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Messages - Dave Gilbert

#581
This is one of our biggest issues with AGS and is the main reason why we don't update our games as often as we'd like. :(

The main rule of thumb is to change script in ASC files *only*. Changing script is usually safe. Adding or changing graphics is not. As the others suggest, I'd create about a dozen or so dummy global variables of every type before you launch. That way if you need a global variable later, you can use it.

There are other tricks, like reading graphics from external files instead of importing them into the editor. Try and avoid that if you can!

If you do make an update, keep a few savegames from the previous version handy so you can test that they still work.

Good luck!

-Dave
#582
A really cheap but effective way of achieving this is to add a background layer to the Sprite in Photoshop. Fill the layer with white and give it a 1% transparency. Save it as a PNG and import it with an alpha channel. I've used this trick often to increase the hotspot size of small objects. :)

Edit: I see this isn't a 32 bit game. So obviously this trick would not work. However, I will warn you that NOT making the game 32 bit will result in a lot of problems. We learned this lesson the hard way when we launched Gemini Rue. A lot of computers can't even handle 16 bit properly anymore and react very unpredictably.
#583
You're welcome to use mine once you get to that point. Just let me know.
#584
That's amazing, CW! Thanks so much. Will this be in the next update of 3.4?
#585
AGS Games in Production / Re: Unavowed
Sun 03/04/2016 23:15:50


This is Mandana. She's a djinn swordswoman.
#586
Huh. Interesting that this is the first time this issue has come up? Or is this something specific to TTF fonts?

That said, instead of playing around trying to fix out the font issue, a cheap fix would be to give the developer the ability to offset the x/y position of the text within the window? That's what I was hoping to do in the first place. :)
#587
Hey. Apologies for necroposting. Was a solution for this ever discovered? I've been getting some complaints about this problem for some of my older games. Is there an easy way for them to address the issue without me having to compile new versions of the game in the latest engine?
#588
I've experimented with a bunch of different true type fonts in different sizes and the result is the same, but the font in the screenshot is called "Prospero Bold" and was imported at size 10.

And here are the asset images!

   

         

   
#589
Yeah that's what I tried doing, but as you say it adds a LOT of extra black space which I don't like. If there's a way around it, I'd prefer doing it that way.
#590
A game of Primordia's length would probably cost around $5k-10k and take about two months. The only way to guesstimate would be to know how many characters there are, what specific casting needs you have, and how long the game is.
#591
Hi all. I am using a custom text window and this is the result:



For some reason, the text offset is further down and to the left than it should be. Both the top/bottom and left/right images have the same amount of black space so theoretically the text should be right in the middle? Is there a way to offset the Y position of the text so it displays a few pixels higher?

Any help is appreciated!

-Dave
#593
AGS Games in Production / Re: Unavowed
Mon 28/03/2016 23:10:01
Here's a bit of animation for kicks:

#594
I am not sure if this is the right place to post this. The old "offer your services" thread seems to be locked. Moderators, feel free to move it to the proper place.

So let's cut to the chase. As most of you know, we've produced 15 games and all of them have full voiceover. I've progressed from the method of "casting various friends of mine and recording on a cheap headset mic in my bedroom" to "using a casting director and recording in a swank audio booth studio in Midtown Manhattan."

Recently I was asked to help cast and record the voiceover for Kathy Rain - a game that neither me nor my company had any hand in producing. I enjoyed the process a *lot* and thought I could offer the services to others while I'm between projects. I'm not a pro audio director by any means, but I *have* been doing it for over ten years. We've improved the process in which we cast, direct and record the voiceover with every game we are involved with. At this point, I think we're pretty good at it.

Here are some of the benefits to working with us:

- We're in New York. No shortage of actors here.
- Since all the actors are local, they all will record from the same microphone. This will keep all the audio levels consistent across all your characters.
- A quick and efficient process for auditions and callbacks. You'll have your entire game cast and ready to go within weeks.
- 10+ years and 16 projects worth of experience directing voiceover for adventure games
- We've worked with a lot of actors and are well aware of who would work well for your project (or who wouldn't).
- Reasonable rates! We won't work for free, but we're less expensive than most alternatives.

So if you are looking to voice your game and are not sure where to begin, drop us a line: dave@wadjeteyegames.com
#595
AGS Games in Production / Re: Unavowed
Wed 23/03/2016 10:45:27
Quote from: Andail on Wed 23/03/2016 08:21:00
That's gorgeous art.

The plot sounds like the kind of urban fantasy my students love to read - is this a way to reach out to the young adult bracket?

Mostly a way to reach my personal love of the "Dresden Files." :)
#596
Wadjet Eye Games is extraordinarily proud to announce our next upcoming project: Unavowed!



Trailer:
http://www.youtube.com/watch?v=b-MMqOakEIs

Story
For six months, you were possessed by a demon. For six months, you unwillingly tore a trail of bloodshed through New York City. Now, finally, you are rescued by the Unavowed - an ancient society dedicated to stopping evil.

You are free, but your world is in tatters. You have no home, no friends, and you are wanted by the police. You can not return to your old life, but perhaps you can start a new one. Join the Unavowed, and learn to fight against the oncoming darkness.

Written & Programmed by: Dave Gilbert
Backgrounds and sprites: Ben Chandler
Music: Thomas Regin
Portraits (not pictured yet): Ivan Ulyanov

Features:
   -Choose a male or female protagonist
   -Choose one of three playable origin stories
   -branching storyline
   -A total of four companion characters to choose from. Each with their own talents and abilities.
   -Double the resolution of a typical Wadjet Eye Game!
   -All the usual guff - voice acting, commentary, original music, etc

This is the first original game I have written in two years, and my first ORIGINAL IP since Blackwell Legacy in 2006. It's super exciting to be working on this. More news as it comes.

Screenshots:


Hanging out with a jinn, a fire mage, and a dark creature from across the void.


Exorcisms are not for the weak.


This guy is either conducting some horrible magic, or he's a video game developer.


Everything a modern day mage could want.


This probably isn't good.


A city street at night.



#597
Quote from: Crimson Wizard on Fri 18/03/2016 12:57:23
Just FYI, we are in the process of merging AGS 3.3.5 into 3.4.0. The 3.3.5 release was delayed because of several issues found, but these are dealt with now.

This is super exciting. Thank you again for all your hard work, CW!
#598
Completed Game Announcements / Re: Shardlight
Wed 09/03/2016 14:14:47
Hmm. Is this a setup program that GOG gives you? I never give them installers when I send them builds, so I'm wondering if its something they created themselves.
#600
We've got a launch date! The game comes out on March 8th.

We also have a new trailer:

[embed=640,400]http://youtu.be/-CyEusvEpjw[/embed]
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