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Messages - reismahnic

#1
Greetings!
I haven't been active in AGS development for a bit as I've been branching out and learning more about coding and working in other engines.
Last year I released an AGS game on Steam called Waiting for the Loop, which was a sort-of sequel to another AGS game that I had made back in 2015 called Throw Me in the River for a game jam.
Now, I'm working on a remake of Throw Me in the River in the Ren'Py game engine that I can release on Steam alongside Waiting for the Loop so that the complete story is made available commercially.
I'm posting here because I am looking for support for a low budget crowdfund to complete this remake, which is about 50% complete currently. The link to the Kickstarter is here, and it contains a ton of info on the game:
https://www.kickstarter.com/projects/compressedtime/throw-me-in-the-river-a-visual-novel-about-compressed-time
Any and all support is incredibly appreciated. We're 50% funded but things have slowed down and we won't make it unless people who find this kind of narrative driven project interesting continue to contribute (as finances allow, of course).
Thank you!
-Reis
Here are some screenshots of the remake along with, for fun, comparison shots of the AGS version:





#2
Likely my final update on Waiting for the Loop: Waiting for the Loop is NOW AVAILABLE on Steam.
The store page, with screenshots and a trailer, is located here: http://store.steampowered.com/app/717830/Waiting_for_the_Loop/

You've all been just a wonderful community to interact with over the last couple years.
I appreciate all the downloads and support that Loop received, as well as the interactions I've had with many of you.
I hope you enjoy the final release of Waiting for the Loop.
#3
Please see update at the top of the page for information on Waiting for the Loop's new paid release!
#4
This is probably a good time to also announce that Waiting For the Loop will be getting a commercial release (at a low price given how short the game is) in a bit here with updated, more unified visuals and a downloadable, expanded soundtrack.
More news to come on that!
#5
Hey chuckapitic, thanks for playing, and congrats on finding the secret ending!
When I write a game I'm usually focused on ensuring the characters of the game hold true to their motives, desires, beliefs, etc.
I think the message of the game comes from what the player pulls from the characters.
There is no reality, if I'm being true to my vision of what IAC would say or do, in which IAC says 'yes' of its own accord at the end.
Letting you be the one to 'force' it is a fun bonus that sort of drives that home, but to the average player who doesn't find that I at least hope the ending gave them something to consider.
#6
I looked into the bug and was able to replicate it. The game is crashing trying to load the credits for that one particular ending.
I'll look into fixing it later this week, but since the entire game does play out (IAC's 'no' to protecting her is the last line in that ending) you did get to experience all of it.
#7
Dainipponjin,
you're the first person since release to let me know you found the secret ending. As far as I'm aware you might be the first person to find it in general!
Congratulations!!!

I will take a look at that bug, I've never seen it trigger before. Maybe I can fix it and re-upload. Just to make sure: you did extract all the files into a new folder before running, right? It had voice acting?
When you've activated IACadjust.exe, IAC answers the 'did you love her' question in the game with a 'yes'.
It is the only way that this happens; you must force it to.
Thanks for the report on that.
#8
Well, also a learning experience for me, because at the end of the day it's my responsibility to make sure those links work, not anyone else's! ;)
I'm just incredibly grateful it was selected and hope people enjoy playing it.
#9
Oh my goodness I only just realized Waiting For the Loop was picked- thank you so much!!!!
Unfortunately it seems that the Dropbox link has been broken since mid march due to Dropbox changing some stuff. :/
However, I'm hoping people will check it out now that the link has been fixed!
Thank you again for selecting Loop!
#10
Added a trailer, link is at the top of the page! :cool:
#11
The secret ending is quite hidden... I don't want to give it away, because it's a 'secret', but I'll just say that there is no reality in which IAC will say 'yes' at the end of its own accord.
Maybe not all of the game is accessed via the dialog options?... or the game itself?... :wink:
#12
I hope you enjoy it, Mandle! :smiley:
#13
Waiting For The Loop

Trailer: https://vimeo.com/230518869

A short form visual novel in which a brilliant computer scientist builds an artificial intelligence that passes as human...
but also attracts the attention of the government.
Roughly 15 minutes long, with full voice acting, dialog choices and multiple endings.

This game was previously a free release on Adventure Game Studio, but since then we redid art assets, fixed bugs and released it as a paid game (with a soundtrack coming soon).
We hope that you continue to support us - by buying Waiting for the Loop you enable us to continue to make bigger and better games and push ourselves further as storytellers (and put food on our tables!)

Waiting for the Loop's website is located here: www.sidegroupgames.com
Through the website you can purchase it on Steam and itch.io.
There is also a link directly to the Steam page here: http://store.steampowered.com/app/717830/Waiting_for_the_Loop/

You can download a demo (the first scene of the game) and view screenshots for Waiting for the Loop at this link: http://www.adventuregamestudio.co.uk/site/games/game/2084/

Thank you, and we would love to hear what you think of it - ratings and comments and such are very much appreciated!
#14
Quote from: Snarky on Sun 17/07/2016 21:05:25
How did you intend this to work? Would the backslash be part of what the character says? (If so, weird.)

