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Messages - LostTrainDude

#161
Quote from: ThreeOhFour on Sat 14/03/2015 03:36:50
I think making the colour you used for it brighter would have fixed the issue, really.
Did you mean this? :)

Anyway, I grew more and more aware of that as people were playing and commenting. Unfortunately I had absolutely no time for a proper playtest during the development, which I had to rush in 72-ish hours before the deadline.

Still, thanks a million for your feedback, Ben! Happy that you liked the game! :D
#162
Congratulations to Dropped Monocle! You rule! :D
Now a bunch of Mess Goblins will take over the forums, I just know that (laugh)
#163
Thanks a million! I really didn't think of that as a problem, because somehow when I was working on Win8.1 it didn't gave me any kind of issue.
Then once I switched over to a Win7 system, and after I made some amendments to the code, I couldn't get it to work anymore (laugh)

Now that I've tweaked the value of int huge to 32767 (which makes sense, anyway) the problem seems to be fixed so, again, thanks! :D
#164
Hello!

I'm trying to get a "light blinking randomly" effect to work in a specific room.
To do that, I'm trying to create a recursive timer that just switches the background and lasts a different random (float) amount of seconds each time it's triggered.

To generate a random float number I'm using the RandomFloat function described in this thread.
Also, I'm using the Tween Module as well.

The code is structured in the following way:

In Global Variables, I've put a float variable to store the timer's time (float randLightTime = 0.0)

In my GlobalScript.asc:
Code: ags

// At the very top of the file
float RandomFloat(float max) {
  int huge = 2147483647;
  float f = IntToFloat(Random(huge)) / IntToFloat(huge);  // 0.0 - 1.0
  return f * max;
}

function repeatedly_execute_always()
{
  if (cEgo.Room == 2) {
    if (IsTimerExpired(9)) {
      SetBackgroundFrame(GetBackgroundFrame()-1);
      randLightTime = RandomFloat(2.5);
      SetTimer(9, SecondsToLoops(randLightTime));
    }
  }
}


The timer is set in the room where this blinking light should be working (Room 2):
Code: ags

function room_Load()
{
  SetTimer(9, SecondsToLoops(1.0));
}


I'm getting an error that involves both line 4 and line 13 in the GlobalScript.asc.
When I enter the room the game crashes and I get this message: "Random: invalid parameter passed -- must be at least 0".

I tried starting the timer in the game_start function and also tried changing the initial randLightTime value, without luck.
Am I missing something really stupid?

Thanks in advance!
#165
Hints & Tips / Re: A Landlord's Dream
Fri 13/02/2015 12:24:59
Hi!

First of all:
Spoiler
There's a bug that happens if you close the terminal window and go back to the mainframe room. If you do that you can't go back to the terminal. Apologies about that, but currently the only way to solve this is to reload the game before entering the room!
[close]

Then:
Spoiler
You can't revert the firmware to a previous version if you haven't solved all the opened tickets. The "available commands" list in the tktsys menu should be pretty straightforward.
[close]

Tell me if you need a more detailed help :)
#166
Since it has no official thread (if so I'll delete this!), I really enjoyed the (unfortunately short) Starlit Grave experience!
Loved the pacing and your use of pixel art. I also found your GUIs to interesting (yet a bit "clunky" sometimes - My fault for being too much used to a "Right Mouse Button = Examine" way of thinking, anyway).

I can't wait to see where this goes, so please keep us updated! :D
#167
This game was great!

It is very funny and polished. It also has really clever (sometimes even too much for my poor brains :P!) puzzles.
I also like how, in my humble opinion, you are nailing a kind of a "trademark" style - Something like: "Hey! That's a Droppped Monocle game!" :D

Anyway, the whole Mess Goblin idea actually made me recall a legendary character that belongs to Naples' folklore, even if, of course, they're not the same thing :)

Great entry, indeed!
#168
Nice entry! I really like how you managed to build up a game can actually end "anytime" without necessarily leaving the storyline unfinished :D
#169
http://www.indievault.it/2015/02/05/troll-song-verse-one-di-un-grande-popolo-e-della-sua-voce/
8-) My article has just been published on IndieVault.it, the Italian Indie Games Developers' community website!
#170
First of all thanks a lot folks, really! :-D
I really love all your feedback, they make the sleepless nights we spent over this, in the last crunching days, extremely worthy!

It was great to work along with Kastchey who provided with his amazing imagery and ideas, lots of food for thought and inspiration all the way through the development and was as tireless as I tried to be!

CaptainD insists he played a small part in this, but I always answer that he played a key role during the very first days of brainstorming where my ideas were completely sparse and confused, other than providing most of the sound that the game carries!

I'm aware of the lack of polish and the missing details: some of these were not implemented in time and I feel really bad for that (actually I hope I can fix this now, as I asked Atelier).
Anyway, I'm also aware that we did our best to deliver something entertaining for you folks to play and, at least, now I know we did! :)

About the influences: I feel a little bit of shame because, as much as I like sci-fi\dystopian settings in videogames, books and movies, I have very few knowledge of the genre! Reading the authors you listed (plus some that CaptainD mentioned) just makes me think it's really time for me to catch up!
At some stage during the development, though, it struck me how Zak McKracken was probably playing a great deal in how my subconscious suggested me ideas to put in the game (laugh).
Spoiler
It is also referenced in the game, on Abel's ID number!
[close]
That said, thanks again: creating the world was for me the best part of the development. I loved creating the whole setting and the characters (I kinda hated dealing with dialog branches though (laugh)) so hearing that the dialogues were interesting it's for me another great achievement!

