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Messages - JSH

#101
Quote from: AprilSkies on Sat 29/08/2015 15:12:50
hey Joel,
I want a t-shirt like that!!!!

The Kathy Rain t-shirts are in very limited supply and dev only at the moment, and the Lollapalooza '95 ones we gave out at the convention were limited edition for PAX only. However, we will definitely offer t-shirts and possibly other merch post release! :)

Quote from: Mandle on Sat 29/08/2015 23:18:48
That is indeed an honour!

Did he have anything to say about the game?!

Not much, he just played for a few short minutes, but he said that it was a nice game, and wondered what resolution it ran at. I said that it's running in 320x240, and he mentioned that Double Fine had been criticized for NOT going the pixel art route with Broken Age. Who knew we were such purists ;)

I also mentioned how we had a small Full Throttle easter egg in the trailer, and he commented on the fact that FT actually came out in '95, which was a total coincidence, but a bit funny that it matches the exact year. We had a little chat after that but I don't remember the specifics, I was pretty star struck at the time :)

Oh, and for those of you who missed PAX and want to catch a glimpse of some gameplay footage, you can see a super nervous twitch stream with yours truly here!
#102
So far having a blast at PAX! Tim Schafer playing the game was the highlight of the day! :D

#103
Quote from: gingersnap on Sun 23/08/2015 03:14:15
Woah, neat! Coincidentally, I'm going to be at PAX Prime! I'll look you up ;-D

Awesome, was hoping some AGSers would be able to make it! Come find us in the Indie MEGABOOTH, I'm the Swedish looking bearded guy with hipster glasses and a black Kathy Rain t-shirt :D

*edit You can find us here:



#104
Quote from: AnasAbdin on Tue 18/08/2015 16:28:51
Why can't I make awesome trailers like that :~(

Really great work. I can't imagine how cool the game will be.

Thanks man, having a publisher like Raw Fury backing me up had a huge impact on the quality, their trailer guy is just amazing.

Quote from: SilverSpook on Fri 21/08/2015 02:56:23
This looks really 90's-tastic, and I spent most of my high school years locked in a bedroom listening to Smashing Pumpkins and being generally disgusted with mainstream TV.  It'd be criminal not to play this. 

Sounds like this game will be right up your alley then! :)
#105
Quote from: AnasAbdin on Wed 12/08/2015 17:19:11
Wow great news. Too bad I'll miss it :~(
Hope to see youtube footage (roll)

You wanted youtube footage? ;)

[embed=960,540]http://www.youtube.com/watch?v=CI6RKOYZOUY[/embed]
#106
Quote from: AnasAbdin on Sat 11/07/2015 01:01:43
Congrats Joel ;-D best of luck always.

Thanks man, it was a blast! I had a bunch of fantastic interviews with the European gaming press, the related media coverage should pop up in the coming weeks! :)

The next big thing is that Kathy Rain was selected for the Indie MEGABOOTH at PAX PRIME in Seattle!
http://indiemegabooth.com/project/kathy-rain/

We'll be there for the entire convention, so if you happen to be in the area between August 28th and August 31st, make sure to stop by the booth and try the game! :D
#107
Hi folks!

I just wanted to let you know that Kathy Rain will be exhibited at Gamescom 2015 in Cologne, Germany, August 5th to August 8th.

If you're planning to attend, don't hesitate to come check us out in the business section! :)

// Joel
#108
Quote from: MufasaRKG on Mon 11/05/2015 17:42:04
From the few screenshots and design campaign, this does look like an very professional indie game. Gives me a great sense of inspiration, dedication, and patience.

-m

That's an amazing compliment. Thank you :)
#109
Quote from: Frodo on Sun 10/05/2015 13:22:08
Can we hope to see this game on GOG?  :smiley:

Definitely, we will strive to have the game available on all major digital distribution channels :)
#110
Quote from: AnasAbdin on Sat 25/04/2015 11:33:06
Great news :) I wish you the best.
Consider awareness spread :-D
Quote from: Calypso Starlight on Sat 25/04/2015 15:05:21
Wonderful, Joel. I'm really glad that this has worked out for you! You've got my full support and I'm ready to help in any way I can :)
Quote from: AprilSkies on Sat 25/04/2015 17:29:11
I missed this!

