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Messages - JSH

#81
Alright guys, Kathy Rain is out TOMORROW! :D

Check out the launch trailer, and remember to pre-order while the 10% discount is still in effect!

[embed=960,540]http://www.youtube.com/watch?v=5oxhUgUhq3g[/embed]
#82
Quote from: Fitz on Thu 28/04/2016 21:48:33
Yay! Going to try it tomorrow -- and place my pre-order while I'm at it.

Awesome! :D

By the way folks, I added a proper AGS game page for Kathy Rain!

If you signed up as a beta tester and can't find your name in the list, please send me a pm with your email again. I've cleaned out my PM inbox since many of you signed up, and clumsily only made records of names and emails, not AGS nicknames :)
#83
Quote from: Ark on Sat 23/04/2016 18:08:01
Looks like a great game! I like the mood (hope it's something similar to Twin Peaks). Good luck with it! ;)

Thanks, man! :)

By the way everyone, you can now download a free demo on Steam and GOG! Enjoy! :D
#84
This bug had me scratching my head for a while, for Kathy Rain I've just done a quick hack since we're really pressed for time:

Found the culprit in \Engine\libsrc\allegro-4.2.2-agspatch\win\wkeybd.c
Look for /* ignore special Windows keys (alt+tab, alt+space, (ctrl|alt)+esc) */

Commented out that section and it resolved the problem. There's likely some underlying problem with that code and how held shift/alt/ctrl keys are cached, but anyone who builds from source and needs a quick fix could use this hack :)
#85
I will definitely join you guys if it ends up being here in my home country :)
#86
Thanks guys! :) You can now pre-order the game on Steam, GOG and HumbleBundle for a 10% discount!
#87
Alright people, after all these years it's finally time to mark your calendars! :D

Kathy Rain will be out on Steam and gog.com for Windows and Mac on May 5th, 2016!

Check out the new and improved trailer below, voiced by none other than Arielle Siegel, a Wadjet Eye regular mostly known for her part as Max Lao in Technobabyon! :)

Kathy Rain will also be exhibited at PAX EAST in Boston, MA on April 22-24, 2016, in the Indie MEGABOOTH right across from Thimbleweed Park! Two great adventures for one, so be sure to stop by and play the fully voiced KR demo! Sadly, yours truly won't be attending since I am hard at work at finalizing Kathy Rain, but I'll leave you in the very capable hands of my cohorts at Raw Fury Games!

[embed=960,540]http://www.youtube.com/watch?v=6rCa2ZNQaaU[/embed]
#88
Quote from: Mandle on Wed 03/02/2016 00:04:05
Quote from: Stupot+ on Tue 02/02/2016 23:19:46
Cool. Which character is Abe Goldfarb playing? (laugh)

(laugh)

Seriously though, although Abe has a legendary voice and talent: I honestly doubt I can ever comfortably hear his voice coming out of any character except Joey...I guess he is forever typecast for me...

As great of an actor as he is, I actually feel exactly the same. Abe IS Joey to me, and won't be joining the cast this time around :) You might recognize some of the other names though!
#89
Thanks guys, everyone who sent a pm has been sent a key, we have enough testers for now!

On a separate note, I'm psyched to announce that Dave Gilbert himself will be helping us out with the voice overs! He'll be overseeing studio recordings in NYC, making sure that our voices get the Wadjet Eye Games stamp of approval!

More info here! http://rawfury.com/kathy-rain-voiceover-auditions-have-begun/

The casting is ongoing as we speak, can't wait to share some of the incredible auditions we've had sent our way with you guys! :D
#90
Quote from: Charles on Sun 03/01/2016 19:56:41
This is beautiful from what I can see. I've got it followed, and wish-listed on steam, when can we expect it to be on store?

On a developmental note, why 320x240? Isn't that a bit, square? Seems a bit counter-intuitive since most screens fit a more rectangular aspect of 16:9 ? (i.e. 320x180.) Not that I'm complaining mind you, more to love. I'm just curious.

Thanks! Spring 2016 is as close as we can say with certainty right now, for Windows, Linux and Mac.

Heh, 320x240, that's just me not thinking ahead way back in 2011 :) I didn't really give it too much thought at the time, and it stuck with the project until it was way too late to change it. If I make another game after KR it will definitely use a widescreen aspect ratio.
#91
Quote from: Frodo on Fri 01/01/2016 06:34:57
Can we still hope to see Kathy Rain on GOG? 

The game looks amazing, but I won't buy it, if it's only on steam.
Like so many others, I dislike steam and steam-DRM.  :smiley:


Yup, the game will be on gog.com, but they don't have any pre-release pages on their site, so there won't be any information about the game there prior to release. I'd suggest that you either keep track of this thread or sign up for the raw fury newsletter at www.rawfury.com (scroll down), and we'll let you know when the game is available :)

Quote from: splat44 on Fri 01/01/2016 10:50:39
Is it too late to test this?
I'll be more than glad to help out, let me know by PM by providing link and email address so I can sent those reports.

I currently testing the following and owner know how throughout I am as tester
Tate - tech Demo

regards

Not too late, I plan to add a fresh batch of testers at some point this month! Steam is a requirement for all beta testers though, since we use that for secure build distribution.

To anyone who is interested in helping out with the testing: Please send me a pm with your email adress and we'll take it from there.
#92
Quote from: donkeymilk on Wed 30/12/2015 23:38:59
I'm wanting to buy this on steam but there's no purchase button to click on.

This is the second game today that is missing the "purchase" button.
Mafia 2 is the other ,though i think that was pulled from the steam sales due to licensing issues.

Quote from: Cassiebsg on Thu 31/12/2015 00:08:54
Maybe because it's not for sale yet, since it's not finished?  ???  (roll)

Yup, the game has a store page, but it's not out yet :) You can add it to your wishlist and follow the page though to stay up to date! Current estimated release window is Spring 2016.