In many programming languages, a backslash at the end of a line is a sign to "ignore the line break": that the next line is really a continuation of this line. If that's how the AGS dialog script parser interprets it, the next line won't be understood as a separate script command, and the lines are probably wrong.

I'm not sure whether that by itself causes the overflow, or whether it throws off the parser completely so that all the following lines get interpreted wrong.

In any case, just avoid it.

Yeah, it wasn't intentional, but I overlooked it as an issue because I foolishly didn't realize an issue COULD occur in the middle of a dialog.
My bad!
#15
Not needed in dialogs.
It really was, in this case, the backslash throwing the script off. Apparently ending a dialog line with backslash is a big no-no to AGS.
#16
Sigh... cancel... it seems that backslash doesn't work within a dialog.
Sorry!
#17
Hi, I am having a problem.
I made a game with a team over the course of a week for a jam- which ends pretty soon- and after changing a line of code I am getting the buffer exceeded error pointing at a dialog!
The issue is... I have no idea what could possibly be wrong! Here is the section of code the error points to:

Code: ags

// Dialog script file
@S  // Dialog startup entry point


//*Diane enters Office, where Joseph stands by computer*
cDiane: Woah... what...?
cJoseph: I've been saving up for a while, 
 cJoseph.FaceLocation(157,186,eBlock);
cJoseph: and... well, I bought a computer!
 cDiane.Walk(184,186,eBlock);
 cDiane.FaceLocation(184,185,eBlock);
 cJoseph.FaceLocation(156,185,eBlock);
 
return

@1
cJoseph: Yeah! I'm going to be using it for the business moving forward.
cJoseph: Should be able to keep better track of whose car needs what,
cJoseph: and save their information somewhere other than that huge stack of books.
cJoseph: No more, "Hey, Joseph! Why are you so forgetful?"!
cJoseph: How was school?
cDiane: It was fine. Whatever. Show me the computer!
cJoseph: Ok, well, I'm still learning how to use it, so... here,
cJoseph: there's this little game on here....
cJoseph: ...
goto-dialog Dialog_Scene1_2

@2
cJoseph: Well, I was hoping to use it for work.
cJoseph: Should be able to keep better track of whose car needs what, 
cJoseph: and save their information somewhere other than that huge stack of books.\
cJoseph: No more, "Hey, Joseph! Why are you so forgetful?"!
cDiane: I guess...
cJoseph: Is it the money? Because I promise this isn't like before.
cDiane: No, it's... it's fine.
cJoseph: ...here, let me show you something.
cJoseph: ...
goto-dialog Dialog_Scene1_2


The error reads: Dialog 14(9): Error (line 9): buffer exceeded: you probably have a missing closing bracket on a previous line


I think it's super weird and if anyone could help I would REALLY appreciate it! I've never had AGS do this to me before.
Thank you!
#18
Thanks! I'm glad you enjoyed it!
The judging is done for Ludum Dare, and Shifters did very well! Highlights included #92 in Mood, #118 in Theme, #122 in Humor and #205 overall!
Very happy, and determined to make something even cooler next time!
#19
Seems like that setup will work. Thanks a ton Snarky.
And thanks ALL of you, this was all super helpful.
#20
Still running into issues, now more confusing to me than ever.
My solution to changing rooms was to keep everything in the same room and change the background frame, making characters transparent as needed.
I'm governing this through a global variable called 'vCharacterPositions' (an int defaulted at one), with this code in the room script:

Code: ags

function room_AfterFadeIn()
{
vCharacterPositions=1;
d1Intro.Start();
}




function room_RepExec()
{
if(vCharacterPositions==1)
{
  Mayfield.Transparency=100;
West.Transparency=0;
Cop.Transparency=0;
SetBackgroundFrame(0);
}
else if(vCharacterPositions==2)
{
  Mayfield.Transparency=0;
  West.Transparency=100;
  Cop.Transparency=100;
  SetBackgroundFrame(1);
}
}


I would think this would work! In the dialog script, I call it.

Code: ags

//Title card: BOSTON, 1974
 Display("BOSTON, 1974");
//Location: Street outside bank
//2 characters onscreen:  cop and Sheriff West.

//*Sheriff West enters.*
 vCharacterPositions=1;


West: When did he go in?
Cop: Half hour ago.
West: Three hostages?
Cop: All civilians. The tellers all ran out the back when he fired in the air.
West: Got a name?
Cop: Yeah, Andrew Mayfield.
West: Ok, let me talk to him.

//*West picks up the car phone*

//Location: Bank interior

//4 characters onscreen: Andrew Mayfield and 3 hostages, standing against a wall.

//*Andrew Mayfield picks up the ringing phone*

Mayfield: Yeah?
West: Is this Andrew Mayfield?
Mayfield: Yeah, you the cop outside?
West: I'm Sheriff West. I want to help resolve this situation, Andrew. How are you feeling?
 vCharacterPositions=2;
West: Mayfield?
//CHOICE: Calm or Panicked? If Calm, go to 2. If Panicked, go to 3.


However, at NEITHER point does the game react to my calling the variable. The background constantly flashes between the two 'rooms', and all characters are visible at all times.
Why is the dialog script completely ignoring my variable?
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