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Messages - Cogliostro

#241

mkennedy -

You're from Oregon?  I must try to get a native involved in all my future projects.

Darcy's typo fixed.
Missing Rope - Obviously, while coding, I assumed that the positive outcome was the only possibility.  This has been resolved.
Shed Door - It should open and not crash the game any more -- took me forever to figure out where I made the mistake.
Balcony - Jack's comment has changed.
Salt & Candle - This was NOT intentional and would have prevented you from seeing the end of the game.  I've resolved this issue.

I'm also trying to change the skeleton attack animation.  Honestly it needs to look creepier.  So these changes will not be uploaded until later today.

- Cogliostro
#242
mkennedy -

Fixed all the errors and typos you found.

Wow!  I never would have caught the typo with Klamath Falls

---------------------------------------------------------

Tabata -

In the first room Darcy's character is NOT responding to the resizing.  Which has two results, it looks like she's sitting on the backrest and the other characters look like midgets in comparison.  Her character is properly sized when the game is played from the beginning, or even from the start of the 6th hour.  Since this is a problem with the Development Tool / "Easter Egg" and will not be part of the normal game I am not going to worry about it too much.  Several of the other problem you pointed out also only occur when using the "Easter Egg"

Already resolved the problems with the GPS light and the balcony railing.

I was unhappy with my first solution to the Lock Puzzle and have changed it. 
Spoiler

So in order to get the door open:
1) Look at the lock
2) Figure out how to read it
3) Go talk to Astrid. 

I really wanted Astrid to have a more important role in the game.

[close]

If you REALLY REALLY want to charge ahead and see the rest of the game the solution for the lock is:
Spoiler

1311 - Of course, you'll be wondering why Astrid shows up out of the blue.

[close]

I'll be adding responses to various items/interactions: Bellucci / Bible / lighter / etc and giving something for the characters to say, but that will be tomorrow.

Uploading today's changes.

- Cogliostro
#243
Okay, Tabata found a huge bug.  I spent the last week trying to create a way to leap ahead to certain hours so I could test the scripts in specific rooms.  (Saved games weren't getting the job done since I was always mucking with new sprites.)

Anyhow, during my "upgrades" I created a bug.  I have resolved that one, and uploaded the game again.

- Cogliostro

EASTER EGG / DEVELOPMENT TOOL
Spoiler

If you **REALLY** want to skip ahead you can take the following actions:

* From the opening menu, go into the box, and select the GPS (It's the only thing there.)
* Use the GPS on the title
* You end up in a new room, at the bottom, it's numbered 1-9.
* Click on the HOUR you want to skip ahead to.

Skipping ahead to Hours 7&8 are especially buggy, the others seem to work fine for now.  (Sometimes you can re-do things that were supposed to have been done in an early hour.  Things like that.)

I am not going to spend too much time getting feature to work perfectly.  I really did just set it up to test out the later hours.  SAVED GAMES will not work if I've changed the number of sprites or rooms.
[close]
#244

Shouldn't you be able to tweak the walkable area so that a triangle of space on the left and right edges of the craters are not walkable?

- Cogliostro
#245
Still looking for beta testers.

And I thought I'd share one of the pix that caused me to build a story around Mount Shasta:






I'm *assuming* that this is NOT photoshop'ed, since the rest of her gallery appears to be straight photography - and this particular gallery is all about Mount Shasta:  http://www.pbase.com/cindyd/image/40039668

Again - if you want to be a beta tester send me a PM.

-  Cogliostro

#246
Your download server is irritating.

Unless you have some objection, I've made the file available here.

- Cogliostro

#247
My last post was followed by a hard drive failure, a miserable attempt to upgrade to Windows 7, and finally restoring my PC to Windows XP.

- graphics 95% -- I need to add a denouement screen (4 pix) and *maybe* some animation.
- puzzles 100%
- scripting 100%
- music 100%
- sound 20% -- I *might* add some sound effects
- story 100%


Tabata,
Thanks for your tireless efforts and thorough critiques.  I've corrected the mistakes you mentioned above (or at least I think I have) with two exceptions.


Tramponline,
Tabata has concerns about a few things, two of which I'm undecided on:
1) Do you think the mini-game upsets the atmosphere or detracts from the game?
2) Do you like the new toolbar?


SUGGESTION: For both of you: little has changed in the first 6 hours: if you want to you can go into the tool bar, click on the GEAR icon, and turn up the speed .  This make it possible to get to the "Wolf Scene" relatively quickly.  Then turn the speed back down to normal and continue the game from there.

ADDITIONS: I do intend to add some animations and sounds through out the game.  I also want to provide a set of images that will show the resolution that occurs --just-- before the credits.  Four pictures that show what became of everyone afterwards.  If I'm feeling GROSSLY ambitious I may go back and change the wolf so that it turns better. (( EDIT: I just realized that I haven't done anything to the NOTEBOOK since the last version was uploaded.  So, no need to comment on that.  ))

So, other than the "additions" mentioned above, I'm feeling pretty smug about the game and expect to be releasing it soon.  Actually that's a complete lie.  I've just been staring at the damn thing for so long that I can't see the errors and can't decide what's important any more.  That might not be the best way to motivate you to try and test it for errors, so let me add one more detail:

...THE GAME CAN NOW BE PLAYED TO COMPLETION!

