(int ImgNum) {
   int x=0;
   while (x<99) { 
     GenSprite = DynamicSprite.CreateFromExistingSprite(ImgNum, false);
     GenSprite.Resize(400 - (x*4), 400 - (x*4));
     GenSurf = GenSprite.GetDrawingSurface();
     GenSurf.DrawImage(0, 0, GenSprite.Graphic);
     oInv.Graphic = GenSprite.Graphic;
     oInv.X=(100 - x + GetViewportX());
     oInv.Y=400;  //oInv.Y=(400 - x*4 );
     Wait(1);
     if(x==0) { Wait(60); }
     x=x+5;
   }
   GenSurf.Release();
   GenSprite.Delete();
   oInv.Graphic = 105;
   oInv.X=0;
   oInv.Y=0;
}
// **********************************************************************

function Steamy() {
  s = PS.CreateSystem(100, false, dtBackground);  
  PS.emitter_creation_mode (s, rmAllways, 1, 2, 10);
  PS.emitter_set_position (s, ptPoint, 700.0, 235.0);
  PS.emitter_set_velocity (s, 120, 200, 60, 100);
  PS.emitter_set_transparency (s, 30, 85);
  PS.emitter_set_age (s, 40, 100);
  PS.emitter_set_sprite (s, 841, 844);
  PS.action_set_bound_box (s, 550, 0, 950, 400);
  PS.action_add_force (s, ftConstant, 0.0, 9.8);     
}

function Vapor()
{
  s = PS.CreateSystem(150, false, dtBackground);
  PS.emitter_creation_mode (s, rmAllways, 0, 1, 2);    
  PS.emitter_set_position (s, ptLine, 1290.0, 244.0, 1440.0, 244.0);
  PS.emitter_set_velocity (s, 10, 20, 278, 282);
  PS.emitter_set_transparency (s, 30, 90);
  PS.emitter_set_age (s, 300, 400);
  PS.emitter_set_sprite (s, 1547, 1550);    
  PS.action_set_bound_box (s, 1250, 0, 1490, 275); 
  
  PS.action_add_force (s, ftRandom, -2.0, 0.0, 2.0, 0.0);
  PS.action_set_transparency_evolution (s, 100, 7);
}

function room_Load()
{
  SetBackgroundFrame(0);
  oLeftDoor.SetView(112);
  oDoorRight.SetView(111);
  oOphidian.SetView(237);
  oOphidian.Animate(0, 2, eRepeat, eNoBlock);
  player.x=1;
  player.y=300;
  Steamy();
  player.ChangeView(11);
  player.SpeechView=12;
  oFoot.Transparency=80;
  
  oCoverUp.Clickable=false;
  oDirt.Visible=false;
  
  Hand=1;
  gTriforce.Visible=true;
  aSteam.Play();
}

function room_AfterFadeIn()
{
  StartCutscene(eSkipESCOnly);
  oLeftDoor.Animate(0, 1, eOnce, eBlock, eForwards);
  player.Walk(210, 340, eBlock, eAnywhere);
  oLeftDoor.Animate(0, 1, eOnce, eNoBlock, eBackwards);
  player.Say("&677 Medea mentioned radiation, so I took the precaution of changing into....");
  player.Walk(440, 340, eBlock, eAnywhere);
  player.Say("&678 IS THAT PHILO?!");
  EndCutscene();
}

