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Messages - Dave Gilbert

#541
AGS Games in Production / Re: Unavowed
Fri 16/09/2016 15:21:58
*looks at desk covered in dirty coffee mugs*

Yep, living the dream all right.

Ben did the poster! It was kind of a last-minute thing.
#542
Just wanted to add to the praise. You work on the engine has been instrumental in keeping this engine viable. I was on the verge of giving up on it entirely before you released an version that removed a large number of my frustrations with it! :) Though we might not say it enough, we are VERY grateful for everything you've done and you more than deserve a break - permanent or no. Either way, I hope you stick around the forums. Best of luck with whatever you do!
#543
Just booked my hotel/flight! I'm staying at the Mercure again. See you all there.
#544
AGS Games in Production / Re: Unavowed
Sun 04/09/2016 20:15:39
If anyone is at Pax West this weekend, Unavowed is being shown at booth 6003. Look for this spiffy banner:



Just got word that the creative director of Dragon Age is playing it. No big.

#545
OK. After looking at the screenshots on the website, this puts a new spin on things. Going to try and stick to the facts instead of getting into a moral debate (which is better served by people more intelligent than me).

Earlier I posted examples of anime porn games that made it through Steam. Huniepop, for example, is a ridiculous cheesecake-fest, but everything that happens in that game is between consenting adults and everyone was willing and eager to participate. It's very sex-positive and focuses on the fun. Judging by the screenshots posted on the Sisters' Secret website, words like "fun", "willing" and "eager" are... um, not the right words. I can see why Steam wouldn't want this type of game on their site. I wouldn't want this game on my site, either.

This isn't to say you can't find an audience for this stuff. It's that you are going to have a much harder time of it. And if you are looking for a distributor to sell it for you? That just compounds the problem even further.
#546
AGS Games in Production / Re: Unavowed
Fri 26/08/2016 21:00:51
Not a "tribute" but definitely heavily inspired by it. I'm a big Dresden fan.
#547
Is that how it's done? I admit that my experience/knowledge of anime porn games is somewhat lacking. (laugh)

I'd suggest contacting some of those other devs and pick their brains. Your game looks a lot less porny then theirs, so I don't think you should have a problem. Especially since Steam is, shall we say, not very vigilant about quality control these days.
#548
Quote from: CherrySock on Thu 25/08/2016 13:33:20
Quote from: Dave Gilbert on Wed 24/08/2016 13:56:35
Visual novels are currently BOOMING on Steam, but there's definitely a bubble. It is bound to pop soon, if it has not already. So if you are going to release a VN there, now is the time.
Too bad they do not allow adult content. Not porn at least.

Oh they totally do.

Some quick examples from a quick search through Steam:

HuniePop
Sakura Swim Club
Muv Luv

I am friendly with a few VN devs and they tell me the only caveat is to not MARKET it as a porn game on Steam. OFF Steam, all bets are off. Huniepop especially was pretty blatant on social media about what kind of game it was. Your game is relatively tame compared to these. So re-adjust your marketing materials and you should be OK.
#549
Visual novels are currently BOOMING on Steam, but there's definitely a bubble. It is bound to pop soon, if it has not already. So if you are going to release a VN there, now is the time.
#550
AGS Games in Production / Re: Unavowed
Thu 04/08/2016 20:07:37
A fun effect that we implemented today!

#551
Just sussed it andand HOLY CRAP I can't believe I've never noticed this feature before now. Staring me right in the face for... I don't know how long. Thanks for letting me know!
#552
I didn't know such a thing existed. I will look into that. Thanks!
#553
Specifically room_AfterFadeIn() and room_Load(). I know I can easily click on the event buttons to create them myself, but since both functions are used in 99% of all cases it would save a tiny bit of time if they were automatically added. Would such a thing be possible?
#554
AGS Games in Production / Re: Unavowed
Sat 30/07/2016 18:26:00
Quote from: Crimson Wizard on Sat 30/07/2016 18:09:11
Is this some tactical rpg battle there?
Does Icey games have anything to do with this?
:cool:

Hah. It does kind of look like that. But no to both questions.
#555
AGS Games in Production / Re: Unavowed
Sat 30/07/2016 18:04:30
Been awhile since I popped into this thread. Hi, folks. Here's another screenshot gif:

#556
Quote from: james.hancox on Fri 08/07/2016 12:13:31
Congratulations Dave! Big fan, really looking forward to Unavowed :)

Me too! :=
#557
Quote from: SilverSpook on Tue 05/07/2016 22:07:38
Congrats!  Hopefully a reasonable number of more years of great games from Wadjet Eye! Don't do an AGSexit just yet. :)

At this point there's very little else I CAN do. So it's this or nothing. :)
#558
Huh. I fiddled around and I fixed the problem.

I had assigned all the footstep sounds their own audiotype, called "Footsteps." The number of channels was set to "unlimited." I changed it to "1" and my problem went away! To be honest, I am not sure WHY it worked. But it did.
#559
I have set up my game to have several layers of sounds. Each with their own set of priorities:

1-  Music layer (set to priority Normal)
2 - ambient layer (also set to Normal)
3 - footstep sounds (set to VERY LOW)
4 - sound effects - (set to VERY HIGH)

I have one location where a character is doing a NON-BLOCKING animation - practicing with a sword - and everytime she swings the sword a "swish" sound plays. However, the swish does NOT play when the player character is walking (e.g., footstep sounds are playing). This most likely means that the footstep sounds are overwriting the sound effect, but that theoretically shouldn't happen because the footstep sounds have a lower priority level than the sword swish sound.

Here's an video showing the problem:
[embed=720,405]http://youtu.be/l1vzUJ0n1kI[/embed]

I am totally at a loss. Any light-shedding is appreciated!

-Dave

#560
Well, it will be a looong time before this game is ready for voice acting. At least a year. So if you think it will be addressed sometime before then I will keep going as is. Thank you!
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