This is an exciting news Joel!!

Congratz!

I'm so happy for you!

Thanks guys!

Quote from: proximity on Sun 10/05/2015 11:18:48
How about Steam Greenlight ? It's a very popular digital platform and i'm sure your game would be greenlit in a day or two. Haven't you considered it ? Congratulations by the way :)

That's not necessary, Raw Fury is a verified publisher on steam which allows us to fully bypass the greenlight process :) Thanks!
#111
Looks great, love the palette and the setting. Will definitely keep my eye on this :)
#112
Thanks guys a ton guys, really appreaciate the support! :) It makes me feel a bit safer about my decision, as I'm currently rapidly shifting between ecstacy and terror!

I also set up some social media for Clifftop Games. For those of you who like what I'm doing, it would be utterly fantastic if you would connect on either or both, to help spread awareness of the game. I'm gonna need all the help I can get!

Twitter
Facebook page
#113
AGS Games in Production / Re: Kathy Rain
Wed 22/04/2015 19:18:10
Hi guys, I'm excited to announce that I've signed a publishing agreement with Raw Fury Games! :)

Check them out here: http://rawfury.com/

This have made me confident enough to resign and go full time with my one man studio, Clifftop Games. My last day at my current employer is a week from now. What this means is that a 2015 release of Kathy Rain is more likely, but of course still not guaranteed in any way as it depends on many different factors.

However, I can divulge that the initial release will be for Windows and Mac, and that the game will be available on Steam and most other common digital distribution channels. No physical copies are planned at this stage. Lastly, Kathy Rain is planned to be exhibited at a few conventions this spring/summer, stay tuned for more information!
#114
AGS Games in Production / Re: Kathy Rain
Fri 23/01/2015 10:28:00
Quote from: Mods on Fri 23/01/2015 06:51:43
Quote from: JSH on Sun 18/01/2015 21:11:02
previous publisher contacts haven't really panned out *yet*
Aw, ours didn't pan out? :(

Sorry about that. "yet", such a small word yet crucial to get the meaning across ;)

Quote from: Mods on Fri 23/01/2015 06:51:43
Anyway sorry that's a bit off topic. On topic I'll say that I am lucky to have been able to play some WIP and it seems a very cool game, great atmosphere, thanks for that JSH. To the point even I don't want to spoil it for myself until it's completed ;) So good luck whichever route you take. I am eager to play it in full form (and not play too much WIP to spoil that :P)

Glad you liked it, I hope the finished game will be up to your expectations in the end! :)
#115
AGS Games in Production / Re: Kathy Rain
Thu 22/01/2015 13:01:26
Quote from: ManicMatt on Sun 18/01/2015 21:48:36
Glad I wasn't around in 2012 to see this announced - I don't have to wait as long as everyone else haha!

I expect no less from ProgZmax, looks amazing! I can't really say much more than that based on screenshots, naturally, but I hope this game is a success!

I wish I wasn't either, lol, that original post date does sting a bit. Thanks, and I agree, Shane has done a superb job!

Quote from: Calypso Starlight on Mon 19/01/2015 23:48:02
Keeping my fingers crossed for the publishing deal, Joel! This game is very promising and you (and your talented team) have done a lot of great work on it. Unfortunately, original deadlines are hardly ever made. :) Wish you a lot of luck with everything - keep going!

Thanks Katerina, you've been doing a fantastic job with the testing so far, happy to have you on the team :)

Quote from: Stupot+ on Tue 20/01/2015 12:13:43
I'm tempted to offer my services as a tester, but I'm looking forward to this game so much I think I'd rather wait and play the finished article. Keep up the good work :-)

That's fair mate, thanks for the kind words! :)

Quote from: Fitz on Tue 20/01/2015 19:49:24
Sweet! Keeping my fingers crossed for a 2015 release. Would be a really nice addition to an already very strong line-up of AGS games scheduled for this year.

Yeah, I should probably postpone until 2016 to have a chance at the AGS awards ;) Jokes aside, looks to be a great year indeed!
#116
AGS Games in Production / Re: Kathy Rain
Sun 18/01/2015 21:11:02
Alright, time for an update!