function room_Leave()
{
  while (PS.num_systems) PS.DeleteLastSystem();
}

function hFloor_AnyClick()
{
  short TargetY=400;
  if (mouse.Mode==eModePointer) { player.Walk(mouse.x + GetViewportX(), mouse.y, eNoBlock, eWalkableAreas); }
  if (mouse.Mode==eModeCamera) { player.Say("&192 I don't need a picture of this."); }
  if (mouse.Mode==eModeXRay) { player.Say("&306 Not gonna be able to penetrate that with real x-rays, much less a terahertz scanner."); }
  if (mouse.Mode==eModeInternet) { player.Say("&307 It's not precisely an internet ready appliance."); }
  if (mouse.Mode==eModeFlashligh) { player.Say("&308 Running various bandwidths of UV light across the surface to look for either blood or bacteria... and nothing.");  }
  if (player.ActiveInventory==iDirt) {
    TargetY=mouse.y;
    if (TargetY < 270) TargetY=270;
    player.Walk(mouse.x + GetViewportX() + 20, TargetY + 20, eBlock, eWalkableAreas); 
    player.ChangeView(38); //STOOP
    player.Animate(0, 1, eOnce, eBlock, eForwards);    
    player.LoseInventory(iDirt);
    oDirt.X=player.x - 20;
    oDirt.Y=player.y - 20;
    oDirt.Visible=true;
    oDirt.Baseline=5;
    DirtClean=false;
    player.Animate(0, 2, eOnce, eBlock, eBackwards);  //STAND
    player.ChangeView(11);
    cCleaner.StopMoving();
  } 
}

function SavePhilo() 
{
  player.Say("&679 No time. I have to rescue Philo!");
}

function hDirt_AnyClick()
{
  if (!Rescue) SavePhilo();
  else { /********************************/
    if (SpotCount>0 && !Steam) {
      if (!player.HasInventory(iDirt)) { 
        player.Walk(740, 399, eBlock, eWalkableAreas);
        player.FaceLocation(660, 100, eBlock);
        player.ChangeView(38);
        player.Animate(0, 1, eOnce, eBlock, eForwards);
        player.Say("&680 I'll scoop up a handful.");
        player.AddInventory(iDirt);
        Take(1669);
        player.Animate(0, 2, eOnce, eBlock, eBackwards);
        player.ChangeView(11);
      } else { player.Say("&681 I already have some."); }
    } 
    
    if (SpotCount==0 && !Steam)
    {
      player.Say("&682 There's some dirt and debris on the floor.");
    }
    
    if (SpotCount==0 && Steam) 
    {
      player.Say("&683 Whatever it is, it's cold enough to cover me in frost bite, THOUGH THE SUIT!");  
    }
  } /***************************************/
}

function hValve_AnyClick()
{
  if (!Rescue) SavePhilo();
  else { /********************************/
    if (Steam) {
      player.Walk(640, 290, eBlock, eWalkableAreas);
      if (mouse.Mode==eModePointer) player.Say("&684 The valve is freezing cold!  I can't touch even with my suit on.");
      if (mouse.Mode==eModeCamera) { player.Say("&192 I don't need a picture of this."); }
      if (mouse.Mode==eModeXRay) { player.Say("&306 Not gonna be able to penetrate that with real x-rays, much less a terahertz scanner."); }
      if (mouse.Mode==eModeFlashligh) { player.Say("&308 Running various bandwidths of UV light across the surface to look for either blood or bacteria... and nothing.");  }
      if (mouse.Mode==eModeInternet)
      {
        PS.emitter_creation_mode (s, rmNumberOfTimes, 1, 1, 0);
        oFoot.TweenTransparency(0.60, 0, eEaseOutTween, eNoBlockTween);
        Wait(25);
        while (PS.num_systems) PS.DeleteLastSystem();
        cCleaner.ChangeRoom(41, 1440, 360);
        Steam=false;
        aSteam.Stop();
        aFutugreek.Play();
        Gas=true;      
        player.Say("&685 That did it!");
        Vapor();
      }
    } else {
      player.Say("&686 I am *NOT* going to reopen the valve.");
    }
  } /***************************************/
}

function region1_WalksOnto()
{
  if (Steam) {
    player.Walk(600, player.y, eBlock, eWalkableAreas);
    player.Say("&687 I'm *NOT* walking into the freezing exhaust.");
  }
}

function hExhaust_AnyClick()
{
  if (Steam)
  {
    player.Say("&688 Whatever it is, it's cold enough to give me instant frostbite, THOUGH THE SUIT!");    
  } else {
    hFloor_AnyClick();
  }
}

