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Messages - TheJBurger

#21
Ouch, didn't know they meant it that way.
#23
Completed Game Announcements / Re: Gemini Rue
Sat 02/04/2011 05:31:11
Gemini Rue gets a 9/10 from IGN!

April fools! No, wait. What? http://pc.ign.com/articles/115/1159074p1.html
#24
Completed Game Announcements / Re: Gemini Rue
Sat 02/04/2011 01:30:28
May 2011! It should have a giant picture of Crysis 2 on it.
#25
Completed Game Announcements / Re: Gemini Rue
Wed 30/03/2011 05:18:59
Thanks everybody for all the kind comments, playing, buying, enjoying, etc.  :)

If you have some moneys left over, check out PCGamer's May Issue (#213) - it has a review of Gemini Rue in it! (I will have it soon...)
#26
Quote from: Khris on Sat 12/03/2011 20:58:40
This should do it:

Code: ags
  int keycode = TextBoxInput.Chars[0];


You can assign an int to a char var and the other way 'round.

Thanks! This bit works great. How does it work to turn the ascii # back into a string matching it again?

Quote from: monkey_05_06 on Sat 12/03/2011 22:06:49
It's purely a matter of preference, but I wouldn't use a textbox at all. I would simply create another GUI to pop up when the user selects to change a key with a label on it like "Press the key you would like to use...". Then simply check in on_key_press whether the GUI is shown, and intercept key presses appropriately.
Sounds like a good idea. Is there a command to simply check "WhatKeyIsUserPressing" and grab that instead of going through them one by one?

Aside from that, I'm running into this new issue below:
Code: ags

// repeatedley execute always

// all key remaps are in a listbox

// keyboard remapping
      if (txtNewControl.Visible) { // yes
      }
      
      if (txtNewControl.Text != "") {
        int conflict=txtNewControl.Text.Chars[0]; 
        
        if (conflict != keyNew && (conflict == keyReload)) {
          Display("Error: key already in use - first re-assign in-use key");
          }
          
        else {
          
          // Update the List box
          String ctrl = txtNewControl.Text.UpperCase();
          
          // sets reload key...
          keyNew=txtNewControl.Text.Chars[0];
          // This should be "R"
          
          // This is to set the new KEY in both CODE and for the LISTBOX
          if (lstControls.Items[lstControls.SelectedIndex].Contains("reload")) {
            ctrl = ctrl.Append(": Reload"); // append w/ correct keyName
            keyReload=keyNew; // set new reload key... right!?
            Display("reload! %d", keyReload);
            // game displays "114" when AGS manual says R="82" ascii table
            
            }
          
          // Clear
          lstControls.Items[lstControls.SelectedIndex]=ctrl;
          txtNewControl.Text="";
          
          }
      
        gNewControl.Visible=false;
        
      }
    // end keyboard mapping  


I've got the bit where the textbox input translates into an ASCII code. The trouble is that the ASCII code doesn't seem to match what it should in order to remap the key.

For instance, in the AGS manual, it lists the key "R" as keycode 82. When I remap it while playing the game (I input "R") I do a check on the new code, and it lists as 114, which results in the remap not working. Other remaps for keys such as 1-10 (on the keyboard, not in the ASCII table) are remapped correctly, but for some reason the normal alphabet letters (A-Z) do not correspond to what they are in the manual.

Help!
#27
So I'm trying to implement a way for users to remap keyboard controls in AGS. My current idea is to create a GUI with a series of key "Buttons" referential to the re-mappable keys, and then clicking on a button would pop up a single textbox in which users can input the alternative key to remap.

The problem is (at least one of more) that I'm unsure how to get the input in the textbox translated into a form that "on_key_press" can recognize. I tried using a string -> integer, but then I don't think AGS can translate a string ("A" for example) into its ASCII equivalent? (I could be wrong) Or is there a way to do translate the texboxt input -> on_key_press ("keycode == "string"") with solely with strings? Or is there another completely better way to do it altogether? :)

Thanks!
Josh
#28
Completed Game Announcements / Re: Gemini Rue
Tue 08/03/2011 22:23:42
Quote from: Snarky on Tue 08/03/2011 19:44:45
So two of the characters in the game are named after Norse gods: Odin and Balder. Is there any significance to that?

