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Messages - Lizo

#1
OK, thanks for the suggestions, everyone.  I'll play around with a few different ideas and see what works best in my situation.  Thanks!
#2
I recently updated to a current version of AGS (3.1.2) from a very old version (2.6 or thereabouts), and I'm running into some trouble using the SaveGameSlot function as part of an autosave feature in a game that I'm working on.  The trouble, I believe, comes from the fact that SaveGameSlot queues until the end of the current script, no matter when it is called.  In the old version of AGS that I had been using, if I called SaveGameSlot right at the beginning of an action that would cause the player character to die, the game would be safely autosaved and could be loaded again to that exact point, just before the death.  Now, however, since the function waits until the end of the script to execute, the autosave function only kicks in after the character has died, and the saved file is pretty much useless to the player.

So basically, my question is this:  Is there any way to get SaveGameSlot to execute before the current script finishes running?
#3
Before you ask, I am, in fact, still working on this game.  It's just been... over a year since I posted an update on the forums. ;)

I don't think I can even begin to list the amount of progress that's happened since my last post.  I now have almost exactly half of the game scripted and playable (yeah, it's turning out to be much longer than I thought), which means lots of puzzles and dialogue and action and such.  Look at the original post to see the updated progress stats.

In case anyone's wondering, I strongly doubt this game is going to be finished any time soon.  It has settled nicely into the role of a fun project that I work on when I get the time, and that's the way I like it. :)
#4
A new update: The game now has a new character, a new room, new dialogue, five new items, more background music, more animation, and some fixed glitches.  See the main post for an updated status report and the link to the game thus far.
#5
So I guess I haven't updated in a while, but progress is still happening!  Since my last update, the game has gained a new room, a new character, two new cutscenes, tons of new dialogue, and lots of new animation and background work.  I've updated the original post with a link to the current version of the game.
#6
I  haven't updated this in a while because progress has been a little slower than usual.  But since my last post here, the game has gained three new rooms (and a half, if you count the fact that one of the rooms now scrolls), more animation, two new characters, and plenty of background work.  I updated the screenshots in the main post as well.
#7
Lots of new stuff in this update!  Two new rooms, more and dialogue, four new items, and one fixed bug.
#8
Thank you, marlamoe, I might not have found that!

It has been fixed for next month's update.
#9
Newly updated.  New features include a new room and a new character (and very little else).  I have taken the voice acting out, at least for now.
#10
Hmm, OK.  I'm leaning towards taking the voices out, at least for now.  Thanks for your input, everyone.

Quote from: splat44 on Tue 03/10/2006 02:24:25
Regarding inventory:
What to with rock fallen from three hole.
Where can I find some sharp to cut wine.

Answers/hints below, spoiler protected:

Spoiler
You can't do anything with the blue rock yet, but there is a planned use for it which will get implemented in the future.  As far as a sharp object goes... try thoroughly exploring Paul's bedroom.  You might be able to find something there.
[close]
#11
Today is the day of updating.  There's hardly any new stuff (some new music, background work, and some more bonus dialogue).  I'm seriously considering taking the voice acting out, so if anyone has any input with regards to that, feel free to let me know.
#12
Another updated version of the game is online (still far from finished as you can see, but it's trudging along).  Additions include two new cutscenes, a quasi-puzzle, and work on the backgrounds.  See the original post for a current link to the game.  Feel free to ignore the bulk of the production article this month--it's a little... bizarre, to say the least.
#13
AGS Games in Production / Re: Puppet:
Wed 16/08/2006 15:59:31
Wow.  I'm intrigued. :)
#14
Wow.

I'm really intrigued by this game.  The artwork looks amazing--the first screenshot, particularly, looks flawless.  The main character is one of the best things I've seen, ever, especially for so few pixels.  The story sounds like it's going to be interesting and complex, which I'm really excited about.

Basically, you've got me hooked.

One thing I'm curious about: There seem to be a few different versions of the main character in the pictures you posted (the color test one, for instance).  The first thing I thought of was that the player might get to choose what the playable character would look like, but that would be a lot of work.  Are those other versions going to appear in the game somehow?
#15
A new update of the game is now online.Ã,  Significant improvements include the addition of some music, prettier GUIs, and the ability to go farther in the story (including a new puzzle).Ã,  See the original post for a progress update and a new link to download the game so far.Ã,  :)

#16
Haha, yeah, I understand what you mean.  Well, we'll see what happens!

Also, I guess it's time to make a readme file; the hitting ESC thing is probably something I should be telling people about.  But I'll still make Paul walk faster. :)
#17
First off, thanks so much for your feedback!

Regarding the voice acting: I know the sound quality isn't exactly top notch, and the squealing, as you put it, is definitely something I've noticed, and have basically just learned to live with for now until I can figure out how to fix it.  Some of the inconsistancies you noticed probably have to do with the fact that the files have been recorded over a period of a year, using various recording devices.  Other inconsistancies within a particular character's voice (Artie and the Vine, for instance) come from one person recording all the lines in one session, and the voice changing as the session progressed.  Ideally, I would like to get well-prepared voice actors into a recording studio and have them produce multiple takes of each line so that I could pick and choose what worked best.  This is pretty much always the case with Paul's lines (except for the recording studio bit) but I've quite frankly been scrambling for voice actors recently, with Artie, the Vine, and Thurston all being recorded quickly and added in the last month.

Regarding Paul's walk: If you think he walks slowly now, you should've seen him last year.  I've definitely had this complaint before, and I guess it's time to up Paul's speed again ;).  You can also hit ESC while Paul's walking to make him jump to his destination.

And thanks for the compliment about the graphics. :)  They're only gonna get better from here.
#18
Quote from: m0ds on Thu 29/06/2006 17:42:06
Music is at a pretty low percentage - who's working on it?? :)

Haha, I was wondering if someone was gonna ask me that.  Technically, I am!  I just haven't started the actual "working on it" part yet. ;)  I'll push it towards the top of my todo list though, so hopefully there'll be something resembling music before the summer's over.
#19
Woo! More responses!  Thanks everyone, this place is cool. :D

Quote from: Zooty on Wed 28/06/2006 13:36:43
PS. Are you Lizo off of newsround?

Nope!  I must ashamedly admit that I acquired the name Lizo after my friends heard about that Lizo though....


Quote from: yodaman11111 on Wed 28/06/2006 16:36:24
Wow! Looks LucasArts-y  ;). Welcome to the forums. Hope you release this soon.

It's funny that you should say that--I'm a big fan of LucasArts games, but I've only actually been playing them for a few years.  I'm a Sierra girl at heart, and I've been trying to make this game a mixture of both worlds (LucasArts-style dialogue and humor, Sierra-like deaths (a la KQ7) and interface design).

I wouldn't get your hopes up about the game being released any time soon, but I update regularly every month and will update here as well. :)
#20
Thanks for your interest. :) This monster is a lot of fun to work on--I would've stopped a looong time ago if it wasn't.

Quote from: jet on Wed 28/06/2006 11:36:45
I see that there is a black button in the gui that changes the cursor in the active item.

That's actually something I was just wondering about!  I only recently changed the gui icon bar to have my own buttons on it, and I knew that's what that box was for but hadn't had a chance to look too far for a solution yet.  Rest assured it'll be fixed in the next installment. :)

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