function hTanks_AnyClick()
{
  short Total=4;
  if (CntTanks%Total==0)  player.Say("&689 I have no idea what's in these tanks.");
  if (CntTanks%Total==1)  player.Say("&690 Normally I'd pull up any information I needed on these with my Visor, but now I have an actual Avatar and...  I don't seem to be able to read any more.");
  if (CntTanks%Total==2)  player.Say("&691 I can't read.  I'm illiterate?!  I have a Masters and a PhD, and I'm illiterate?  How much more screwed up can my life get?!");
  if (CntTanks%Total==3)  player.Say("&692 I really shouldn't mess with these unless it's ABSOLUTELY necessary.");
  CntTanks++;
}

function hComputer_AnyClick()
{
  if (!Rescue) SavePhilo();
  else { /********************************/  
    player.Walk(430, 300, eBlock, eWalkableAreas);
    player.FaceLocation(333, 0, eBlock);  
    short Total=5;  
    if (CntComp%Total==0) 
    {
      oSyn.SetView(5, 0, 0);
      oSyn.Visible=true;
      oSyn.Transparency=0;
      oSyn.SetPosition(GetViewportX(), 400);
      aSyn.Play();
      oSyn.Animate(0, 2, eOnce, eBlock, eForwards);
      int x = 0;
      while (x<=100) {
        oSyn.Transparency=x;
        x=x+10;
        Wait(1);
      }
      oSyn.SetPosition(0, 0);
      oSyn.Visible=false;
    }    
    if (CntComp%Total==1) 
    {
      player.Say("&693 With the Avatar installed in my head, the wiring across sections of my brain has created cross-communication where none should exist.");
      player.Say("&694 I think this is how it's manifesting for me.  When I try to read VR text, I get bombarded with other sensations.");
    }
    if (CntComp%Total==2) player.Say("&695 Mixed sensory signals is called synethesia.  It's the most common form of Ludwig's Disease.");
    if (CntComp%Total==3) player.Say("&696 It's impossible for me to read anymore.");
    if (CntComp%Total==4)
    {
      player.Say("&697 I'm illiterate.  I'm freakin' illiterate.");
      player.Say("&698 How screwed up is that?");
    }
    CntComp++;
  } /***************************************/
}

function oPhilo_AnyClick()
{
  if (!Rescue)
  {
    Rescue=true;
    player.Walk(610, 390, eBlock, eWalkableAreas);
    oPhilo.SetView(238, 0, 0);
    oPhilo.Animate(0, 4, eOnce, eNoBlock);
    player.Walk(525, 370, eBlock, eWalkableAreas);
    player.FaceLocation(700, 370, eBlock);
    player.StopMoving();
    player.ChangeView(105);
    oPhilo.Move(320, 390, 2, eNoBlock, eAnywhere);
    player.Walk(325, 370, eBlock, eWalkableAreas);
    oPhilo.Animate(1, 1, eOnce, eNoBlock);
    player.ChangeView(11);
    player.FaceLocation(player.x+200, player.y);
    player.Say("&699 He's missing a foot.");
  } else {
    if (player.ActiveInventory==iRope)
    {
       player.LoseInventory(iRope);
       player.Walk(480, 395, eBlock, eWalkableAreas);
       player.FaceLocation(410, 0, eBlock);
       player.StopMoving();
       player.ChangeView(38);
       player.Animate(0, 1, eOnce, eBlock, eForwards);
       Wait(20);
       oPhilo.Graphic=2345;
       player.Animate(0, 1, eOnce, eBlock, eBackwards);
       player.StopMoving();
       player.ChangeView(11);
       player.Say("&700 That should help.");
       Turniquet=true;  
    } else {
      short Total=4;
      if (CntPhilo%Total==0) player.Say("&701 That leg will eventually... ah... thaw.  When it does he could bleed to death.");
      if (CntPhilo%Total==1) player.Say("&702 The foot froze solid and broke off when I moved him.");
      if (CntPhilo%Total==2) player.Say("&703 At least he's alive.");
      if (CntPhilo%Total==3) player.Say("&704 Well, living with a regenerated limb beats the hell out of dying.");
      CntPhilo++;
    }
  }
}

