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Messages - CrashPL

#321
The Rumpus Room / Re: Name the Game
Tue 03/01/2017 12:55:26
Precisely. :) Your turn!
#322
The Rumpus Room / Re: Name the Game
Tue 03/01/2017 11:11:55
Alrighty, might as well take the turn. ;)

#323
A pregnant thief? Hey, that's neat - but now your game definitely needs a morality system! :D

> Give her a small sack of potatoes (paragon +10)
> Just let her go (paragon +1)
> Arrest her (renegade +1)
> Shoot her on the spot (renegade +10)
#324
Thank you very much, SilverSpook! :D

Anyway, more animation goodies. This screen, with the very first serious decision, will greet you each time you run the game:



We're also two screens away from creating every room in the game!
#325
The Rumpus Room / Re: Name the Game
Thu 08/12/2016 14:52:50
Quote from: Danvzare on Thu 08/12/2016 13:23:41
BioForge?

Bingo! That's the one. :) To be more specific, it's the control/security room in the very first location of the game:



Your turn, Danvzare!
#326
The Rumpus Room / Re: Name the Game
Thu 08/12/2016 09:13:08
#327
The Rumpus Room / Re: Name the Game
Wed 07/12/2016 14:03:06
Awyeah. :D Let's see, how about this one:



Childhood classic, one of my all-time favourites as well.
#328
The Rumpus Room / Re: Name the Game
Wed 07/12/2016 08:00:31
Isn't that the Indian painting from the first Alone in the Dark, which does exactly what Mandle said? And if I recall correctly there was another, which threw axes at you? :D
#329
The Curse of Monkey Island is among my all-time favourite games (not just adventure games, but games in general), so you just made me all excited. :D Good luck with the project!
#330
Beautiful as always. :D That rain effect looks so good!
Also seconded about the gameplay video! Would really love to see some Tardigrades gameplay action. ;)
#331
EDIT: also updated the title and the very first page.

Here's a little linguistic update regarding the Polish translation of Zniw Adventure, as I'm currently working both on the endgame, as well as the Polish version. While it won't be very exciting to the non-polish AGSers out there, it's a feature that was repeatedly asked for among Polish gamers.
First of all - kudos for anyone, who handled the encoding - it's really great how AGS handles the Windows-1250 encoded fonts. I didn't really have any problems using Polish diacritics (Š‚, ó, Ã,,…, Ã,,â,,¢ etc.), both as the in-game fonts/translations, as well as data files.



However one thing I've been scratching my head over is the complicated orthography and inflection in Polish. While the @overhotspot@ text in English is as easy as [actionName] + [targetName] ('Look at sign' for example), the difficulty ramps up while translating it. Sure, I could settle with something like [actionName]: [targetName], but it looks quite unprofessional imo. I ended up with creating a dictionary script, which transforms each name to a correct form. Thus now we have
Code: ags
tagetName = Š»óŠ‚wica (Elder turtle)
Look at elder turtle = Spójrz na мóŠ‚wicÃ,,â,,¢
Take to elder turtle = WeŠº мóŠ‚wicÃ,,â,,¢
Talk to elder turtle = Rozmawiaj z мóŠ‚wicÃ,,…

targetName = Znak (Sign)
(...) znak
(...) znak
(...) ze znakiem
etc.


Oh, an translating/writing for a game intended mostly for younger players automatically makes you an expert in euphemisms. ;) (especially when creating dialogue for grumpy/angry characters)
#332
The Rumpus Room / Re: Happy Birthday Thread!
Wed 09/11/2016 07:21:54
Hey, thanks much, Mandle!
#333
Love the look of this one. The GBC-like art style works really well and adds to the general chilling atmosphere. Definitely gonna check this one out!

One question though, will the game also feature keyboard controls (like the good ol' GB games :D), or mouse only? ;)
#334


That's a weird place to take a nap, no?

And for some less optimistic news (because hey, these are also a part of the dev cycle, aye?) - while I'm doing everything I can, the 2016 release date is less and less likely with each passing day. Mostly due to fact that a whole lot of testing (and bug squashing) is still ahead of us, and I don't really wish to rush untested and unpolished things out. So while it's still not an official announcement, I'd say Zniw should be expected around the first quarter of 2017 (January/February perhaps), not November/December 2016, as I initially thought (and wanted). Sorry to dissapoint some of you. :(
#335
Ivan and Olga are back? Aw yeah, not that's some great news right here. :D Definitely putting this one on my "can't wait to try it" list. :)

QuoteTheir mission will be to destroy all resources and burn the village before the enemy gets a chance to destroy all resources and burn the village...

That's actually a very realistic goal, considering the WWII times and the USSR general methods and tactics. ;) For the Motherland!
#336
Crash, because that's my nickname, and PL, as I'm from Poland (and I believe the username 'Crash' was already taken here), 'nuff said.

As for nickname 'Crash' alone - it was around 97 or 98, while using my super duper dial-up I had to register somewhere and type a username. I had no idea what to put there, but since I was playing Crash Bandicoot at the time, I decided to just type 'Crash'. And that's how it came to be, used this nickname ever since.
#337
Thank you so much for the kind words, everybody! :D

Quote from: NixxonMy kids (and I) will love this. Have been watching this project for a while!
That's what we're hoping to achieve with ZA - a game enjoyable for both older and younger players. ;)


Alright then, now something about the game - while we're still adding some new stuff and wrapping things up location-wise (it's more than 90% complete, now with 83 unique rooms), we also decided to revisit the old rooms and check if we could fix and polish this or that. We actually found a lot of such things, including some tweaks in the backgrounds, additional animation frames, or some totally new animations.

For example we decided the good ol' Hesperonychus should appear more than once (or twice), definitely not having any shut-eye anytime soon. All thanks to one pestering yellow dinosaur!



Some portraits also got tweaked a little bit, some are brand new:



The item cursors also got a complete overhaul. Rather than displaying the bulky item icon, which was not really that comfortable to use (plus it obscured smaller hotspots/objects directly under it), we decided to keep the standard "cross" cursor, along with the miniature version of the selected item on the lower left. The hotspot of the cursor wasn't changed (it's still the center of the cross), thus it's much easier to use or give things now!



But enough with that, let's take a moment to talk about the music in the game, as I believe I haven't covered the topic enough. You might already know our friend Problem is the composer of Zniw Adventure, but you might not know a lot of tracks are already composed, produced and placed in the game! Let's have a listen to some of Problem's fine guitar tunes, but first of all - the album cover:



And now for some acoustic tunes:

The bank of Rivenn-na (west side)
Scattered Woods (night ver.)


Whew, and that would be all for now. Thanks yet again for all of the comments and kind words, stay tuned for more updates. :D
#338
AGS Games in Production / Re: Lamplight City
Mon 26/09/2016 07:52:34
Absolutely love the first screenshot - everything about it is perfect. The atmosphere, the colour palette, the air-ship-blimp-thing in the background... awesome! Can't wait to try this one out. :D
#339
Hey, a HD makeover is always welcome. :D Best of luck with the Greenlight, voted yes!
#340
Quote from: AnasAbdin on Mon 19/09/2016 11:37:33
https://igcdn-videos-e-3-a.akamaihd.net/hphotos-ak-xfa1/t50.2886-16/14405026_303535896685203_26150787_n.mp4

Alright, now THAT'S definitely something I could use!

That looks awesome in motion! 8-0 I love that smooth ripple effect you're doing, what are your secrets of achieving this kind of smooth animation? ;)
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