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Topics - Oz

#21
Okay, the theme for this compo is psychological horror. Compose a theme or a soundtrack piece for a survival horror game. Key words are tension, dynamics, subliminal effect, etc. All you can think of that will make the player anxious and nervy. Think of a game like Silent Hill or Alone in the Dark, where the player moves around a hostile environment full of paranormal activity. Make it creepy!
#22
Critics' Lounge / Metropolitan Groove
Thu 16/12/2004 02:29:22
Here is a tight jam session for you:

http://hem.bredband.net/jericho/Metropolitan.ogg

I'm going for that 70's urban feel, trying to capture the pulse of the city.
The beat is a little repetitive, I'd like to break it up a bit, but I'm not sure how. Any ideas?

I hope you like this one!
#23
It started snowing, lots of snow. I was inspired by the season! :)

This one needs a lot of tweaking. I know the guitar line isn't very dynamic. Other than that, I'd like some suggestions on where to go with this. Up tempo, down tempo, a beat shift? I'm stuck trying to extend it without making it repetitive and boring...

http://hem.bredband.net/jericho/Bells.ogg

Oh yeah, it needs an intro. I was thinking along the lines of acoustic bass harmonics. Hmmm.
#24
I need to play back a sound on a specific view/frame. I know I can assign a sound to a certain frame in the view editor, but I want a different sound in each room, so I want to be able to set this through the script. Here is what I tried:

if ((character[JOSH].view == 40) && (character[JOSH].frame == 6)) {
Ã,  PlaySound(4);
}

I put this in 'repeatdly execute', but no sound!
#25
Hey,

I have a text overlay on top of the screen that I want to disappear whenever the iconbar GUI is visible (otherwise they overlap and things get messy). How would I go about doing this? I tried this:

// in the script header:

int location;

// in 'after fadein':

if (IsGUIOn(3)==1){
location=CreateTextOverlay(130,10,100,0,65503,"text");
}

if (IsGUIOn(3)==0){
RemoveOverlay(location);
}

When I try this I get an "invalid overlay id passed" error message.

Should the part removing the overlay go in 'repeatedly execute'? If so, how do I prevent the overlay to
be created over and over again until the limit of created overlays is reached?

The main problem seems to be the "invalid overlay id" though.
#26
I have assigned two sound effects to two frames of an animation spanning two loops (24 frames). The first sound effect plays on frame 4 (the first loop) and the second sound effect plays on frame 21 (the second loop), so they each play in different (linked) loops. Both effects play back correctly when i play the animation forward, but when I reverse the animation (using AnimteObjectEx), the sound effect that is supposed to play at frame 21 is not heard at all, but is instead played on frame 4, where the other sound effect should be playing. Hmmm. Is anyone getting this? :D

Is this a bug or am I just missing something here? It's late...

#27
Is there any way I can move an object (MoveObjectDirect) without the game being paused or do I have to make the object a character in order to be able to do this (MoveCharacter)? I'm looking to have small things moving around in the backgrounds (birds flying by, cars passing, etc).
#28
As far as I understand it is not possible to change the dialogue font. I figure the only way to change it is to overwrite it? Am I correct? Which font is used for dialogues (can't quite make it out)?
#29
Is there any way I can make text messages fade in/out on the screen? I know this can be done if you type the text in a paint program, save it as an image and use it as an object in a room (fading it using SetObjectTransparency). However, it would be a lot more flexible to be able to fade in-game text messages. Is this possible?

EDIT:

The problem as I see it is that in-game text is always displayed on top of everything else so you can't use objects to or areas to affect it.

EDIT:

I found the solution here!

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=10480.0

Thanks densming! Useful piece of code!
#30
Critics' Lounge / Blues
Thu 11/11/2004 20:13:00
Hey all! Good to see the forums back online. :)

I was toying around with a guitar sample pack and decided to compose a country-blues-rock tune.

Work in progress:

http://hem.bredband.net/b280734/blues.mp3

It feels like it lacks something, vocals?
#31
Is there any way I can control the Z order of objects (like with GUIs)?
#32
Critics' Lounge / Wake up the neighbours!
Sat 25/09/2004 16:29:40
Well, I decided to try to do something heavy using Reason, and I guess this one turned into somewhat of an industrial monster. Have a listen and tell me what you think. :)

http://hem.bredband.net/b280734/shard.mp3

A bit messy, but at least it makes some noise. :)
#33
Critics' Lounge / Sleepy tune
Wed 22/09/2004 16:30:48
Well, this was going to go into Geoffkahn's "sleepy tune" music contest, but I completely forgot about it, so I'm posting it here instead.

