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Messages - WHAM

#2761
Found it... The Views and characters had the same name... Didn't pop into my little mind that they cannot have the same name! >.<

The game is nearing completion at last, only a month or so until deadline! I might be popping here for more help in that time...
#2762
Hi! Bringing this thread back from the dead, as I'm back on the project and in need of help once again!

I worked a good while, making all kinds of changes to my game and as I tried to test-run it, I got the following error:

_AutoGenerated.ash(59): Error (line 59): macro 'ELLIE' already defined

in the Output window.

I have NO idea what could've caused this and I've been triyng to delete my most recent additions to the room scripts I was making, but with no effect. Any good ideas are welcome!

EDIT: oh! And ellie is one of the characters in the game, referred to with cEllie. Although that name is not supposed to be used in any of the games script at the moment, making this even more a mystery to me.
#2763
The remaking of the bare bones of the game is now finished.

Infection now has all the rooms, hotspots, doors and elevators fully functional, leaving me only the storyline and triggers to script, before the game is ready for release.

This means that the game just might make it before its deadline!

At the moment the game is being tested by a few people, and I am not taking any outside testers YET, although I will be looking for a few people interested in beta testing in a month or so.

There is also a DEMO available of the game! Hope you like it! Compared to the old demo that was here a long time ago, this version has less bits of the storyline and more base functions in the game. Fiddle around and you'll see!

http://www.kopteri.net/koti/tomi.kahkonen/

I will be updating again in a week or two!
#2764
Quote from: CosmoQueen on Sat 15/03/2008 01:41:59
Wow 0% on everything cept the GFX. We're going to be waiting a long time for this game aren't we? :)

Deadline is now at 30.5.2008, so hopefully you wont! Also: updated precentages! no more all zeroes!!!
#2765
Okay, here's a developement list to be completed ASAP:

[90%] Beef up the background graphics by adding lights, shades and details

[100%] Recreate the doors and basic layout of the ship and correct all past glitches in their operation

[100%] Recreate the elevators and correct all past glitches in their operation

[100%] Create hotspots and their functionalities

[1%] Create the game's events (Triggers and such)

[ ] Self-test the games function and correct visible errors

[25%] Create voice acting for the game and add the pre-created music (Music half-done)

[ ] Add the intro and outro to the game

[ ] Release the game (hopefully in time)

Here's a couple of images to show you how the backgrounds are being updated.




#2766
Well I'll be darned! I'm back on the project again!

An update on the situation of Infection 1 - The ship follows:

The game is facing a complete "start from scratch" phase, concerning the games script and sounds. Only the old graphics are being reused from the original project. Also, it has been given a concrete deadline which, if crossed, means I dont graduate from school this summer! The deadline is now set to 30.04.2008, and has a tiny little bit of extra just in case I need it.

Expect:

- More frequent updates concerning the game's developement.
- A higher quality voice acting than was originally planned.
- More fancy script things (such as: actually functioning motion detecting doors! (they didnt't quite work before))
- New original music, as I might have found someone willing to do music for the game!

Sorry for allowing the project to cool of for so long! Its been bothering me, and I'm really looking forward to making the second and third part too, seeing how far I've planned the story developement and such in the series, but the struggling I've encountered in the first part turned me off on the matter.

Also: the website linked to earlier in this thread should be modified some time in the coming two weeks time!
#2767
Here's yet another call for help.

Situation as follows: I have readymade base sprites, but I lack the skill to make them walk even remotely naturally. If anyone with skills in sprite animation is interested in helping out, I am in need of two or three different walk cycles.

Contact me if you have any interest in helping out!
#2768
Yeah... I was thinking about abandoning walk to points and using cEgo.Walk...

I just asked if anyone knew a better way so I wouldn't have to remove them all and replace them with the walking commands.

Thanks anyway.
#2769
Project again underway. New question has arisen.

My game is being quite heavy on different actions taking place as the main character walk onto a certain region (doors opening etc) but this has caused a veeery annoying problem.

If I anter a room and click on a hotspot that has a walk to point, and the character goes to this walk to point, he doesn't trigger any regions. This causes doors animating opening twice as they never closed and such. Is there a way to fix this?

Thanks again.
#2770
Just going to throw in a personal opinion:

These games are given an age restriction (in manhunt 2's case 18+ usually) that keeps kids from getting their hands on the games. Yes, this means that I think youg kids can be influenced negatively by this sort of material in some ways. Then again, how did the kids get their hands on the games? There was someone over 18+ that got them the games, or sold them the games. This would mean that its not the games fault, as it was not meant for children, but the adult's fault for failing to keep the game away from kids.

The way violent games affect youngsters and children? Simple! Only a few kids of the masses are already slightly or badly deranged and have a few screws loose in their heads. These few can take games so to heart that they begin re-enactments in real life. Then there's the 99,9% of underage players who dont do squat, because they are in their right mind.

Besides: does game violence really reflect in real life? Is it not the other way around? I talked to a few of my friends about the matter and they (as well as I) are in the lines of the following: We take out all anger and feelings of violence in videogames. We start up a violent videogame and blast the feck out of our enemies instead of doing it in real life. We could let out our violent feelings in the streets, beating up old granmas and little kids, but we dont. We play violent videogames and that's that! Videogame violence should be concidered as a sort of therapeutical way of relieving stress (this does not work with F.E.A.R. That thing CREATES stress... and makes me almos pee my pants sometimes...).

