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Messages - Duckbutcher

#141
Thanks for the help and comments, everyone. When the game is finally up and running, it will be a zip file!

I've addressed some of the issues with the demo - the Doctor now has three talking animations for a bit of variety, the puzzles aren't so easy, and I'm working on cutting down some of the dialogue.

I'm not sure if there will be another demo incorporating these changes before the full game is ready, but watch this space.

In the meantime, here's a new screenshot.

#142
Quote from: EagerMind on Tue 26/09/2006 16:52:21
Finally found a program to unzip an ACE file. Really, who's ever heard of ACE?

I hear you, but I don't have winzip on my new PC and now they charge for it, apparently. Otherwise it'd be a good old fashioned .zip file.

Re the talk animation, it now alternates between three different talk animations, so it won't be the same one over and over in the final version.

#143
OK, done a bit of revision based on file size and audio type! Here's a link to the much smaller new file:

http://files.filefront.com/Doctor_Whoace/;5541156;;/fileinfo.html

I've revised the original post so it also features this link.

Enjoy! and as always, let me know what you think. I've drawn up a list of things I'd like to do with this existing segment, among them are inserting at least one new puzzle, making the escape from the cell more difficult and re-animating the Doctor's talking animation.

I'm planning and sketching both the resolution of this episode and the first alien planet to be featured in the next episode. I doubt there'll be anything substantial for at least a couple of weeks though, so in the meantime keep letting me know what you think of the demo!

#144
Quote from: chaos4700 on Fri 22/09/2006 23:53:54
I did have an issue with sound -- none played during the demo, and I did get an error that the game couldn't initialize my MIDI device. I've been having some sound issues with my computer recently though, so that may not be any fault of your demo.

Could anyone else let me know if they have trouble with sound and music? I'm having a bit of bother with the sound files myself at the moment.
#145
Quote from: SteveMcCrea on Sat 23/09/2006 03:58:01
Two things:
1. you don't need to distrubute the wav files - they are compiled into the vox file.
2. you can use mp3 or ogg to reduce the size of the sounds and music.

I left the sound files there because some of them don't play when I take them out - yet others do. I don't have this problem with the Music files, so am a little confused.
Re MP3, that sounds like a great idea to get the file size down. know of any programs I could use to convert the files?
#146
22nd September....

The Demo is DONE and should be available below:

http://files.filefront.com/Doctor_Whoace/;5541156;;/fileinfo.html

Just click that link, then select 'download now' on the left. it's in a compressed .ace format so will need unpacking.

I hasten to add, this is the first time I've attempted to upload a file of this kind, so I hope it works!

I await people's verdict with baited breath...
#147
The Demo is ALMOST ready for public use!

Everything is pretty much done. It's basically the first 'episode' - an intro sequence, twelve or thirteen screens, two or three puzzles, lots of talking and a cliffhanger ending. I've scored the game with the sublime music of the wonderful Dudley Simpson - I've not sought permission or anything, and will remove it if anyone involved in the copyright wants me to.

I'm in the middle of planning both the resolution to the cliffhanger and the next set of locations now...

I'm hoping to have the Demo ready for upload in a matter of days. But I need soime help! A couple of sound effects have eluded me. If anyone has an old style ringing phone sample they could send me, that would be great.

#148
UPDATE Sept 11th

Well, Demo is about 80% done. I need to do an intro and and outro (the cliffhanger ending is in place!),  some bits and bobs like doors opening and things, and add sound and music.
Here are some more bits for anyone who's interested:








As always, let me know what you think!
#149
Tried the above, still nothing. It doesn't display the message you suggested, so it's as if it's just ignoring the order to run script. How odd. It's baffling because I've done this several times with my main character (ego) and not had any problems at all. Any further suggestions?
#150
Thanks very much, appreciated.
#151
Is there some sort of other command to change the speech views of NPCs? Because I can only get the above to work with the player character. I'm trying to change the talking view of one of my NPCs and for some reason have hit a brick wall.

This is what I've tried so far. In the interaction editor, at the point I want to make the change,  I choose a 'Run Script' command and then:

character[SCHUMAN].SpeechView = 27;

Which didn't work, so I tried:

cSchuman.SpeechView = 27;

And it ignores both of them. I don't get any error messages, it just continues to use the regular speech view.
Rather than start a new thread, I thought I'd add to this one. Can anyone help?
#152
Hi there,

Just a quick question - I'm not really up on the scripting side of AGS yet, so how would I go about activating a dialog option in one dialog by choosing an option in another dialog?

For example:

If I go to character 1 and say 'Do you have some jam?', he says 'no, but I believe character 2 does', I want to then be able to go to character 2 and say 'Character 1 says you have some jam'.

The only way I can do it so far is by activating the dialog option after the dialog with character 1. This is obviously no use bedcause it activates the option with character 2, even if I didn't ask character 1 about the jam.

Does that make sense?
#153
Quote from: EagerMind on Sat 02/09/2006 18:16:23
My only comment: the Doctor never really wore his hat that much, did he? It seems like he'd always crumple it up and stuff it in one of his pockets.

Interesting you should say that. I've actually drawn a hatless version of the Doctor sprite. depending on whether I feel I've got the patience, I may have the doctor lose/hang up/pocket his hat at some point in the game.
#154
UPDATE SEPT 2nd

As promised, here are a couple of ingame screens. Progress wise, it's coming along nicely. I'm now saying two weeks till the finished demo...



Dalek salon!



Conversation.
#155
A couple of the new backgrounds. Proper ingame screenshots coming sometime next week!



#156
Yeah, sorry, the demo's now obsolete because I started over from the ground up. Hope to have one at some point though - hopefuly containing the intro and at least part of 'Episode One'.

The TARDIS now has a fiinished kitchen, Swimming Pool and Power Room, so for the moment I guess it's finished. I'm starting work on the Chateau, characters contained within and environs this week.

Will post more progress in a few days.
#157
I used a different template.
#158
Bumping this to let people know I'm still working on the game. Had a bit of a hiatus where I decided I couldn't draw backgrounds well enough...

...I figured, what the hell. So it's back on. I've made a fully interactive TARDIS environment, which will be a sort of 'linking' device between the four episodes - while the TARDIS is in flight you'll be able to wander around the Doctors' ship looking for clues and references to the places you've visited and the places you've been. Sort of like the Ebon Hawk if anyone's played the KOTOR games.

I'm hoping to progress onto the first part of the story shortly, which, as outlined above, deals with a sinister Nazi plot in a WWII occupied france.

Subsequent episodes will reveal the plot going deeper, with a linked storyline spreading across three different time zones.

Doctor Who affictionados can expect appearances from the Brigadier and Harry Sullivan during an episode set on 1970s Earth....

And yes, there will be at least one Dalek.

I've revised the original post to include new screenshots!

#159
Hi

Sorry, got it sorted. Sorry for wasting your time!

#160
Hi there, got a bit of a problem. I'm using the basic Scumm template Lecsumm 1.5 and my problem is I can't get the characters to say anything other than the dialog contained in the 'unhandled event' section of the script which came with the GUI. I've been trying to add in my own actions and dialogues in the Interaction editor, but to no avail - the game ignores it.

Basically, I need to know how to get around this part of the script and leave it for, as I understand it 'unhandled events', or, if it''s easier, get rid of it altogether. Apologies if this is a little vague, I'm really no good with scripting and prefer to do things the easy way! If anyone could help, that would be great. Thanks!
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