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Topics - MIITRIN

#1
The Nocturne Board of Localization unveils their first MAJOR Nocturnian to English project onto the forum of a certain blue planet...
The Nocturne Trilogy Collection

Story
In an odd little world where the sun never rises and the moon never sets, many strange creatures and characters live their lives unaware of the deep, lurking mysteries within the shadows.

Play as Benny J. Macready, Nocturnian Inquiry Agent and Labinoid protagonist in all THREE games as he teams up with unlikely allies and meets even more unlikely foes.


Description
A beginners friendly point 'n click with a deeper mystery and obscure secrets for more ADVANCED adventure game players. With each game getting progressively more elaborate and detailed the deeper you look into it. Like some sort of hole in the ground!


All episodes include:
Nocturne and the Unseen Dream

Originally finished: December 12th, 2020. Now remastered for the collection!

Nocturne: The Dragon's Melody

Originally finished: May 22nd, 2021. Also remastered, who woulda guessed?

Nocturne: Hook, Line, and SYNC ERROR
?? ?? ?? ?? ?? ?? ??
EXCLUSIVE to the Trilogy Collection


But there's more to the collection than just the three games! Many collectable secrets, bonus features, and minigames await!

For more information as well as a SHAREWARE release of The Unseen Dream (emulated on a HowOS v22.02 Virtual Machine), please visit:
https://miitrin.itch.io/nocturne


Release Window: Late 2023 - Early 2024 (Year of the Rabbit)

Stay tuned for more updates and enjoy the demo!







Spoiler


#2
I've been messing around with the RunAGSGame function a lot. I have Game A acting as sort of a menu, so you can select the two games I currently have attached to it. Game B and Game C. And when you exit Game B or C, you'll be asked if you want to go back to Game A. I also didn't want to player to simply, open up the Game B or C exes, I want them to use Game A. So, I implemented a cheeky little GUI that tells you to use Game A, then any click you do closes the window. Now this works absolutely perfectly with Game C. I can switch between A and C flawlessly. But for some reason, every single time, Game B crashes when I exit back to Game A. I mention the "lock screen" above, because, before I added that switching between the games worked fine.

Now, I can swallow my pride and just hope the player chooses Game A by constantly saying how you should only run that exe, but if at all possible, I'd like to control this. Mainly since I wouldn't want the player to just, skip ahead to whatever Game without unlocking something in Game A. But the REAL kicker now is that even WITH that "checking for previous game data" code gone, Game B now always crashes when changing to Game A. And it is still only crash Game B.  Even though Game B has the exact same code and GUI as Game C in this scenario, Game B just won't compromise. I can understand if Game B has variables or some kind of data that's not correctly being dealt with in the transition between game's, but I'm grasping at straws and I have no idea how to debug this since it'll only work on the compiled version. If anyone can provide any help with either debugging or just, any additional info about how RunAGSGame is meant to be used, it'll be highly appreciated. I really don't want to call this a bug with the engine itself, since, I'm more than likely doing something wrong, but I have no way of knowing.
#3
As it stands, the only way to save a variable's value after the game is exited is by saving, but what if you want to save a specific variable without having to actually save and then load that file?

I know writing to a text file is also an option, but that would then leave my variables open to being modified by the user, which isn't ideal either.

Some uses for persistent variables could be stuff like: in-game achievements, a stats screen, and ways of always remembering the user's choices in-game.

Its fine if there's no way of doing this, I'm just personally curious if anyone has made a module or plug-in for this yet.
#4
For the lack of any better words, Bebebese was coined for the ingame beeps and sounds villagers made in Animal Crossing: Wild World. However, every instance of a character's speech being represented by a set of quick sounds of varying pitch can be considered "Bebebese". Some examples being Phoenix Wright, Paper Mario, Undertale, or even The Legend of Zelda.  One way I've theorized of adding this into my game is to prerecord all the sounds for exact pieces of dialogue, but not only is this a tedious process, its also completely contrarian to the original purpose of Bebebese, a small sound file repeated for tons of dialogue.

Some video examples:
https://youtu.be/xNCt7ha_rRY

https://youtu.be/Min0hkwO43g

https://youtu.be/-HEhl8kq1rA


As for why someone would use this instead of actual voice actors: I'm just making a small game. Voice acting would require a bigger budget, auditions, having to record all the actor's lines, and then putting it in game. It's not really worth it for a small project just for me and some of my friends. However, I'd still like that audio for someone talking, as to make the game feel more alive. Giving the character's unique voices without the need of having them explicitly speak.
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