Inpired by the Woodtick Song from Monkey Island II:

http://hem.bredband.net/b280734/jamboree.ogg

#34
Critics' Lounge / Characters
Sat 18/09/2004 15:46:16
[Edit]

Here's a new "test face" with some better features and shading



[Original post]

This is a set of characters for my current project The Prophecy. These guys will all be part of your "guild", so you will be able to play them all at different points in the game. I'm not primarily a graphics artist, and I've just gotten into drawing using paint programs (rather pixeling). Drawing human beings and faces in particular is all new to me, so any feedback would be appreciated!

#35
Okay,

On the main (title) screen, I want a little bar with three buttons:

[load game] - [quit game] - [new game]

I've created a GUI for this in the GUI editor with three buttons each linked to the script ("run script").

On the main screen, I call the GUI using GUIOn(3); and it appears correctly. I've created a script for the quit button which is as follows:

    if (interface == 3) { //the custom GUI
    if (button == 2) { //the quit button
    QuitGame(0); //quit game
      }
    }

I've added this to the "#sectionstart interface_click" section in the global script, so it runs under the function "interface_click(int interface, int button)".

The problem is that when I click the quit button, nothing happens. The GUI is apparently active because the rollover images for the buttons work.

Any ideas as to what might be wrong?
#36
Sorry for the delay!

Okay, picture this:

1975 - Two funky-as-hell undercover cops are slowly cruising the streets of downtown San Francisco in an orange Mustang Mach 1. All of a sudden a Camaro Supersport roars past the Mustang at a ridiculous speed, sparks flying, wheels screeching, bumper rattling. Red light on the roof. The chase is on!

So basically, 70's cop show car chase music. Bullit, Starsky & Hutch, Dukes of Hazard, Vanishing Point. :)



Good luck!
#37
Critics' Lounge / Caribbean tune trio
Sun 05/09/2004 17:57:20
Well, summer is taking its last breath up here in Sweden, so I felt like composing some summerish tunes to try to prolong it a bit. :)

I couldn't find much inspiration with the leaves falling outside, so I dug up some old midi tunes I composed several years ago when the Yamaha XG and Cakewalk Pro Audio was all the rage, and gave them each a face lift.

This one is an all out reggae tune with subtle hints of soul:

http://hem.bredband.net/b280734/spirit.mp3

And this one is somewhat of a calypso/bossa monster featuring Barry White:

http://hem.bredband.net/b280734/pinja.mp3

Finally, a tune slightly inspired by the Monkey Island games. The ending is a bit abrupt (I got tired of working on it):

http://hem.bredband.net/b280734/caribbean.mp3

Not very polished yet, but I hope you like them!
#38
Critics' Lounge / Cut scene music
Sun 29/08/2004 04:29:00
Well, this one is meant to play during parts of the intro for my game "The Prophecy". The intro will depict the outbreak of a global armed conflict and I'm thinking about using still images to portray this. Just a short clip here:

http://hem.bredband.net/jericho/microbe.mp3

I'm not sure if it's too mellow to use as background music for an intro depicting a violent conflict, but I'm hoping to produce a feeling of sadness and dejection.
#39
Critics' Lounge / Promotional art
Mon 16/08/2004 05:17:27
I drew this as a "PR screen" for my current project (The Prophecy). It was pixeled entirely by hand (256 colors 320x240) and took me a few hours to complete. Any C&C would be appreciated, as I am not primarily a gfx artist. ;)



Basic setting for the game:

The Prophecy is a cyberpunk dystopian adventure set in a disorderly nomad world, scorched and torn apart by devastating war. Borders and nations have siezed to exist and a melting pot of different cultures thrive in a group of metropolitan mega cities that compose the scattered remains of civilization. Science has failed to salvage mankind from agony and after centuries of being inprisoned by advanced technology, people are reverting to leading a more traditional existence. Trust and faith is put in religion and nature.

More about the actual story later! :)

I hope you like it!
#40
My cyberpunk/dystopia adventure (The Prophecy) is coming along pretty well. It features religious elements and is heavy on the existential issue. I've been working quite hard to find a musical style to suit the game's feel. As the gameplay will take place in a disorderly nomad world where arab culture is dominant, I feel the music should reflect this somehow. Listen to this and tell me what you think:

http://hem.bredband.net/minefield/prophecy.mp3

The game will be high/low tech and set in a world where science has failed and people put their trust in religion and faith.
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