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Messages - Revonx

#21
I hope everyone had a good christmas, ;D

Anyone whos already played the demo can contact me here or at my email: Revonx@gmail.com, I'll be waiting to hear any kind of input. I'm out of the country for the next few weeks but I'll still be checking the forums and email. Alot of people have been emailing me, asking if they have to pay to play, just to reiterate: It will NOT cost you a thing, so if you find that you're beeing roped into buying something, (for example the subscription offers on Megaupload, where I posted the demo) that has nothing to do with me, so don't give away any of your hard earned cash, especially not to overpriced websites like Megaupload!

Before the game is released, I shall purchase a small website of my own, where I will upload the full game and (if asked and deemed worthwhile) games from other creators aswell, for free.

Stay in touch,

Revonx.
#22
Just completed the game, very impressive and was a thousand times better than what I thought it would be. It really pays a homage to all adventure games. Noticed a minor bug in the room with the zebra like rug: there were problems with the walk-behind in the door on the right, just though I'd bring it  to your intentions.

Regards,
Revonx.
#23
Hi Frodo, glad you are liking it so far. ;D

To answer your questions:

Q1:The intro is wonderful, and I love the whole Thidney story.  But when you die, and have to restart the game, is there away to skip the intro, or do we have to watch it all again?

A1: I will implement a question before the intro which asks the player if he or she has played before and are therefore given the choice to skip, if they so wish.

Q2: When I look at characters, I get their bio first, but then I see a screen with some characters and lots of question marks everywhere.  Is this intentional?

A2: Yes, this was intentional, this is the characters screen. The idea is, at that any point in the game you can open the characters screen to view a character, gain hints about them, view their inventory e.t.c. The question marks are there because characters are unlockable along the way. Every time you look at a new character a question mark is unlocked and the character is available.
How did you find it implemented in the game? :D

Regards,
Revonx.
#24
Quote from: SteveD on Sun 21/12/2008 19:03:00
Hi Revonx,

Will I have to subscripe and pay with that website in order to play the KOM demo?

Regards

Stephen

No you won't have to pay or subscribe to play, wouldn't have used megaupload if that was the case. ;D Enjoy.
#25
Merry Christmas!

Demo Available at top of the page
#26
Hi, quick question, apologies if this should be in General Discussion rather than Beginners.

Been experimenting, attempting to find the best possible DIST and EAGERNESS when a character follows another character. Obviously I realise it depends on the type of game you're creating,  resolution, e.t.c. But wondering if anyone whos created or is creating an AGS game found a good balance between the two.

At the moment I'm using:
cNPC.FollowCharacter(cPlayer, 1, 10);
When cNPC has a uniformed movement speed of 5
And cPlayer has a uniformed movement speed of 4

Which isn't bad, but could perhaps be better. I appreciate this question might be difficult in answering as I've given you no other information, but any kind of input would be appreciated.

Revonx.
#27
Hi guys, sorry I haven't been checking the forums, I'm making excellent progress on the full version and I'll be posting a demo up for all of you to play this weekend.
Regards,
Revonx.
#28
Thanks, I never knew that, I'll check if thats the problem
;)
Revonx
#29
I have music for each room, each mp3,ogg lasts approximately ten seconds and then repeats itself so it sounds like one piece of continous music, if that makes sense. (Think of one of those annoying pieces of repetitious music you hear in supermarkets) All works great except in the transition from when the mp3,ogg ends and the same mp3,ogg starts again. There is a gap of silence lasting around a second maybe less.

My question is therefore, is there any way to remove this 'gap of silence' so that the transition of the mp3,ogg to the next is smooth and uninterrupted. A solution to this of course would be to create a longer piece of music already repeating itself over. But this would mean extra unecessary data and it would have to come to an end at some point, even if it was after five minuites. Hopefully someone knows the answer, whether its the fact that AGS can't fix this or a simple script to correct it.

Thanks in advance,

Revonx. :)
#30
Quote from: KhrisMUC on Wed 05/11/2008 21:45:47
No he isn't.

It depends, is the NPC supposed to stop if the player character is e.g. going to talk to the NPC?
You could send the player to the NPC's coordinates (e.g. cNpc.x-20, cNpc.y).