- Cogliostro

P.S.  Anyone else who wants to be a beta-tester, please PM me and I'll send you a link.

P.P.S  I've replayed the game a few times in the last couple of hours and have removed at last six mistakes which would have made it impossible to finish.  It's clearly not bug free, but you shouldn't get stuck in a situation where you cannot complete the game.
#248

My streak of luck continues!  I post my question and minutes later find the answer.  For the record here it is:


AGS now lets you put normal scripting commands in your dialog script, by indenting the line with spaces or tabs. So to change the speech view in the dialog screen:

@1
ego: "Do know you're on fire?"
  cBurningMan.SpeechView = 10;
burningman: "Yes!  Welcome to Arizona!"
return


#249
 Disregard my comment, posted to wrong topic....
#250
Okay, in the middle of a dialog, someone says something scary/outrageous/funny/etc and the then the characters expression changes to something appropriate scared/shocked/amused.  How can I change the speechview in the DIALOG screen?  Is it possible?  Or do I have to be-bop back and forth between the room script and the dialog script?

- Cogliostro
#251

So far an amazing job.  Just found my first bug... of sorts.  If you try to open the trap door while the cat is on top, the game will lock up.

- Cogliostro
#252
Hints & Tips / Re: King's Quest III Redux
Fri 04/03/2011 06:29:55
Creating potions...

Spoiler

Trying to create the eagle flight potion too.  Where do I get the feather?  The eagle flew over my head while I was out in the desert, but I didn't see the feather fall at that time.

Also WHERE is the mandrake and the mud?

[close]

EDIT:
Okay got the feather, I can't believe I missed that!  I also got the mandrake and dealt with Manannan  But I'm still overlooking the mud?!

- Cogliostro
#253
After a two and a half month hiatus, the game is being developed again.  My plan - such as it is - is to write out the rooms and scripts necessary to complete the game, and when I need a break from the tedium, add animations and sound effects.

- Cogliostro
#254
Technocrat ,

I completed the game a little bit ago and I just wanted to say WOW!  And one other thing WOW!  Oh, and AWESOME!   :o

It's fun to dive into a little game that isn't presumptuous, has a good idea or good puzzle and everything else builds around that.  That's what most indie games are.  This, however, is the EXACT reason why indie games ROCK! 

The dystopian future you've outlined feels real.  You never doubt that the world described could exist.   Both characters have depth to them.  A three-part robotic mind is clever and realisitic. 

Only problem for me was that the edges of the screen went off the edges of my monitor.  I'm pretty sure that's something Chris'll have to fix.

Waiting for part III

- Cogliostro
#255
Khris - Clearly I need to spend some time poking around the available resources.

dbuske - Please understand, we're going into detail so you know what it is that you need to improve.  Without feedback none of us get any better.  This game has all of the beginner's mistakes.  Take everything we've said to heart, and give it another shot.

- Cogliostro
#256

Vinnicius,

AGS has a translation feature which will generate a text file.  Have Gioogle generate an English translation and paste it back into your game.  Viola!  Instant translation.    (Okay, call it 30 minutes in real time, but hey, that's pretty painless.)  It wouldn't be perfect by any means, but it would let a lot more of us try the game and... knowing what you had to go through and how the translation was created... I think we'd be pretty forgiving.

Just as an example, I 'm going to create a translation of my own game.  Okay, Google craps out after 1457 lines of translation.  Which might effect your game, it certainly effects mine.  After that  everything needed to be pasted ito Excel, so that you could create a document that alternated line of English, followed by a line of translated Spanish.  So, my 30 minute estimate seems to be valid.

Any chance you could do this?  Any chance you'd give out the TRS file, so I could generate the English version and send it back?

- Cogliostro
#257

dbuske,

Along with everyone else, I'm also stuck in the first room.  The game begins with no intro, which makes it strange, since you're apparently in someone else's house.  The scale of the character to the room is completely off: the couch, comes up to the character's shoulders.  The color of the tools and objects is bizarre.  Interactions and responses are minimal.

On the positive note: The character is rather well drawn, I like the background music, and the name the game is intriguing.

- Cogliostro




#258
Okay, where are the blueprints hiding?

- Cogliostro

EDIT: 

Okay, got the blueprints...

Was there every any use for the BLT, toaster or blueprints?



#259

The backlit scenery/characters REALLY made the story work.  I'f I had to explain why... er...  I'd have to suggest that using the shadow-puppet-style / Backlit-style gives the player the impression that everything that is *now* is all dark and despair.  The colorful sunset is off in the horizon (the distant past) and the single point of light is a butterfly, leading Dacey into a better future (hopefully).

Of course, I might be grossly over analyzing.  ::)

The only problem I ran into was if I got into the options menu without meaning to, I couldn't get out without starting over.   :P

- Cogliostro
#260

Okay, the holidays kept me busy, but I updated the GUIs, got part way through hour7, and uploaded it.  Take a peek if you want, but don't feel obligated to finish it since I haven't added that much to the story.  But I really did try to make it difficult to solve the mini-game this time.

On a different note, there have been more than 120 downloads.  Are there really that many people who are checking out the beta but not commenting?  Come on folks, throw me a bone. 

- Cogliostro
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