The development of the game has been progressing slowly but steadily, with the majority of the game being playable now. Still can't call it an alpha, but it shouldn't be too many months away. I have some excellent testers on board now, but I need a few more still so if you feel so inclined, do let me know via pm.

Since I've been wrong before, I will not try to estimate a release date again until I am absolutely positive about the matter. When the game has reached alpha and I have a signed distribution deal with a publisher I should be able to provide a clearer answer.

On a related note, previous publisher contacts haven't really panned out, but an indie publisher startup has expressed interest in Kathy Rain. Stay tuned for news concerning that this coming spring, when they are up and running at full capacity.
#117
You can't read .rtfs as if they were text files, they contain a lot of formatting data mixed in with the actual strings. Use a simple .txt instead. Alternatively, if you need organized data it might be worth looking into .xml. It's a common format typically used for arranging data in a simple tree like structure, there's probably a module or plugin for using it in AGS.

Anyway, when you debug problems like this it's a good idea to use Display() commands to show on the screen what the data looks like in each iteration to see where things go wrong.
#118
The first if condition will not instantly break the loop since while conditions are only checked at the beginning of each iteration. The result is it doing a single iteration out of bounds. To solve it you'd want to enclose the rest of the code within a corresponding else:

Code: ags

if(iteration > nSegments)
{
    bKeep_Loading_Verbs = false;
}
else
{
    // stuff
}


Since you only seem to use the bKeep_Loading_Verbs boolean to determine whether or not to continue the while loop, you can also simplify the code a bit. I took the liberty to do some optimizations below, like using the modulo operator for the verb_data_unit since it's deterministic given the size of the iteration counter:

Code: ags

iteration = 0;
int Verb_Data_Unit;
while(iteration < nSegments)
{
  Verb_Data_Unit = iteration % 3;
  if(Verb_Data_Unit == 0)
  {
    conversion_buffer_1 = Segments[iteration].Substring(0, 1);
    Verb[iteration].tense = conversion_buffer_1.AsInt;
    conversion_buffer_1 = Segments[iteration].Substring(1, 1);
    Verb[iteration].known_Subject = conversion_buffer_1.AsInt;
    conversion_buffer_1 = Segments[iteration].Substring(2, 1);
    Verb[iteration].abbey_capable = conversion_buffer_1.AsInt;
    conversion_buffer_1 = Segments[iteration].Substring(3, 1);
    Verb[iteration].user_capable = conversion_buffer_1.AsInt;
  }
  else if(Verb_Data_Unit == 1)
  {
    Verb[iteration].Word_Text = Segments[iteration];
  }
  else if(Verb_Data_Unit == 2)
  {
    Verb[iteration].Sound_File = Segments[iteration].AsInt;
  }
  iteration++;
}
#119
I'd suggest looking up the parser in the manual first, it may do exactly what you want without any manual string formatting. If it's not enough for your purposes, I'd suggest having a look at the string formatting functions in the manual.

BreakIntoWords() below contains some adapted code from Kathy Rain using the aforementioned string functions to break a string into an array of substrings. DisplayWords() then shows how you can iterate through the words and display the words on the screen one by one:

Code: ags

#define NOT_FOUND -1
#define MAX_NUM_WORDS 16
  
String Words[MAX_NUM_WORDS];
int nWords = 0;

function BreakIntoWords(String _Source)
{
  bool bContinue = true;
  nWords = 0;
  int iWS;
  
  while(bContinue)
  {
    iWS = _Source.IndexOf(" ");
    
    if(iWS == NOT_FOUND)
    {
      Words[nWords] = _Source; // No whitespaces found, treat the remainder of the string as the final word
      bContinue = false;
    }
    else
    {
      Words[nWords] = _Source.Truncate(iWS);
      _Source = _Source.Substring(iWS + 1, _Source.Length);
    }
    
    nWords++;
  }
}

function DisplayWords()
{
  int i = 0;
  while(i < nWords)
  {
    Display("\"%s\"", Words[i]);
    i++;
  }
}
#120
SetAmbientTint() is probably what you are looking for, it will tint all the objects and characters currently on the screen.

If you want to exclude specific objects or characters from this behavior, you can use Character.Tint() and/or Object.Tint() with a saturation of 0, which will override the ambient tint with a blank tint.
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