function oFoot_AnyClick()
{
  short Total=4;
  player.FaceObject(oFoot);
  player.FaceLocation(700, 0);
  if (CntFoot%Total==0) player.Say("&705 It's Philoctetes' foot?!");
  if (CntFoot%Total==1) player.Say("&706 The freezing exhaust, just...  His foot broke off when I moved him.");
  if (CntFoot%Total==2) player.Say("&707 I am not touching that!  There's no point.  And it's really morbid.");
  if (CntFoot%Total==3) player.Say("&708 Losing your foot...  Ugh!");
  CntFoot++;
}

function oOphidian_AnyClick()
{
  hComputer_AnyClick();
}

function oDoorRight_AnyClick()
{
  if (Gas && !OpenDoor) { 
    oDoorRight.Animate(0, 1, eOnce, eBlock, eForwards);
    SetTimer(1, 160);
    OpenDoor=true;
    if (count==1) { 
      StartCutscene(eSkipESCOnly);'
      cHera.Say("There is a boric acid spill on the floor of engineering.");
      player.Say("How hazardous is it?");
      cHera.Say("It's non-toxic to humans, however, it will react violently with the fabric of your suit.");
      player.Say("And leave me vulnerable to radiation?");
      cHera.Say("Assuming you survive when the suit combusts, yes.");
      player.Say("Ah."&709 );
      EndCutscene();
    }
    if (count>1 && count<=3) cHera.Say("Please do not enter engineering.");
    if (count>3) player.Say("Maybe I could get SPOT to clean up the boric acid spill!");
  } else if (!Gas) {
    oDoorRight.Animate(0, 1, eOnce, eBlock, eForwards);
    player.Walk(1335, 250, eBlock, eAnywhere);
    if (Turniquet) 
    {
      oDoorRight.Animate(0, 1, eOnce, eBlock, eBackwards);
      player.ChangeRoom(10);
    } else { 
      player.Walk(1380, 350, eBlock, eAnywhere);
      player.Say("I can't just LEAVE Philoctetes?! There's got to be something I can do for him.");
      oDoorRight.Animate(0, 1, eOnce, eBlock, eBackwards);
    }
  }  
  count++;
}


function room_RepExec()
{
  if (OpenDoor && IsTimerExpired(1) && cCleaner.y>290) {
    OpenDoor=false;
    oDoorRight.Animate(0, 1, eOnce, eBlock, eBackwards);
  }
  
  // Random Cleaner Moving
  if (Gas) 
  {
    if (!cCleaner.Moving && DirtClean) {
      if (cCleaner.x<900) cCleaner.Walk(1240+Random(20), 350+Random(40), eNoBlock, eWalkableAreas);
      else cCleaner.Walk(730+Random(20), 370+Random(40), eNoBlock, eWalkableAreas);
    }
  }
  
  // Send Cleaner After the DIRT!
  if (!cCleaner.Moving && !DirtClean && !Mission) {
    cCleaner.Walk(oDirt.X, oDirt.Y, eNoBlock, eWalkableAreas);
    Mission=true;
    SetTimer(2, 3200);
  }
  
  //Dirt Finally cleaned up
  if (IsTimerExpired(2)) {
    oDirt.Visible=false;
    Mission=false;
    DirtClean=true;
  }
  
  // Cleaner in Engineering
  if (Mission  && OpenDoor && cCleaner.y<290) { 
    cCleaner.Move(1355, 250, eBlock, eWalkableAreas);
    aBlip.Play(); //Need better sound - More R2D2 - panicked little robot noise
    OpenDoor=false;
    Gas=false;
    oDoorRight.Animate(0, 1, eOnce, eBlock, eBackwards);
    oSpill.Visible=false;
    while (PS.num_systems) PS.DeleteLastSystem();
    SetBackgroundFrame(1);
    