Odin - yes.
Balder - coincidence.

Most of the character names have their etymological meanings reflect their personalities. eg:
Spoiler
Matthius/Matthias is the name of the apostle who replaced Judas Iscariot after his betrayal of Jesus.
[close]
#29
Completed Game Announcements / Re: Gemini Rue
Sun 06/03/2011 00:33:16
Hey everybody!

I finally got around to adding the game to the AGS database (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1407), so feel free to comment / rate if you wish!

-Josh
#30
Completed Game Announcements / Re: Gemini Rue
Mon 28/02/2011 02:51:02
Quote from: Snarky on Sat 26/02/2011 23:54:08
How do you trigger those?

I'll be replaying for the commentary, so it'd also be nice to know about other easter eggs, cool death scenes, optional dialogs, branching paths (I didn't get the impression that there are any, apart from backup solutions if you fail certain puzzles?), interesting alternative solutions to puzzles and that sort of thing.

Spoiler

There are 4 "official" easter eggs - 1 is in the first scene with Azriel, the other 3 are in the investigation scene with Azriel (where you can swap characters with Delta-Six).

Optional dialogs: you can try asking people about the 'escaped prisoner' which might turn up something.

Branching paths: not really, as you mentioned, but there are slightly different versions of the ending depending on things you do/say in the last scene.

I've probably said too much!  :)
[close]


Quote from: Cryxo on Sun 27/02/2011 19:47:46
I have one question though, it may sound a bit daft but what was the underlying inspiration behind the philosophy in Sayuri's speech at the end?

Spoiler

Personal experience / cliched movie endings. :)
[close]
#31
Completed Game Announcements / Re: Gemini Rue
Sat 26/02/2011 23:52:26
Quote from: Dualnames on Sat 26/02/2011 23:20:37
I found the game totally inspired by Cowboy Bebop,  it's so apparent that there are two easter eggs :P

4, actually.  :)
#32
Completed Game Announcements / Re: Gemini Rue
Sat 26/02/2011 22:56:16
Quote from: Snarky on Sat 26/02/2011 22:44:43
While I can understand why Blade Runner and Beneath a Steel Sky are the first things people compare it to, I'd say that Cowboy Bebop and particularly Portal are more evident in its DNA. (Seriously, the Director and GLaDOS should be dating.) There are also striking similarities with Dollhouse, though I assume those are coincidental, since the game was already in production when the show first aired.

I'm glad you picked this up, because Cowboy Bebop and Portal are the two main inspirations, with everything else being secondary. I also haven't played the Blade Runner game (or Snatcher) so any references to Blade Runner lie solely within the film context. (And I haven't seen Dollhouse, btw)

Quote from: Snarky on Sat 26/02/2011 22:44:43
So what's next for JBurger games? Are you thinking of more games in the same universe? I for one would certainly be in line for a sequel!

Spoiler
I don't know if making games in the same universe would justify their existence - this universe kind of solely exists for these two characters, and so to create parallel story lines might not be as respectful to that, at least in my opinion.
[close]
#34
Completed Game Announcements / Gemini Rue
Thu 24/02/2011 18:22:18
Joshua Nuernberger presents in association with WADJET EYE GAMES

2010 Independent Games Festival - Student Showcase Winner






Azriel Odin, ex-assassin, arrives on the rain-drenched planet of Barracus to find someone.  When things go horribly wrong, he can only seek help from the very criminals he used to work for.

Meanwhile, across the galaxy, a man called Delta-Six wakes up in a hospital with no memory.  Without knowing where to turn or who to trust, he vows to escape before he loses his identity completely.

As fate brings these two men closer together, we discover a world where life is cheap, identities are bought and sold, and a simple quest for redemption can change the fate of a whole galaxy.


