Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sughly

#21
No, I finally figured it out. Deep in the room1 code I closed one of the speech lines twice, ie with two );

So it was a parser error after all. Simply my own stupidity, suprise surprise. Thanks so much for trying to help once again Khris!
#22
It's literally just this...

QuotecSpeaker.Say("Don't move! Don't go ANYWHERE!");

I thought that might have been the case, what you've suggested, so I'm trying to go through all the code but I can't find anything broken (yet). The game compiles fine, runs fine too. It just comes up with these errors during auto-numbering and creating the voice script  :~(

EDIT: It's weird... if I rewrite the line as "Dont move, don't go ANYWHERE!" it still brings up an error... but if I just add another word at the end, even just a space (ie "Don't move! Don't go ANYWHERE! "), it accepts this line and brings up an error on another later line (which also seems fine). Could it just be corrupted somehow? Very confusing...

EDIT #2: Just to let you know, after adding spaces to the end of each line it was bringing up with a parsing error (ended up being about 6 different lines), it worked. I have no idea what happened, and it was a weird way of fixing it, so I suppose it's not really correct to rename the thread solved  ???

EDIT #3: Sorry for these constant updates but it didn't really work. It seems to only be affecting the script for Room 1. By didn't work I mean it says that it did, but half the speech doesn't have any assigned speech numbers, and some speech even as the numbers assigned at the end of the line of code rather than the beginning. What the heck!?
#23
Alright, I'm baffled by this. Every time I run the 'Auto-number speech lines' wizard, I get this error:



As far as I can tell, there aren't any parse errors. I'm even more sure of this since I tried going in and literally rewriting the line that's been pulled up, it just creates the exact same error for another line, and these lines don't seem to have anything wrong with them! It also seems like I get the same error for 'Create voice acting script', and whether it's for the same reason or not (I assume it might be since it's referring to parsing errors) I get this error if I use the Speech Center plugin:



If anyone at all can shine some light on what's happening here, maybe there's something those error messages are showing that I don't see or understand, then I'd really appreciate it!
#24
Quote from: riverk on Tue 15/05/2012 05:29:14
Looks awesome! When is the deadline? I just finished building a new booth and have to work in an hour, otherwise I'd jump on this. I have however posted a link to this at solidStudios!

Thanks for forwarding it, I appreciate it! Sorry, I just realised there isn't any kind of date posted, but I'll keep it up for about another week and a half (making the deadline approx 27th May, but that's a very liberal deadline) so no need to rush. Good luck, and thanks everyone for your interest!
#25
Krams Design presents...


The Game:
Anna's Quest is a short form, black comedy adventure game that's a dark fairy-tale like story inspired by The Brothers Grimm with a sci-fi twist.

The story follows Anna, a young girl kept under lock and key in a deep, dark wood by an evil old woman who runs Anna through a series of tests and experiments. What she doesn't count on, however, are the powerful telekinetic forces brought up within Anna that opens up her first window of escape...
For more info on the game, visit the AGS game thread here or the official website here. An early version of the intro movie can be seen here, as well as a slightly outdated teaser here.

Auditions:
I'm currently looking for actors to cast for all four of the characters with speaking roles in the first two chapters of the game. Below, the four character pics link to their individual character sheets with details on their personality and audition lines I'm after. If you're interested, please record a take or two of each line and email them through to me as soon as you can. My email is dbe.krams@gmail.com
I've posted this around quite a few different places, but I've been impressed by some of the voices you guys have done for previous AGS games, so I'm pretty keen to see if there's any interest in here to fill the roles!

Characters needed to be cast:
(please click image for full character sheets and audition lines)

               

Feel free to audition for however many characters you like! If you have any queries at all, leave them as a reply here or otherwise email me them too if you like. Thanks for checking the page out, and I look forward to hearing your audition :-D

UPDATE - 30th May 2012: All auditions are now closed off, with the casting currently underway. If you've sent in an audition, you should be hearing back from me in the next few days. A really huge and genuine thanks to everyone for entering, the response was amazing! It's a shame I can't cast more people this episode, but there will be more characters and more episodes in the not so distant future...
#26
Quote from: Sinsin on Thu 12/04/2012 00:24:00
With all thats going on in just this thread its a wonder how the heck CJ got here in the first place. My brain hurts just reading it all  (maybe because i have spent too much time away these last few years )

I know I am useless at code, but I care enough to want to know whats going to happen. In fact what is happening? Whos doing what? And where the hell is my ham sandwich?

I read Wyz' plan (kudos) but why do I feel like I should be doing more to help.