Final opinion:

No games should be banned and no material: violent, offensive, pornographic or anything else, denied access to from adults. The age restrictions should remain as-is, and "parents for security of children" organisations need to stop blaming the entertainment industries and start looking after their children. The saying: "Having a kid is a full time job" is no joke people!

(By the way: I am 17,9 years old (Sooo close!), played videogames from age of 6 and more or less violent ones from age of 8. Havent EVER even punched a person or tried to truly hurt another person. I have only hit someone in self defence, never to attack. Living a normal life, going to work and school and waiting for manhunt 2 to come out se I can PLAY!)
#2771
General Discussion / Re: Church of Satan
Thu 07/06/2007 12:36:19
Satanic Church = Atheism that has been given a funny name to piss off christians and to stand out of the crowd. They do not worship any god or such, but only nature and human itself. Therefore its not really a religion, its atheism. I've read the book. A few of my friends claim to be members of the Satanic Church.

I am not.
#2772
Bumping to notify that the demo on my website has been updated a bit. Its still lacking quite a lot but should give you a better image of what coming up. Also it allows you to roam a large portion of the game's rooms, so if anyone spots buggies there, let me know.

Try it out! (please)

DEMO REMOVED!!!
#2773
Quote from: radiowaves on Wed 30/05/2007 12:09:01
Oh, now I managed to turn some of those off, good.

Good... God...

Well, as I will be working as a tech support in the future, I must say that people like this make sure I have a job for a loooong time.

EDIT BY AGA: giving people inaccurate and potentially damaging advice is not amusing.

EDIT BY WHAM: I understad, and wont do it again here, but a person who actually follows those instruction deserves it all. Windows will literally SCREAM: "NOOO! DONT DO IT! IT WILL KILL MEEEE!" if you try.
#2774
General Discussion / Re: SFX copyright
Tue 29/05/2007 20:44:15
After some more snooping around I decided to resort to free sound effects from the internet and tuning them with audacity for my own uses. Free, legal and... I wont say easy...
#2775
"Lose"...

I was dilligently looking for something along the lines of "RemoveInventory" as opposed to the "AddInventry"... Thanks Ashen... And sorry. I did look at the manual but as I used ctrl+f to scan through it with any search words I could come up with, I failed to spot this.

The good news is that I wont be asking the same thing twice, ever! Promise!
#2776
I seem to be unable to find a following anywhere:

How do I remove an inventory item from the player? I can find a dozen tips on adding and using the items but nothing on removing them. Perhaps I just use the wrong words for the search but... blargh...
#2777
You've caught the old "RPG" style quite nicely and brought a great batch of new detail to it. All we can see here looks bloody wonderful, and if the game is as fluid and beautiful as its graphics: you have a good game in your hands!

But dont forget: these games rely heavily on dialogue and story, if you dont have any new and smashing style to do this, put some extra thought in the dialogue and storyline (you probably have already, but just saying...)
#2778
Hahaha! At first I thought that the doors opening by just walking closer to them worked easily and were great, BUT...

They have proven to be a pain in the ass scripting wise. The main problem with them being the fact that if you are near a door and use an object far away from the door, your character walks away and the door doesn't close. This causes a nasty glitch in door animations, which I am working on to repair. The doors went from few lines of script to dozens of lines in a few days of testing... sheesh...

But then again, I like them so much that I wont give them up. Not now and not in the future sequels. (I keep blabbering about the sequels alot, but that just to ensure myself that I WILL make a next part and not waste all the planning effort I've had just to have some nice stuff in the first part that will not open up to the player before the second. Continuity is pretty important to me here.)

To test out the scripts and such I will probably be looking for playtesters to try out a mute version some time this summer. Voicework will be added as a finishing touch and then...

ALSO: Whoops... I'd forgotten that bit of work was still out there! And I was supposed to be so secretive about it now that it was properly underway! ^^ Oh well, might as well put it up here:

DEMO REMOVED - GOING THROUGH A REMAKE

This contains a highly incomplete and buggy version of the game, without any real stortyline scripts and such. Its just the raw basic version I made to start with. Perhaps this will give people a better image of what the game is like in motion.
#2779
Darn... should've spotted that but... oh well.

Also started to use my brain jsut now, and figured out that I should probably complete the first part first, so I have something concrete to show people who even MIGHT be interested.

I'll get back to the matter, in the linked thread this time, in the future. Sorry for troubling...
#2780
I am creating a three episode game called Infection
(http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31131.0).

At the moment a good friend of mine is doing the music for the first one, which is a practice game in all imaginable ways. In the future, however, I am hoping to make a more high quality game and at this point, I am afraid the kind of music my friend is doing might not be good enough (he specializes in rap beats and such, not good ambiet at all in my opinion).

Are there people around here who would be interested in taking a part in the project? If there are, post here for more info and/or throw me with a private message.

The games are being created on a zero budget so I cant pay anyone anything, and the only thing you'll be getting out of this is you name in the credits and a bit of yourself in a hopefully succesful freeware game.

Mostly I am looking for different paced ambien musics and few shorter action musics to be used in game highlights. I dont care if you are highly skilled or not, send me a clip of your works and if I like it, you're probably in if you want.

(Moderators: If this kind of posting is not allowed or it is just not allowed here, forgive me and please delete this thread.)
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