    //A FEW MINUTES LATER
    oFewMin.Transparency=100;
    oFewMin.X=100+GetViewportX();
    oFewMin.Y=300;
    oFewMin.TweenTransparency(0.5, 0, eEaseInTween, eBlockTween);
    Wait(40);
    oFewMin.TweenTransparency(0.5, 100, eEaseOutTween, eBlockTween);
    oFewMin.Y=0;
    
    cHera.Say("The boric acid spill has been cleaned.  It is now safe to enter.");
    cCleaner.ChangeRoom(10, 619, 343);
  }
  if (Mission && !OpenDoor && cCleaner.y<290) { 
    aClunk.Play(); //Need better sound
    cCleaner.y=310;
  }
}

function hCoolant_AnyClick()
{  
  if (!Rescue) SavePhilo();
  else { /********************************/
    player.Say("It's the Ophidian Coolant System.  That much is obvious, and I assume it helps with the reactor.  So it's probably bad that it's damaged.");
    player.Say("However, I don't know anything about it.  So, I should use the computer station.");
    player.Say("And be extraordinarily cautious about it.");
  }
}

function region2_Standing()
{
  if (Gas) {
    if (!OpenDoor) { 
      oDoorRight.Animate(0, 1, eOnce, eBlock, eForwards);
      SetTimer(1, 160);
      OpenDoor=true;
    }
    player.Walk(1380, 350, eBlock, eAnywhere);
    player.Say("I really don't need to catch on fire.");
  } /*else {
    if (!Steam && !Turniquet) 
    {
      player.Walk(1380, 350, eBlock, eAnywhere);
      player.Say("I can't just LEAVE Philoctetes?! There's got to be somethimg I can do for him.");
    }    
  }*/
}

function hRupture_AnyClick()
{
  short Total=4;
  if (CntRupt%Total==0) player.Say("That is a serious looking rupture.");
  if (CntRupt%Total==1) player.Say("I'm not a nuclear engineer or anything, but I'm thinking that's the source of the problem.");
  if (CntRupt%Total==2) player.Say("Seriously, though, what happened?  How does a pipe just break like that?");
  if (CntRupt%Total==3) player.Say("How bad is it for the reactor when the cooling system is shut down?!");
  CntRupt++;
}

function hChair_AnyClick()
{
  short Total=4;
  if (CntChair%Total==0) player.Say("It's a chair.");
  if (CntChair%Total==1) player.Say("You sit on it and stuff.");
  if (CntChair%Total==2) player.Say("There's nothing on the chair or under it.");
  if (CntChair%Total==3) player.Say("What is wrong with me that I'm obsessing over a chair?!");
  CntChair++;
}

function hGloveTable_AnyClick()
{
  short Total=4;
  if (CntGloveT%Total==0) player.Say("It's the other work glove.");
  if (CntGloveT%Total==1) player.Say("They're made for working with freezing materials.");
  if (CntGloveT%Total==2) player.Say("If I took it, I would break up the set.");
  if (CntGloveT%Total==3) player.Say("Nah, I'll leave it where it is.");
  CntGloveT++;
}

function hGlovePipe_AnyClick()
{
  short Total=4;
  if (CntGloveP%Total==0) player.Say("There's a work glove stuck on top of that pipe.");
  if (CntGloveP%Total==1) player.Say("That would have been really handy a few minutes ago, but I did ok.");
  if (CntGloveP%Total==2) player.Say("I want to give it high five or something.");
  if (CntGloveP%Total==3) player.Say("Nah, I'll just leave it where it is.");
  CntGloveP++;
}

function hMask_AnyClick()
{
  short Total=4;
  if (CntMask%Total==0) player.Say("That's a full protective face mask.");
  if (CntMask%Total==1) player.Say("Probably part of the rest of the protective gear.");
  if (CntMask%Total==2) player.Say("Just a clear face mask.");
  if (CntMask%Total==3) player.Say("I really don't want it."&710 );
  CntMask++;
}

function hLabCoat_AnyClick()
{
  short Total=4;
  if (CntLabC%Total==0) player.Say("It's a lab coat.");
  if (CntLabC%Total==1) player.Say("It looks like there might be something in the pocket.");
  if (CntLabC%Total==2)
  {
    if (!TakeRope)
    {
      player.Say("Hey, there's a bit of green rope in there.  I think I know where to use this.");
      Take(2355);
      player.AddInventory(iRope);
    } else {
      player.Say("Nope."&711 );
    }
  }
  if (CntLabC%Total==3) player.Say("I'll just leave it where it is.");
  CntLabC++;
}