I chuckled at this. I keep lurking around all these dev threads, spying on all you people smarter than me, and I feel bad I can't do more. I really wish I could  :(. But in order to avoid making this reply completely useless I just want to say that I appreciate all the hard work and dedication people are putting into this. Pretty exciting stuff!  :-D
#27
Ahhhhh ok, that makes sense. Yeah making those adjustments was enough to stop the loop at least, so thanks a heap Khris! It still processes a click if clicking through what the player character says about not being able to go through the exit, which the game doesnt normally do except at this one particular point, but that's not a huge issue anyway. Again, thanks a heap Khris! Lifesaver!
#28
Alright, can't seem to find anyone who's had the same issue exactly so here goes - I'm getting stuck in an endless loop. I have the mouse mode changing to an exit arrow over the hotspot for a room exit, and if the player hasn't met certain conditions, clicking on it triggers a scene where the player talks about why they cant use the exit yet. BUT at the end of this, the player keeps walking back to the hotspot and triggering the same scene over and over! I figure it's because the game is told to process the attempted exit when the mouse is in that particular mode, but I can't figure out a work around. I tried this at the end of the scene...

Code: ags
Mouse.Mode = eModeWalkto;
overhotspot.Text = "@OVERHOTSPOT@";
overhotspot.Visible = true;
player.StopMoving();


...in order to set the mouse mode back to normal, but nope, didn't help. As you can tell I'm just trying to throw whatever I can at the game to get it to not process the click at the end of this scene, but it's determined to ignore me and keep the loop going :(
I also have this code in repeatedly execute since I was having the mouse mode hanging in exit mode sometimes...

Code: ags
if (mouse.Mode == (eModeExitDown || eModeExitRight || eModeExitUp || eModeUsermode1)){
  if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hAttToRoof || Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hWeakSpot || Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hAtticToBed){
    //do nothing
  } else {
    if (cAnna.ActiveInventory == null){
      Mouse.Mode = eModeWalkto;
    } else {
      Mouse.Mode = eModeUseinv;
    }
  }
}


buuuut that doesnt help in this situation for some reason, even if I move it to repeatedly execute always. Anyone...?

EDIT: Ahhhh, okay, looking at that second code I realise its useless in this situation - the hotspot in question is hWeakSpot, and since the game still thinks the mouse is over the hotspot I suppose its just not doing anything and leaving it. I still need that code though to prevent the mouse from hanging in exit mode sometimes though... any suggestions?
#29
AGS Games in Production / Re: Primordia
Fri 04/05/2012 07:01:08
I was veeeery happy to hear Dave bring this one up in the interview! Was waiting to hear some good news on it, but this was great news - congrats guys! Look forward to it  :-D
#30
I'd just like to let you know Edmundito that I've finally got a chance to play around with this and... I would like to marry you. To say this is saving me time/ giving me so much more creativity with my game is an understatement. *bows down before you*
#31
Quote from: 2d_Matty on Mon 09/04/2012 06:00:53
Nice work Sughly, I saw this article a few days ago :D

Thanks Matty ;D
#32
*deep breath in* *deep breath out*... My body is ready to accept this game.
#33
I've used the Grim Fandango one exactly as it is for my game, Anna's Quest. I started out all over the place like you guys, then kind of attempted a table for all the rooms... only it didn't really get a good sense of how the game was flowing. The Grim Fandango one is great, extremely happy with following it myself. Really helps see gaping flaws in the design, how puzzles are weighted, etc etc.
#34
Oh hey I like animation! Oh but... this ended weeks ago. Oh but... noone entered? So... did it end? :-\
#35
General Discussion / Re: first
Tue 06/03/2012 00:47:58
I'm so clueless as to whatever the heck is going on in here :'(
#36
It's not much but hot damn, it's my first mention in a magazine with pages and everything so I'm pretty chuffed ;D



It's from an Australian mag called Hyper, in an article about local devs. Apparently I'm 'one to look out for in 2012' 8)
#37
Quote from: Armageddon on Sun 19/02/2012 07:12:39
Quote from: Sughly on Sat 18/02/2012 06:23:34
You guys are killing this,
I most certainly hope not. :-X I liked the animation, besides the little camera swing at the start. I kind of heard that Grim Fandango cut-scene start sound. :P

But... but... killing this as in, doing an awesome job. I'm not sure if you're having me on or not now :(
#38
Looking great as always Theo. You guys are killing this, really looking forward to the HD release
#39
Beautiful stuff! Really well done!
#40
Quote from: Peder Johnsen+ on Sat 11/02/2012 23:20:37
Reading Tim Schafer's latest tweet (https://twitter.com/#!/TimOfLegend/status/168471171480817664) it seems it will be a 2D game! ;D

GAAAAAASP!! Oh my... that's rather exciting. Not that I dont think they would do a good job with 3D, its just... 2D!! :D :D :D
SMF spam blocked by CleanTalk