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Messages - Monsieur OUXX

#2301
Thanks!

all of this is very helpful!
#2302
Thanks for all the answer. Yes, we tried freesound and other sites. We were hoping to get something genuinely "Indiana Jones". But it's ok, we got sounds that are close enough.
Also just for the record, it is out of the question that we record sounds ourselves: we are a tiny team for a gigantic task. So we try to get a "lever" effect whenever we can. If 4 people aim at making a full-length game in less than 3 years, it's only by not recording punch sounds themselves :D

#2303
never ask practical questions to people who take drugs. I should have remembered that!

Thanks guys
#2304
Just a useless supportive message, to say that I'm glad (like every average AGS user I suppose) that those things are being perfected: Less and less knowledge in "alpha bugs" is required by users. That's that much less work during early ddesign and final testing!
Thanks a lot Crimson and pals!
#2305
Hi all! Do you remember how Indiana Jones fights have those weird, over-the-top punching sounds?

(see here at 0:13 )

http://www.youtube.com/watch?v=-au9DeVKi8E

I don't think there were those sounds in the talkie version of FoA. Did anyone ever play subsequent Indy games like "Infernal Machine" and such?
Usually the punching sound comes with a moaning sound of the guy receiving the punch ;)

Any idea  if other adventure games (or movies) have similar pulp sound effects?
Our final goal is to extract those sounds and have clean samples.

I believe it's rather unique to Indiana Jones.
#2306
We're happy to announce that Christian's experience with us didn't ruin his motivation and didn't generate an intense feeling of disgust (who would have thought?), so much so that he started working on yet another new background!

Meanwhile, Adeel and Tremulas have started scripting the entire Spanish chapter altogether! "What's the Spanish chapter?", you're asking. Well, it's the chapter that takes place in Spain OH GOD I ALREADY SAID TOO MUCH!
#2307
AGS Games in Production / Re: Conspirocracy
Fri 06/09/2013 14:34:16
Quote from: Problem on Fri 06/09/2013 08:46:30
And as promised we've released an animated blooper reel:

Hilarious!
And I love your idea to back up the recordings with modified game footage ;)
#2308
EDIT: removed
#2309
We should ask the developers if they used 16-bit graphics. I suppose very few game-makers do that.
#2310
Quote from: StillInThe90s on Tue 03/09/2013 20:13:46
Why not use black btw?

I'm curious too. I know when I paint (IRL) I make the black myself -- by mixing primary colours, to make it more "alive", to give that black more "personality". Warmer or colder.
But what about pixel art? Is it really perceived by the player's eye, or does it only sabotage the contrast?
#2311
Yes, I didn't think of such modern wizardry like achievements. (even though we're very close to addressing branched puzzles with a finite state machines system).
I only mentionned that minimalist, obvious option because I think that, despite what Dave says, it could help avoiding a short period of panic for both players and developers after all the saved games get broken.


Quote from: Crimson Wizard on Tue 03/09/2013 13:39:21
Too bad AGS does not have built-in "checkbox" control :-\.
We wrote a module for that! Dod you want it? ;) (just kidding -- it does exist, but it's so ugly we'd never share it with anyone!)
#2312
On Indiana Jones and the Seven Cities of Gold, we implemented an implicit fix to the "patching breaks saved games" thing.
We have a system of automated teleportation (for debug purposes), that brings the player to key places of the game, with all the needed inventory items. I suppose everyone does that, but we really made it natural (there's a gui as soon as you start the game, asking you where you want to start it -- also we have A LOT of those checkpoints).

It would be extremely easy to hide that gui somewhere in the final release (like "press Ctrl+D to make it appear") that would display a text box where the player has to enter a code to access the corresponding checkpoint. The codes would be known only to us.
It's pretty much what old consoles did, when you had to enter a secret code to access a level.

Therefore, when Dave wrote "it's a pain to release saved games to rescue players who got their saved games broken by patches", we wouldn't be impacted by that issue: what we would do, is publish this on the game's forum: "the patch broke your saved game? Well, press Ctrl+D and enter the following code in the textbox to access that part of the game". Needless to say, we wouldn't reveal the existence of that Gui nor the exact code to enter unless the need for it arose.


#2313
Hi, my favorite Italian!

After reading Dave Gilbert's pro-tip in another thread, here is the thing that comes to mind: does that game use a plugin that relies on an obsolete technology, such as 16-bits colors or DirectDraw or something? (regardless of what YOU choose in the setup). Only the developers can answer that, infortunately.
#2314
[generic answer] Didn't play the game, but did you try pressing F5?
#2315
No worries! By the time Nelly II gets released, mobile devices will actually be a laser shot directly in your eyes, with a resolution of 102426*50358 ;)
#2316
Hi Shaila!
So cool you're here! I recognized the Ultima characters but it didn't shock me. As long as the game is good! And I know your games are generally nice, story-wise. Congrats!
#2317
@bbalint85 : pro-tip for you: if you want to avoid A LOT of trouble, don't forget to leave 2 or 3 unused dialog options inbetween each actually-used dialog option of your dialog. This way you can fix your dialog later if you forgot someting.
#2318
yep, definitely. The "AGS chat client" system is still one bit more recent, stable and easy to use than the TCP/IP plugin --even though CVB was great in its time! What we still need is a system to exchange sprites between clients ;)
#2319
I played the game, it had a nice level of finish and polishing (for a MAGS game), even though there were still a few non-blocking bugs

Spoiler

(e.g.: after you give the ingredients to your mom, you can leave the room immediately, before even tasting the dish -- and then the character tastes it automatically in his room, but then you still have to go back to the kitchen to "unlock" the puzzle by talking to mom)
[close]

The puzzles were a bit naive, so I'd say this game is a bit weak on the writing side, but it's till enjoyable to play a short adventure through while enjoying the graphics, reading the dialogs, and finishing the game -- without encountering any major inconvenience. Entertaining, overall.

#2320
Quote from: Crimson Wizard on Fri 30/08/2013 15:46:11
Just to double check - you are looking at the "audio.vox" size, not exe size?

Yes I am.
Don't try to reproduce, maybe my description of the issue was inconsistent because I didn't know what I was looking for. What you wrote helps me a lot understanding in what order I should remove stuff from the game.
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