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Messages - Vince Twelve

#221
Quote from: poc301 on Tue 13/09/2011 22:40:00
I hear 2015 is going to be a good year!

Resonance 2015!
#222
Looking forward to playing these guys!  OROW always produces some of the most interesting games.
#223
Dave, if you decide to go the stand-alone remade winsetup with ability to translate and customize, I would definitely want a piece of that action for Resonance.
#224
I also had this happen.  It was caused by using an SVN to share the code between myself and another coder.  I forgot to update my SVN with the other coder's new changes before starting to add my own changes, and the SVN tried to combine the two conflicting versions of the spriteindex.dat.

In your case, it could have happened through some automated backup/recovery or just you copying some files somehow.

I was able to fix it, as tolworthy mentioned, by deleting all those sprites and re-importing them.  Better to bite the bullet and fix it now  rather than have some big blowup later.

After I did this to repair it, it hasn't happened since.
#225
Quote from: ProgZmax on Sat 06/08/2011 05:24:31
Wow, it's already Friday?  I was just going to offer to help out with someone else's entry since I don't have time to do one myself.

Guess I should have thought of that five days ago.

If someone still needs some help with art assets or music or programming, you can PM me and I'll see what I can do if I haven't already signed on to help someone by then.

Want to help with mine?  I estimate we can get it done in five years.
#226
I've got to agree with Ascovel on some of his picks.  Grim Fandango (obviously), Myst, and Riven.  And I loved the Dark Eye, but haven't played it since I was in highschool and can't remember the music, but now I want to play it again so bad just because you mentioned it.  Also, I agree with Mods on the Dig's opening.  I haven't played the game in years and years either, but I can still hear that music in my head.
#227
Infinity Bit is a tile based platformer.  I used Mappy to layout the levels and export text files which were read in by AGS and drawn onto the screen.  I made it in less than a month and designed features as I was going along with little forethought.  I didn't even know it was going to be a platformer when I started.  So I wound up coding myself into a bit of a corner and causing the game to have performance issues, but it all worked out.

Source code is available here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=41576.0 but again... messy.
#228
I had a blast listening and watching while working on my own game!  Excellent inspiration.  I've decided to add a hillbilly narrator to Resonance.  Unfortunately, the time you chose for the next one counts me out since I can only really do it after I get the kids in bed.  Hopefully, you'll have a later one again at some point!
#229
I'm trying to buy a house right now (with all your Resonance pre-order money) and it's really hard!  Having to grow up sucks.  I wish I could play Portal 2.

Here's a Resonance Screenshot

Great thread.
#230
That was interesting, and definitely rang true!  Thanks for the link!
#231
All done!  I recorded it!  http://www.ustream.tv/recorded/15258290  Two hours and seventeen minutes of AGS and photoshop action!  Exciting!  :-\  No sound because the family are all asleep.

The video documents me taking a photoshop background I've been working on for two days and chopping it up into image files, then importing the files and programming an entire puzzle out of it in a couple hundred lines of code.  Don't worry too much about spoilers if you're going to take a look.  It is a very easy puzzle that I'm adding to the very beginning of the game to help serve as a part of a gameplay tutorial.

If you were watching, sorry I wasn't as chatty as usual.  Ustream was being very temperamental this time so I couldn't watch the chat.
#232
I release a couple hours of live Resonance development!  (I'll try to record this time.  Not sure how the computer will handle that...)  Starting live in a couple minutes: http://ustre.am/wJxq
#233
Resonance.  Not out yet!  But there's a screenshot of the scene here:



Obviously, you can't see the movement, but there's stuff going on out side the windows/doors, and you can walk up and down the train.

The train also pulls into stations and stops, doors open, people enter/exit, then it continues back into the loop, etc.  So you can definitely get this to do what you want.
#234
I have a room very much like this in my game.  The way I did it was to make the train an object with baseline 2.  Then you have an object for the background with baseline 1.  You will put code into repeatedly_execute_always that moves the background object across the screen.  Two ways to handle the looping:

a) have two background objects one next to the other with the same image.  When one gets all the way across the screen, it moves automatically to the other side of it's partner.  So if they're scrolling to the left, the code would be something to the effect of.

(in room load)

oBackground1.x=0;
oBackground2.x=widthofbackgroundsprite;

(in rep_ex_always)

oBackground1.x=oBackground1.x-speed;
oBackground2.x=oBackground2.x-speed;

if(oBackground1.x<=-widthofbackgroundsprite) oBackground1.x=oBackground2.x+widthofbackgroundsprite;
if(oBackground2.x<=-widthofbackgroundsprite) oBackground2.x=oBackground1.x+widthofbackgroundsprite;

b) Or, just have one background object, but copy the left-most 800 pixels of the image to the right, extending the sprite by the screen width.  Then when that object gets to x==-widthofbackgroundsprite+800, set x=0.

Hopefully that's a useful nudge.
#235
God, I'm so with you on this.  I wish I had a good answer.  I draw diagrams on scratch paper.  Lots of arrows.  Then I implement it and decide it sucks and start from scratch.

The best answer may be that simpler is better.
#236
What?!  Best news of the day!   Osama-who?

Downloading now!
#238
Yeah, and don't even try to copy my Wacky Physics.  That shit is trademarked!
#239
Yeah, the perspective isn't perfect in the background, but it does make sense, promise!

Video may help: http://xiigames.com/2009/03/28/resonance-developers-diary-video-2/
#240
Completed Game Announcements / Re: Gemini Rue
Thu 07/04/2011 20:15:45
Holy cow, that's awesome!  (Off topic: isn't it weird that the lowest reviewed game of the quarter got a 61?  Shouldn't that still be an above average game?)
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