Also, it's the first time I create something that may eventually recall a proper soundtrack for a game and yes, the first scene screams Vangelis all the way (laugh).

Thanks again, everybody! Can't wait to play the other games of this month's MAGS that turned out to be full of entries!
#171
[imgzoom]http://i.imgur.com/TMDAd30.png]http://i.imgur.com/c3eb0LF.png[/imgzoom]
A LANDLORD'S DREAM

Abel Lowen, a Stringshaper, gets woke up by his apartment's alarm clock in the middle of the night. When he'll finally get up, late for his band's rehearsal, he will find out that almost nothing seems to be working properly.

What happened? Are others experiencing the same problems? Why is his neighbour hallucinating in the middle of the hallway?


HOW TO PLAY

  • LEFT CLICK - Interact
  • RIGHT CLICK - Examine
  • F5 - Save Game
  • F6 - Load Game

FEATURES

  • 320x200 resolution
  • Sci-fi setting
  • Sci-fi inspired music
  • A rare example of good neighbours' adventuring!

TEAM

  • LostTrainDude - Design, Coding, Music
  • Kastchey - Art, Design
  • CaptainD - Brainstorming Help, SFX, Proofreading

21/03/16: To celebrate the game's nomination for Best Music and Sound at the AGS Awards 2015, the short OST is now available for download!
#172
[imgzoom]http://i.imgur.com/TMDAd30.png]http://i.imgur.com/c3eb0LF.png[/imgzoom]
A LANDLORD'S DREAM
Brought to you by LostTrainDude and Kastchey, with some additional help from CaptainD!


[imgzoom]http://i.imgur.com/iVItyiF.png[/imgzoom][imgzoom]http://i.imgur.com/BUVxYRR.png[/imgzoom][imgzoom]http://i.imgur.com/ostjwhe.png[/imgzoom]

#173
I know it's not Screenshot Saturday, but still...



This is to say that me, Kastchey and CaptainD are working of something :D
Actually, the art you see is entirely by Kastchey: as far as you know he may be the only one working on this game (roll).

Anyway, we plan to release it on time and maybe use it as a starting point for something else!
Still... If Ponch is pleased by this screenshot, is there any chance of an extension? :P

Also, looking forward to play Mess Goblins! Seems awesome!
#174
Thanks A LOT for all your comments, folks! I really, really appreciate your feedback!

Spoiler
Yep, unfortunately the hatch was something that lots of people seemed to miss. I should have made a wider hotspot for that.

Also sorry for the pixel hunting in the lunar panels' puzzle: as Mandle said, I thought that pixels were chunky enough to make the hotspots "comfy" (laugh).

My bad indeed, anyway: I had almost no time for proper testing :(
[close]
#175
I wrote a little about the game on Indievault.it, the Italian indie game developers community website! :D

I also wrote about All The Way Down in a previous article.
#176
Completed Game Announcements / Re: Providence
Thu 08/01/2015 18:30:04
I absolutely love the amount of polish in this game, both in art and sound design! Great job!
I'm among those who wanted more (laugh) so I'll keep my fingers crossed, hoping to see something else like this maybe longer and, why not, maybe more complex! :)
#177
And finally, thanks to Adeel S. Ahmed, we managed to have a Gamma Correction slider working in-game!
Just press the [g] key when in game and the slider will appear!

For all those who had problems with the brightness, please download the game again and test if this is working for you :) This, however, may not work on Windows 8.1.

Of course, any further feedback about this fix is welcome!

#178
I'll be bold this time and publicly ask for someone to work with :D

I don't have many ideas in this moment (though I have a couple), but I'd like not to deal with everything myself for a change (laugh), so I'm pushing myself forward.

Just for the sake of information: I think I can handle music, sound effects and "intermediate" programming (if I have to learn something new, I'm most of the time able to do so, with the proper amount of time) and overall design more than graphics that are still hard for me to get to a nice level of polish and quality without a huge amount of frustration (laugh).

I think\hope I'll come up with something no matter if I'm alone or not, but I'd really like to work with someone else if there's the chance!
#179
Thanks to each and everyone of you for your feedback and for your nice and supporting comments! I really appreciate it! :)

It all started from the very first screen you see in the game. I chose that palette because I thought it would have been both cold and dark, but still be somehow pleasant and not scary or eerie :D

Also, along with our Adeel S. Ahmed, I'm trying to sort out a way to let players adjust Gamma, in order to see things as clear as they please!
#180
Still no joy, unfortunately.

I've uncommented and fixed the code in on_key_press as you suggested and while it seems to "cooperate" with the slider, the two of them still won't display anything on the screen. I tried also using a Windows 7 compatibility, without luck :(

I'm sending you the build just in case :) Still, thanks a million for all your efforts!
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