Clearly everything goes wrong starting with this line 356, but let me be clear, the automatic voice line number added &709 in the wrong spot, not me.  I can clear it out, try again and get the same error.  Whatever happened there threw a monkey wrench into the Auto line numbering and I can't figure out what it is.  Line 334 looks good, as does every line in between.

Any help would be greatly appreciated.

- Cogliostro
#34



Between the Pillars of Creation - GiP Link

I'm looking for three beta testers.  PM if you're interested. 

- Cogliostro
#35

Not sure if anyone else ever commented on this , but I was having issues where my sound files would pick up static.  The static wasn't in the source file or in the edited copy.  Didn't matter if I used WAV or MP3.  Would eventually show up in my music files and became a real problem with short sound files.  (Those less than a second.) 

Upgraded my version of AGS from 3.2.1.111 to 3.3.2 and the problem with static went away.

This isn't a request for help, more of documenting a known problem and fix.

- Cogliostro
#36


"Between the Pillars of Creation" isn't complete, but I am recording the voice overs right now, so release seems REALLY likely.  Plus there's the Easter Egg we talked about.

- Cogliostro
#37


Okay, I had been seriously thinking about how enjoyable I would find it if the players went through the game, understood the ideas behind the story, and commented on them.  They feel good about finding the underlying ideas.  I feel good because they really did get it.

Who the hell am I kidding?

This game has a some AGS hype and that's it.  Given it can be played in 2-4 hours, there's a real possibility that no one will notice the themes I worked into the story.  So, in order to get people worked up, here are three major concepts driving the story.

THEMES / CONCEPTS behind "Between the Pillars of Creation"
Spoiler


1) Humanity is spreading across the galaxy in a stolen spaceship.  Unless we find our own microscopic black hole to power our own FTL ship, the "Ship Builders" will eventaully return, take back their stolen property and humanity's Golden Age comes to an abrupt end.  Hard Science Fiction Storyline - and pretty damn obvious from the screenshots.

2) All of our old prejudices are gone.... so we created new ones.  Everyone in the future has their computer/phone wired into the head.  Jason's neurological condition prevents that, he has Ludwig's Disease.  I finished most of the story before realizing I had created the ultimate metaphor for how society treats mental illness - the main character's head is literally miswired.  Or, for that matter, any invisible handicap, like deafness.

3) Finally, this is a retelling of the story of Jason and the Quest for the Golden Fleece.  Pretty much exactly.  I included the Stygian Witches, plus Scylla and Charybdis, who didn't occur in the original myth, but seriously, the rest of the story is all there.  Jason, the agronomist, is aboard the Argo.  Medea, the shipboard gene-witch, helps him through ALL of his challenges.  At the end of the story, he becomes captain because of her actions.  This list goes on and on.  Read the myth and see how many references you can catch.
[close]

Three years of keeping it under my hat and here it is.  Let me know what you think.

- Cogliostro.
#38
The damage to the Ophidian Coolant System(tm) is pretty apparent in this shot.  Which might cause further trouble for the reactor in the next room.



After some honest assessments, I redid a few of the backgrounds.  I am also going to retool one of my earliest and most programming-intensive puzzles. 

Then I think I need a few Beta Testers.  Anyone want to volunteer?

- Cogliostro


#39


New GUI.  New introduction.  Now comes all of the troubleshooting to see what I broke.

- Cogliostro
#40
Enjoying it a great deal, but, I ran into the Orang pendek and then get this error msg: in "Room6.asc", line 268, Face Charactger, characters are in different rooms.  Didn't happen during the second play though.

- Cogliostro
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