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Messages - Le Woltaire

#181
Quote from: Stupot on Fri 26/12/2008 22:22:17
Oh no... I've found a bug... I think.
Why me?

Spoiler

I'm now at the bit where you go into the Inn and Groth is there.
I talk to her the festival of fertility and she says she is waiting for someone to show up.
I type 'ME' and say 'Would you like to come to the Festival with me?' to which she replies 'If you convince me.'

Then... nothing... the picture freezes, but the music and sound continue.  It remains on the 2-shot of Rabokk and Groth talking, but the text box doesn't return, there is no cursor, pressing 'ESC' or 'SPACE' have no effect... it's basically crashed.
[close]

I'vr tried it 3 times and it has done the same thing each time...
Has anyone else had this problem?
And more importantly, is this going to halt my progress in the game?


Sorry for this, I am concerning on it right now.

Anyway, that conversation is not important and just an additional feature in the game.
You don't need it to conclude the game.

Just don't ask her anymore...
#182
As mentioned: In both languages there are partial voice overs.
Just the main cutscenes are voice acted.
It will remain like this.

The current release may contain some minor spelling errors...
It is possible, that I will bring out a modified translation file,
that can be downloaded seperately later.

Like every game by me it surely will get updated during the next year many times,
without changing the storyline or the puzzles. I will just smooth out some small things.

Five persons tested this release, I had a 8 hour chat-session with a blashirkh yesterday to see if any serious bug has hidden, that might prevent someone from concluding the game.

All puzzles animations, sound and music is included in this release.
So I'd call it the full release.
#183
The game is partially voice acted. Just the major cutscenes have voices in both languages. It will remain like this.

Beta is just, because I wasn't sure if there still are minor bugs in it (e.g. spelling errors).
The game is definitely completely playable without any serious problems.

Practically I could have named it version 1.0...
#184


A Second Face
- The Eye of Geltz is watching us -



In the infinity of space there is a planet with two faces turning around an old, white sun to which it always shows the same side. The other is enveloped in total darkness.

On each face life has developed in a different way. The bright side is inhabited by people who call themselves Strefis, the illuminated ones, while the dark side is populated by the Ugeltz, the people of night.

No Ugeltz has ever seen a Strefis however each civilisation remembers the other, in legends.

Download the full German, English, Italian, Polish and Spanish game here (96 MB) :
http://www.adventuregamestudio.co.uk/games.php?action=download&game=1115

Mirror 1:
http://www.adventuregamestudio.co.uk/games.php?action=download&game=1115&mirror=1

Website:
www.asecondface.com

Trailer:
http://www.youtube.com/watch?v=1mK_xlqIzfc

Version:
Current version is version 1.6 (Torrero Edition)

Changes from Version 1.5 (Mazurek Edition):
- Updated the game to AGS Version 3.2
- Added Spanish translation (translation by Ptraci and Cireja)
- Improved all run cycles of Rabokk
- Rebuilt the original soundtrack with better samples
- Added two game given hints for keypoints in the storyline
- Made the game more compatible with Windows7 and vista
- Improved the word parser dictionary (+500 words)
- Fixed a bug with the background music during voice dialogs

Changes from Version 1.4 (Spaghetti Edition):
- Added Polish translation
- Made ambient sounds continuous during the Strefis Cutscene
- Fixed Morok's flying head in the vision cutscene
- Fixed the colored region bug that appeared when Direct3D is used
- Fixed a Direct3D related Object bug in the intro
- Fixed a Direct3D related Object bug in the last scene
- Added an installer with different languages for the game
- The Maze music was edited: It is now a choir that talks about transgression, light and darkness
- All savegames get built in the games folder now

Changes from Version 1.3:
- Game was compiled with AGS 3.12
- Added Italian translation and Italian language kit
- Made the Verbcoin borders a bit wider to make it more handy
- Added a hint that created more direction when dealing with the substance
- Added a message for an action with the juice extractor
- Corrected the save and load GUI proportions
- Overworked the walkable areas in the main city map
- Added new walking and speaking animations for Rabokk

Changes from Version 1.2:
- Fixed a speech bug in a dialog line with Brafok
- Fixed a small door issue in the avenue
- Fixed some small errors in the English translation