Price: $14.99

BUY FULL GAME
FREE DEMO

TRAILER
TWITTER








AWARDS
Independent Games Festival 2010 - Student Showcase Finalist
Featured at IndieCade 2010 @ E3
Indie Games Arcade 2010


FEATURES
Full Voice Acting + Developer Commentary
4-8 Hours of Gameplay
Over 80 hand-painted backgrounds
A fine-tuned action system, fair to both action and non-action gamers
A traditional verb box point 'n click interface with the "KICK" Verb
Neo-Noir soundtrack by Nathan Allen Pinard

PRESS

"Without a doubt, this is already one of the best adventure games of 2011; visually, aurally and thematically stunning. A phenomenal achievement."
-Alternative Magazine Online

"It's got a very good story, believable dialogue, great atmosphere and of course most importantly of all the gameplay is good.  Highly recommended to all adventure game fans."
-Captain D's PC Game Reviews

"Gemini Rue is a truly excellent adventure game that fans shouldn't pass up"
-Gamezebo

"Gemini Rue, a neo-noir science-fiction point and click adventure, is a bloody good game. Filled with twists and turns, intricate storytelling and a welcome Blade Runner vibe, this is unlike anything I've ever played."
-Nukezilla

"Gemini Rue is a moody and meaty yarn that feels like a forgotten classic from yesteryear. Streamlined controls and clever puzzles make it suitable for old-school adventuring fans and newcomers alike. Highly recommended."
-dealspwn.com

"Gemini Rue is an exceptionally accomplished point-and-click adventure hybrid with a flair for detail in both narrative artistry and game design. I highly recommend it."
-Gaming Daily

"Gemini Rue is an engrossing story with an easy to use game mechanics system that I recommend for all players.  Go out there and give it a shot!"
-Gaming Shogun

"A brilliant sci-fi story-driven point-and-click adventure game which you don't want to miss out playing."
-noobfeed

"Based on it's mature story and gritty Sci-Fi theme, along with the unravelling of a neo-noir odyssey filled with plot twists, fans of adventure games will find the experience gratifying."
-I Luv Games

"This game has the potential to bring back the point-and-click genre to the mainstream and I would advise all point-and-click fans to pick it up ASAP."
-Capsule Computers

"A videogame capturing the essence of much that came before it while also leaving marks to call its own."
-Gamesugar

"[Gemini Rue] will leave you feeling like you've experienced something poignant."
-Digital Spy

"You will find Gemini Rue to be a gritty, immersive neo-noir story filled with plenty of twists and intrigue."
-Adventure Classic Gaming

"This is just insanely brilliant adventure gaming."
-Indiegames.com

"Why can't more point 'n click adventure games be like this?"
-PC Gamer

"With a story to rival that of any non-indie title, Gemini Rue's graphics and dual narrative will have you hooked from the moment you wake up as Delta-Six in constraints."
-Gamercast

"There's some lovely storytelling, and when I played through the game [...] I was hooked from start to finish.
-DIY Gamer

"A delightfully retro experience along with a gritty Blade Runner-esque vibe."
-Dealspwn

---

www.geminirue.com
#35
Quote from: Stupot on Wed 09/02/2011 15:04:36
Generally speaking I'm not a huge fan of action elements in adventure games, but I'm interested to see what it's like.  I do enjoy seeing interesting things being done with AGS, though.

How do these action sequences work?  Are they similar to the shooting sequence in La Croix Pan?  That game was a great use of AGS.

They're similar in that they're real-time, but different in that in Gemini Rue the action revolves around a cover system. In that way, the player is not always at risk of getting shot, but must time it appropriately when to pop out and risk their life to shoot.
#36
For those worried about the action scenes!

1) There are not *a lot* of action scenes in the game, and the ones that exist are spaced out enough so that you will not get stuck on one sequence for too long. Each action scene can be completed relatively quickly, provided you know what to do.

2) The action scenes, in a sense, are more puzzle-like than traditional action gameplay, as they don't require you to mash buttons per se, but rather require you to think about what you're doing and figure out the best course of action.

3) There will be an EASY mode for those less familiar with action elements, but the mode will still capture the essence of what the action contributes to the game.

