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Messages - Vince Twelve

#21
Hot damn, this looks amazing!  Good luck guys!
#23
Calin, is there any up-to-date documentation for the Lua plugin?  All the examples on the site that I've tried have not compiled.  I was able to call a lua function and gat it to display text to the screen, but I couldn't get the functions to return anything.  The compiler says LuaValue doesn't exist, or when I try LuaValueList, I'm not sure how to get it to a string.  There are contradicting examples out there, but they don't seem to work.

Also, I haven't looked into this, but does using this rule out using the iOS/Mac/Android ports as they currently exist?
#24
This was a great one! I'm really glad you had Andail on. That was a great discussion on the creation and creative intentions of TSP.  And I'm really excited that Andail's working on his next game!
#25
Huh, this is how they show up in the iPhone podcast app.  It's a shitty app though, so maybe that's the problem.


#26
Yyyyeeeeah, if you could go ahead and start putting dates on your episodes on iTunes so they don't show up in random order and the auto-download new episodes notification would work, that'd be grrreeeaaat.



Also, interview Andail when you get a chance.  I'll get you a copy of that memo.
#27
Congrats guys!  Amazing to see this series grow and change and finally come to an end!  Big accomplishment for all involved.

I'm going to have to replay through all the other games before I get to this one, but I'm looking forward to the ride!
#28
Woo!  Congrats Andail!  I'm definitely looking forward to seeing the finished product!
#30
Quote from: Disco on Fri 28/03/2014 01:53:41
Thank you to Vince Twelve for helping me write this post :D

Always happy to help! :-*
#31
Thanks, Ryan!  PMed!
#32
As far as I can tell, I have to be Canadian, or have a Canadian address in order to buy a .ca domain name.  I don't know if there are any rules about this, but are there any trustworthy Canadians who would help me acquire one of those fancy domains for an upcoming project of mine? (I'll pay for the domain, of course!)
#33
New record for namedropping in the podcast!  I didn't know who a handful of the people mentioned are. :-[  But it sounded like fun!

And what the hell was that song at the end?  What's going on?  Where am I?
#34
Me too!  I'm avoiding all the info they're leaking out via Kickstarter Updates, though.
#35
Quote from: Andail on Sun 09/03/2014 08:43:34
Interesting, Vince, that such a big game uses quite a low amount of rooms.

When you're paying for each one rather than drawing them all yourself, you think long and hard about your background economy!  I cut a bunch of corners, like deciding to have the city archives inside the police station instead of having a whole new location, or using the same room for the cemetery cutscene and as the view of the burning lab at the beginning, or using the baseball field as a catch-all to combine a few other rooms that weren't really necessary.

Since I did most of the closeup backgrounds myself, I was more liberal with them, which led to the large number of contained closeup puzzles.

Quote from: Dualnames on Thu 13/03/2014 06:16:32
Why use rooms for close ups, it always bugged me as a no-no. Primordia used one room for close up, and I'll always be marked for life. I believe number of rooms 60 or so.

If it's a non-interactive closeup, especially a closeup of an inventory item or something that the player might be able to look at while standing anywhere in any room, a GUI or overlay might work better.  But for stuff with interactive puzzles (Tortoise's puzzle box, locker key magnet mini-game, re-wiring the fire door panel) it made more sense to use a room.  For one thing, the player will always be standing in the same place when they access the closeup, so there's no confusion about where to place the player when they return from the closeup.  It also allows you to keep all your code for the closeup puzzle contained in a single room script instead of creating it's own script module and cluttering up that list.

It's just a judgement call.
#36
Huge congratulations to all the winners and nominees, especially the Crystal Shard team and Ponch!  Well deserved wins and nominations all around!
#37
Well, that was chock full of good advice for single men with no children. (I have no personal space, help me!)

And phew, I thought you were going to go that whole podcast without mentioning me.  Thank god I slipped in at the end.  My ego!  MY EGO!
#38
Wow, what a great theme!  Congratulations!
#39
Resonance has a total of 77 "Rooms" but most of them are closeups, puzzles, or variations of the same room (day/night).  There are actually only 31 different walkable backgrounds if you don't count day/night/paintover versions of the same room (the five basement maintenance closets were one room, for instance).

I thought a lot about how I could reuse rooms and assets to get the most bang for my buck from my background artist.  I think it actually kept the game tighter, as well.
#40
Oh shit.  I didn't even notice she was holding the sword.  My eye glazed over it.  I read it as a guard rail or something she was holding onto or leaning against.

Changing the angle of the sword to make it more visible might be a good idea.

And I'm not sure it needs a tagline.  They always sound cheesy to me.  Unless you come up with a really good one, my opinion would be to leave it be.
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