If you want to help support the game, I'd appreciate if you wishlisted the game, it will help with steam visibility. You can also add any user tags you deem appropriate for the game to help it show up in relevant searches, and maybe write a post in the steam game forum if you're looking forward to the game :) Thanks in advance, it helps a lot!
#93
For Kathy Rain, what I do is bypass the interact functions altogether by intercepting mouse clicks manually with on_mouse_click(MouseButton button) in GlobalScript.

To detect what the player wants to interact with I use:
Code: ags
<X>.GetAtScreenXY(Mouse.x, Mouse.y);


Where X is all types of interactible objects, ie, Hotspot, Object, InventoryItem and Character. Mouse.Mode is used to determine the currently selected cursor.

To retain normal behavior with event functions per room for Hotspots and Objects, I call
Code: ags

Hotspot.RunInteraction(Mouse.Mode);
Object.RunInteraction(Mouse.Mode);


For characters and inventory items I instead call extender functions defined in a separate script files:
Code: ags
function RunInteractionCustom(this Character*, CursorMode Mode);
function RunInteractionCustom(this InventoryItem*, CursorMode Mode);


This is what the function could roughly look like:
Code: ags

function on_mouse_click(MouseButton button)
{
  int MouseX = Mouse.x;
  int MouseY = Mouse.y;
  CursorMode Mode = Mouse.Mode;
  
  Character* pChar = Character.GetAtScreenXY(MouseX, MouseY);
            
  if(pChar != null)
  {
    pChar.RunInteractionCustom(Mode);
  }
  else
  {
    InventoryItem* pItem = InventoryItem.GetAtScreenXY(MouseX,MouseY);
    
    if(pItem != null)
    {
      pItem.RunInteractionCustom(Mode);
    }
    else
    {
      Hotspot* pHotspot = Hotspot.GetAtScreenXY(MouseX, MouseY);
      
      if(Hotspot != hotspot[0])
      {
        pHotspot.RunInteraction(Mode);
      }
      else
      {
        Object* pObject = Object.GetAtScreenXY(MouseX, MouseY);
        if(pObject != null)
        {
          pObject.RunInteraction(Mode);
        }
      }
    }
  }
}


In my case, it wasn't necessary to split character logic up into a file per character, just one file for dialogue and another for the rest of the interactions. But of course it depends on the complexity of your scripting and what kind of system you use for dialogue. Might be a good idea to do a character based separation on a case by case basis, since many characters most likely will have simple interactions with just a few lines of script.

Anyway, in each extender function I simply have a long list of if/elses separating all characters and inventory items respectively, and also make extensive use of CallRoomScript() to isolate room specific logic. By using an enum to create user friendly names for the values, they will autocomplete when you intercept them in the room scripts with on_call(int value).

Example CharacterInteractions.ash
Code: ags

enum eRoomScripts
{
    eRoomScriptRogerTalk,
};

function RunInteractionCustom(this Character*, CursorMode Mode);


Example CharacterInteractions.asc
Code: ags

function RunInteractionCustom(this Character*, CursorMode Mode)
{
    if(this == cRoger)
    {
        if(Mode == eModeTalk)
            CallRoomScript(eRoomScriptRogerTalk);
        else if(Mode == eModeLook)
            player.Say("Oh look, it's Roger!");
    }
}


And then in room_spaceship.asc:
Code: ags

function on_call(int value)
{
    if(value == eRoomScriptRogerTalk)
    {
        player.Say("So Roger, how do you like the space ship?");
    }
}
#94
Just got back home, had a blast! Big thanks to Mods and Azure for organizing, can't wait for next year's edition! :)
#95
As divulged by Andail, I will be attending this year, super psyched about my first AdventureX! :)

*edit I'm coming in late on Friday, heading back on Sunday evening. I'll be staying at the Mercure too!
#96
Okay, time for a small update!

We have recently reached a crucial milestone, as the game is finally fully playable from beginning to end! This means that we'll be ramping up the testing to help balance the puzzles and find bugs, all the way up until release next year.

If you are interested in helping out as a beta tester in exchange for a free copy of the game and a spot in the credits, send me your email adress in a private message and we'll take it from there!

Also, we have found a suitable partner to help us out with the planned voice overs. Stay tuned for more information when we start the casting process!

Lastly, I will be attending AdventureX this year, along with my publisher, Raw Fury Games. It's yet to be determined what our presence will look like exactly, but I'll let you guys know as soon as we figure that out!
#97
Quote from: theo on Thu 03/09/2015 20:40:55
Great meeting you at gamescom. Kathy Rain seems awesome. Wish I could have gone to pax too. :D

Keep up the great work! 8-)

Likewise, let's hope to meet up again at AdventureX! :D

Quote from: MiteWiseacreLives! on Thu 03/09/2015 15:43:31
Very cool t-shirt!
Very cool experience with Mr. Tim S. !  ;-D

Thanks man :)
#98
Quote from: monkey0506 on Tue 15/09/2015 22:56:56
P.S. As you obviously are a Steam developer, I could give you access to the full source code of the plugin if needed.

Thanks a ton for the source code, it has saved so much time on my end! :)
#99
Hey Calin, it looks like the source on github wasn't updated after the tinting fix. Would it be possible to have that uploaded? :)
#100
Is there a way to detect if the steam overlay is open? I'd like to pause the game when that happens, since right now the game responds to mouse clicks and keyboard input when I chat with a friend using the overlay.

My first idea was just to simply intercept the shift+tab key combination in AGS but apparently the shortcut can be rebound in the steam settings...

*edit Not to mention, the overlay can be disabled altogether in the game options in steam too.
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