Hope that answers any concerns!
#37
Hey, yes, we made a press announcement.  :=

New Trailer: http://www.youtube.com/watch?v=c1hKT075w6w
Official Website: www.geminirue.com

Official press release is as follows:

Quote
Neo-Noir Thriller Gemini Rue Coming February 24 from Wadjet Eye Games

Independent Game Festival winner transports players to a corrupt future for an intense, old-school adventure

 
NEW YORK, January 11, 2011 – Independent publisher Wadjet Eye Games and developer Joshua Nuernberger are announcing a partnership to commercially release Gemini Rue for PC. This retro-style adventure game, which combines creative point and click gameplay with a gripping sci-fi / noir narrative, was an Independent Game Festival Student Showcase winner in 2010. Gemini Rue will release February 24 from http://www.geminirue.com, with preorders starting today.

Gemini Rue (formerly known as Boryokudan Rue) is an intense adventure set in a bleak future dominated by the corrupt Boryokudan crime syndicate. Players assume the roles of two very different characters: Azriel Odin, an ex-assassin searching for a defector from the Gemini system, and "Delta-Six," a hospital inmate whose memory has been wiped by mysterious, Big Brother types. As fate brings the two men together, players explore a world where life is cheap, identities are bought and sold, and a simple quest for redemption can change an entire galaxy's fate.

Created with the Adventure Game Studio engine, Gemini Rue features a verb-based interface, hand-painted backgrounds, professional voice acting, and an original soundtrack composed by Nathan Allen Pinard. In-game commentary can be turned on to reveal development insights and bloopers, providing replay value.

"When Josh first showed us Gemini Rue, we knew we had something very special on our hands," says Dave Gilbert, Wadjet Eye Games' founder and CEO. "It's the type of game that keeps you on the edge of your seat. We played until we couldn't keep our eyes open, then eagerly started playing again when we woke up. Working with Josh to finish up the game has been a blast, and we're excited to finally share it with the world!"

Starting today, Gemini Rue can be preordered in both downloadable and limited edition CD versions. The download costs $14.99 and will be made available to purchasers upon Gemini Rue's February 24 release. The limited edition CD, which will only be sold during the preorder period, costs $24.99 including free shipping worldwide. Expected to ship in March, the CD release will include the game, a full MP3 soundtrack, and professional packaging, as well as free access to the downloadable version when Gemini Rue launches online.

To get a first look at the game or place a preorder, visit the official Gemini Rue website at http://www.geminirue.com.




About Joshua Neurnberger

Joshua Nuernberger is an undergraduate student at UCLA interested in illustration, narrative, film, and gaming. He has created several independent games using the Adventure Game Studio engine, including La Croix Pan and Chatroom. His first commercial game, Gemini Rue, was showcased at IndieCade @ E3, the Indie Games Arcade, and the Independent Game Festival, where it won a Student Showcase award in 2010. He maintains a game development and analysis blog at http://jburger.blogspot.com.


About Wadjet Eye Games

Founded in 2006, Wadjet Eye Games has developed a reputation for producing award-winning and critically acclaimed adventure games for the PC. Committed to creating unique character-driven game experiences around recognizable brands, Wadjet Eye has grown from a small homebrew operation to a company sought after by major publishers. The company's award-winning portfolio includes The Shivah and the Blackwell series, both of which have garnered Game Developers Choice nominations, Puzzle Bots, which was selected for the Penny Arcade Expo's PAX 10 showcase, and IGF Student Showcase winner Gemini Rue. For more information, visit http://www.wadjeteyegames.com.


Contact

Wadjet Eye Games Public Relations

pr@wadjeteyegames.com

To recap:

Gemini Rue is coming February 24, 2011!

COST: $14.99!
LIMITED EDITION CDS which will only be sold during the preorder period, costs $24.99 including free shipping worldwide!

The game will now feature full voice acting, developer commentary, and updated character art, to be published under Wadjet Eye Games!

For more details, visit www.geminirue.com.

-Josh
#38
Chris,

I installed the patch.

Whenever I run the game I get a security warning that the publisher could not be verified. If I click OK, the game runs as normal. If I click CANCEL I get this error:

Code: ags

Error: The operation was canceled by the user
Version: AGS 3.2.0.103

System.Exception: The operation was canceled by the user ---> System.ComponentModel.Win32Exception: The operation was canceled by the user
   at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- End of inner exception stack trace ---
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
#39
Great, thanks!
#40
Pumaman, I sent you a PM with details on how to replicate the crash in an uploaded version of the game.

Please let me know that you got it, thanks!
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