Changes from Version 1.1:
- Deleted some more spelling errors in the English version.
- Fixed a Bug, that caused a crash, when someone wanted to reenter the temple after directly leaving it.
- Fixed a wrong message after mixing some ingredients
- Fixed a wrong message with the lid of the juice extractor
- Fixed a useless walk to hotspot in the temple
- Fixed a wrong message when using a pedestrial in the maze
- Fixed some potential error at the palace that could cause a game crash when talking to Mandor
- Added a hotspot to the maze
- Made a walkbehind area more accurate
- Made even the smaller cutscenes skipable

Changes from Version 1.0:
- Made two rooms more accessible (made region bigger)
- Added optional third glass (for less confusion about all the liquids in the game)
- It is no longer possible to have two water glasses or substances at the same time
- Fixed a bug that made a second conversation with the upper class people not instantly possible
- A bug that hanged the game up after asking Morok something was corrected
- Rabokk was clickable in the cell, this is no longer possible now

Changes from BETA 0.9:
- Added inventory indicator if mouse wheel scrolling is possible
- Proof read German translation
- Made the gaining of Margin units a bit easier
- A small bug that hanged the game up after asking the cook something twice was corrected
- Some bugs of the same type in a conversation with Groth were corrected.
- Added five additional reactions for wrong inventory combinations. (such as: "I am not a fisherman." for "use fishing rod on river")



System Requirements:
1.2 GHz Machine
600 MB disk space
DirectDraw 5
Windows XP

The game includes German and English voices.
It is a full lenght game with investigative character,
based on a fantasy world.

I wouldn't recommend this game for kids under 12 years.

My thanks go to all who helped to conclude this project:
Javier Kohen, Alasdair Beckett, Katharina Wallisch, Sinitrena, Peder Johnsen, Idoia Irazuzta, Julio Pozo, Goriniche, Paul Giaccone

May the Eye of Geltz watch over them.


#185
Hi,

I got a  "Room to tall for pathfinder message"
The room has 3600 pixels in height...
Is there a limit for room dimensions?
#186
About two weeks ago I got some emails where several persons congratulated me.
They wrote me that Earl Bobby got five cups, and I didn't understand what they actually mean with this...
When I took a closer look at the games site I recognized the rating,
and thought it was an interesting idea to add a optional rating,
especially because many of the public ratings suffered from vandalism,
like multiple or destructive voting (there was a time where every person in the internet could vote for or against a game in the database).

When I took a closer look at the search function I soon recognized, that only five games (of 904) got a five cup rating. When I filtered the "five cup games" I saw my own game next to all those award winning games that I always admired like "Trilby's Notes" or  "Apprentice". Other games like "5 days a stranger" that I expected in the five cup rating as well were just in the four cup section... Besides of that, my game was the only one in the five cup list, that didn't get an award...

I soon started to ask myself, if I really merit such a high rating with my game...
There was never really any reaction on it.
People didn't seem to like it very much and I got a lot of emails from persons who told me,
that it surely was an effort, but not really a good game.
I even tried to promote my game in other forums for the first time, just to see if someone is interested,
but even there the reactions were almost zero.

I think this shows the subjectivity of this type of rating.
I see it as a big compliment, however it fills me with subjective doubts and sense of guilt towards other games...
#187
Actually when I developed Earl Bobby I used translation files for the voice actings.
So the voices can play in a translation.
Blashyrkh scripted some Perl scripts that make the dubbing of translation files easier.
You can find them somewhere on my homepage...

But my main argumentation for a Change Translation command is:

It makes clearly comprehensible that the game can be played in another language.
For example by having some little flags on the first screen site (like on Homepages...)
If people don't understand English, they won't get how the setup.exe works.
That's one of the reasons why we make a translation...
#188
Ok It works now, but AGS doesn't seem to rerun the config settings when running another game...

I still get it in German after clicking the button...
When I exit and restart the game it runs in English...

#189
Quote from: KhrisMUC on Fri 13/06/2008 06:39:24
It MIGHT be possible to change acsetup.cfg from withing the game, then use RunAGSGame to restart the game itself...

That would be absolutely enough...
All I need is a way to access the acsetup.cfg from within the game...
Rewrite it with all existing settings and rerun the game...