The NPC stops anyway, any cursor click (other than walk to) on the NPC pauses any animation that it was doing. What I had in mind was a kind of 'walk to point' for characters such as there is for hotspots. This code that you have above, how would it be formulated into a 'character[EGO].Walk' command, or something similar. I didn't find anything in the guide, I hope I'm making some degree of sense. ;D.
#31
How to Move player character to a still moving NPC?

Probably a simple answer, couldn't find anything out about it though. I've been using a changing variable everytime an NPC walks onto a region and moving the player character accordingly. However, there must be a simpler way to do this out there. Also, is there a default distance or can you reset the actual pixel difference between the playable character and an NPC, when performing such tasks as looking, talking or using an inventory item on a still moving NPC.
#32
Thanks don't know why I didn't think of that ;D
Revonx
#33
Beginners' Technical Questions / GUI Fade in
Thu 30/10/2008 19:10:26
Fade out code is provided by the manual and works just fine.

int trans = gIGui2.Transparency;
while (trans < 100) {
  trans++;
  gIGui2.Transparency = trans;
  Wait(1);
}

What would be the exact code in this instance for the gGui2 fading in?
#34
Short in game video uploaded, briefly showing a few features of the game. Please ignore the lag, it is due to the video capture and is not representative of in-game action:
http://uk.youtube.com/watch?v=H_0zkHEmdl0
#35
AGS Games in Production / Re: Boryokudan Rue
Mon 27/10/2008 17:00:29
Looks great, are the two stories related?

Revonx
#36
This looks fantastic, a great idea, very interested. :o
Revonx.
#37
Quote from: Mods on Sun 26/10/2008 18:05:41
Nice idea! I'd love to play the full version of the original though before I play this :) I loved the original demo. Will your game have all the 3D cutscenes, remade or ripped?
I'd love to say remade, but I'm afraid they WILL be ripped. Damn my laziness! I offer you a great amount of luck in trying to get the original game to run on your computer, it is a very incompatible game for any machine running under XP or Vista or any modern apple. Thankyou for taking an interest. ;D

Revonx.
#38
Quote from: Trent R on Sat 18/10/2008 05:01:50
Don't worry Revonx, every indie game developer has setbacks and delays. I doubt there's a single AGSer that has done everything on time (except maybe CJ, but he has a right to say "It's not realeased, stop bothering me")

As for your game, it has a very interesting look, and I'm excited to play. I've never heard of the original, so I'm betting that your remake will be my only choice to get it.

~Trent

Hopefully there will be no more delays, glad more people are interested. ;D

Revonx.
#39
Hi,

Having a problem with the module that I can't figure out. When I run the game it works fine except for sometimes at random removing either a character from the game entirely or incorrecly placing a character into a non designated room scrolling up and down the right side of the room itself, quite bizzare.
Hopefully its a simple explanation that I failed to acknowledge.

Heres the code:

function game_start() // called when the game starts, before the first room is loaded
  {
    CharacterControl.CreateChain(1, "ROOM:7,30,170; WALK:319,176;");
CharacterControl.AppendChain(1, "ROOM:3,0,175; WALK:319,174;");
CharacterControl.AppendChain(1, "ROOM:16,0,182; WALK:140,172; WAIT:100; WALK: 300,170; WAIT: 100; WALK:140,172; WAIT:100; WALK:0,179;");
CharacterControl.AppendChain(1, "ROOM:3,319,174; WALK:0,175;");
CharacterControl.AppendChain(1, "ROOM:7,319,176; WALK:30,170; GOTO:1;");
CharacterControl.StartExecuting(cGoliath, 1);
CharacterControl.CreateChain(2, "ROOM:11,165,152; WAIT: 100; LOOK: 160,160; WAIT: 100; ANIMATE:4,0,0; WAIT: 100; WALK: 274,153; WAIT: 200; WALK: 266,111; WAIT: 200; WAIT: 100;");
CharacterControl.AppendChain(2, "WALK:274,153; WAIT: 100; WALK:165,152; GOTO:1;");
CharacterControl.StartExecuting(cCop, 2);
}

Hoping someone knows whats going on.  ;D

Revonx.
#40
Hi,

Apologies to those waiting for the demo, I'm waiting on some input from an outside source which will add to the game, I did promise a demo this week, but I'm behind schedule, excpect one within a fortnight.

Keep in touch,

Revonx
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