I made a test with this script:
Code: ags

function Engl_OnClick(GUIControl *control, MouseButton button)
{
File *output = File.Open("acsetup.cfg", eFileWrite);
if (output == null)
  Display("Error opening file.");
else {
  output.WriteString("[misc]");
  output.WriteString("gamecolordepth=32");
  output.WriteString("defaultres=4");
  output.WriteString("screenres=1");
  output.WriteString("defaultgfxdriver=DX5");
  output.WriteString("gfxdriver=DX5");
  output.WriteString("cachemax=102400");
  output.WriteString("windowed=0");
  output.WriteString("refresh=0");
  output.WriteString("gfxfilter=None");
  
  output.WriteString("[sound]");
  output.WriteString("digiid=-1");  
  output.WriteString("midiid=-1");
  output.WriteString("digiindx=0");
  output.WriteString("midiindx=0");
  output.WriteString("digiwinindx=0");
  output.WriteString("digiwin=1096302880");
  output.WriteString("midiwinindx=0");
  output.WriteString("midiwin=-1");
  
  output.WriteString("[language]");
  output.WriteString("translation=English");
 
  output.Close();
  RunAGSGame("A Second Face.exe",0, 0);}


It seems to work at the first moment,
but then I recognize that the acsetup.cfg messes up.
All strings are in one line.
And I get those funny rectangles between them...
#190
Yeah...I know...
In most cases people don't bother with the manuals...

Besides, it could be part of a gaming concept.
We already had games that used multiple languages during the game like Soviet Underzögerdings.

In my case the possibility to switch between languages would fit very good with the whole concept of the game...
#191
Phew...how boring...

I think it would be useful.
Many people don't recognize that there is an additional translation in their own language
especially if it's the first time that they get confronted with an AGS game...
Including it into a GUI would be great...

Isn't it possible to script a command that accesses the acsetup.cfg file and resets the translation?

Something like: SetTranslation("German");

#192
Advanced Technical Forum / Switch translation
Thu 12/06/2008 22:10:50
Is it possible to change the translation with a GUI in the game?

Example: You have a button and switch to the English translation from the German translation when you click on it.
#193
OK, Great.
That's it.
#194
Hi,

This doesn't seem to work.


player.SayAt(160, 210, 320, "I have %d Dollars left.", dollars);


I get a  "wrong number of parameters..." output.
It works with the command "Say", but I could need it with the command SayAt...
Is it me, or is it a command structure that isn't included in AGS.
#195
I didn't know that this exists.
Thank you.

Grim Fandango and The Dig are worth the Download.
I don't like the sampled versions of the midi soundtracks so much.

Now that I have listened to the Dig soundtrack again after about ten years,
I recognize how cheap this was made. It's all played on a synthesizer
and mixed up with string chords from Wagner operas.

It was one of my favorite soundtracks when I was about eighteen
and I even had made a tape of it. Time really changes your brain...
#196
Quote from: Rui 'Trovatore' Pires on Fri 02/05/2008 11:56:38
Ah, yes - LOOM, maybe.

No, I think you mean "Labyrinth".
Lucas already used CD tracks for Midi Music, before compact discs were on the market.
#197
Actually not.
The Dig had a bundled music and voice file.
It's called DIGMUSIC.BUN

But I just found the solution.
This application rips the tracks from the bun file:
http://spectrum.sitesled.com/music/digmusic_new.zip

Just copy the BUN file into the applications directory and launch it.
You get 83 WAV files.

#198
I once had discovered a small dos utility that allowed me to play the soundtrack of the Dig from the original Game Cd like a normal music cd. I deleted it for some reason and tried to find it again now after about five years without success.

Does someone know where I can find this utility or a similar one?
#199
I would like to mention again two points from my last suggestions for v3.01

- Could there be an additional character.asc and inventory.asc script, so that the GlobalScript.asc doesn't get messed up with all kind of character and inventory functions anymore and becomes more economic. Especially in large games with more than 50 characters the global script becomes to long. The search function in top of the global script shouldn't work alphabetically but in order of the existing functions from top to bottom. Character functions are shown on top at the moment, but more important script lines like "repeatedly execute" are shown on bottom of the list like it is now...
   
- It should be possible to sort Rooms not only by numbers but also by names:
Sometimes when a game is divided in different locations it has more than one room for each of them. They could be organized better if they are sorted by their names...

-The Preview Option for animations does not not support flipped loops. You still see them as normal animations...
#200
Quote from: Mods on Tue 01/04/2008 12:35:00
I never knew MillsJRoss (back row 4th), Radiant (middle row 3rd), Helm (bottom row 3rd), Boyd (middle row 4th), Edmundo (middle row 2nd) & Grundislav (middle row 1st) were also part of the team :O

Oh come on mods...
YOU are part of that globalisation stuff as well!
I can see your hand and that pink shirt!
And even that Yahtzee guy is there!
You all planed this from the beginning...
And we will all have to pay a LOT of money for THAT:

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