Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - rickious

#21
Working on the outro tonight, then a few bits to add in-between and the beta demo is ready.

90% sure I have secured a professional voice over artist for the lead character.  Will post more info on his as soon as its confirmed.

Beta demo will go out to select people for testing and feedback then the proper demo will take over where this left off.  The proper demo will have full voice overs, 1-2 more rooms, 1-2 more puzzles/missions.  Hopefully 1-2 more cool features mostly thanks to AGS members who are helping with the code.

All is looking well in the world of 'Body Pharm' (not for the main character, things look pretty screwed for him so far)
#22
Hahahaha thanks people.

player.PreviousRoom.    (insert DOH! headslap emoticon here)
#23
Making the game intro this weekend.  Looking and sounding good so far.
First thing to appear before intro music is the AGS logo obviously :)
#24
I would like a SFX to play on room load, but only if the player came from a specific room.  What if the best way to do this?

Basically. I have a cabinet in a room.  Otherwise 90% of my rooms are linked by the same method, identical doors.  So on each room load I have a set closing door SFX play.  However in a few rooms, I want to play a specific SFX on room load depending on which room you have arrived from.

I already have a 'Game.StopAudio();' on every room load as this worked as a great way to cross fade music between rooms.  My current SFX for closing a door plays after that and it works pretty well.  Just doesn't translate to when you exit a closeup view of a cabinet.

Thanks
#25
90% done now.  Time for the big push.  We are making this a beta demo initially, but will then start the demo aimed at crowdfunding.  This demo will have about 50-75% of the content of the crowdfunding demo.  It will mostly be for beta testing, bug finding, generate some ideas while playing etc.
#26
Awesome as usual Khris.  Thanks again.
#27
I know this is an old thread, but it was my post originally and its directly related to this.

So originally I asked how to scroll a room in 1st person view vertically.  Well now I need to do it horizontally and changing this script in the obvious ways isnt doing it for me.

Iv swapped y for x and height for width etc, but nothing is happening. 

so the following worked fine for a vertically larger background to scroll up and down...
Code: ags

function room_RepExec()
{
  int h = System.ViewportHeight;
  int rh = Room.Height;
  SetViewport(0, (mouse.y * (rh - h)) / h);
}


I have tried the following but no luck
Code: ags
function room_RepExec()
{
  int h = System.ViewportWidth;
  int rh = Room.Width;
  SetViewport(0, (mouse.x * (rh - h)) / h);
}

Code: ags
function room_RepExec()
{
  int w = System.ViewportWidth;
  int rw = Room.Width;
  SetViewport(0, (mouse.x * (rh - w)) / w);
}


Anyone know what Im missing and can explain it to my thick skull!

Thanks

EDIT *SOLVED... again

Khris just pm'd me and fixed this.

Code: ags

{
  int w = System.ViewportWidth;
  int rw = Room.Width;
  SetViewport((mouse.x * (rw - w)) / w, 0);
}



FINALLY...

How would you do this in both vertical and horizontal? so a background thats larger than the viewpoint in both directions?
#28
Been sponsored by a text-to-speech company in the way of some free text-to-speech, they have some very good voices and I will be using a nice little girl voice (because it always sounds creepy coming from a computer) for 'IRIS', the 'Integrated Remote Information Service' (AI style computer).

I only have a set amount of credits to use so I need to be totally certain about my script before I download any audio from them, but as soon as I have IRIS's introduction speech, ill do an update video.
#29
Cassiebsg
I personally love the font from an artistic point of view, but its a little 'form over function', not as easy to read as I would have liked.  Maybe smaller with a more contrasting colour? or outline? id hate to see it go, especially as it looks (am i wrong?) like your own creation.

*EDIT*
Downloading the updated demo now.... :)
#30
FEEDBACK
Love it!
I love the graphics, the storyline, the crazy whacky surreal setting and characters.

How far does the demo go? does it have an end? Dont want to bang my head against a wall looking for things that are not there.  Really like it though, cant wait to hear SFX, music and hopefully voice acting?
#31
Cheers dude.  And I can switch to walkable areas, suppose there is not much difference for this purpose? 

Ill read your code over and try and figure out whats what and give it a go.  The annotations are a great help.

thanks again.
#32
POSITION - Code assistance
PAY - full credit in all documentation for the demo and game.  Strong possibility for a paid work on the full version of the game.
ESTIMATED TIME PER WEEK - Approx 10-30 mins per week via email or PM.

Hi all.  So, 'Body Pharm' is progressing well, but its reached a point where I need a go-to code guy or gal who I can contact whenever I hit a wall to help keep things moving. For someone who knows what they are doing I estimate 10-30 minutes work a week via email or forum PMs.

The 'Body Pharm' project is for a playable demo and once the demo is completed it will be used to head up a kickstarter bid for the full game.  If the crowdfunding is successful I will be in a position to offer payment to my coder, music production, additional modeller and proof-reader/editor, and the person who offers their services on the demo will be first choice for the paid work.

The coder who can help will be fully credited as 'additional coding/coder' credit wording is negotiable.

PM me or reply if you can offer some time here and there.
#34
I have a few different sfx for walking over different regions (floor types), ideally I wanted to sync these to the footsteps in the walk animation but i very much doubt this is possible especially when walking over different regions and switching sfx.

So.

Whats the best and neatest code to get sfx when walking, which seamlessly transitions to a different sfx when walking over different regions?  And also behaves when you have clicked 'use' 'look at' etc as well as 'walk to'.  Also would this be a global code as i only need 2-4 different walking sfx throughout the game.

Thank you in advance for any help.

EDIT
HAd a thought about a way to sync SFX even when changing walkable regions.  So, say a room has two different regions.  You play both synchronized SFX whenever the player walks, but depending on the region one is muted.  What do you think? do SFX play consistently at the same time as you start walking? Or is there sometimes a stall and the sfx playes late?
#35
First sounds recieved, should have some samples and/or videos soon :)
#36
PROGRESS REPORT

  • Another room rendered
  • Got early versions of a theme/menu tune. Ill be waiting for the next version before redoing some video footage
  • Recording studio booked for first of several sound effect sessions
  • Will update when I have a video with SFX and text music ASAP
  • Social Media set up and regularly maintained and updated
Cant wait to hear my game coming to life (nod)
#37
Added Rickious Productions logo, and created 'Rickious Prod' twitter for updates.

Talking to a fellow 3D modeller with a view to acquiring one of his great robot designs for the game.

Visiting my music producer tomorrow for a progress update.

#38
Awesome graphics, excellent animation, and love the inventive theme and story! Cant wait to play this one! (laugh)
#39
Added *MATURE IMAGES* to the title so I can post some of the more gory content that will be coming up.

Such as this quaint little locker room...




Current status...
modelling, rendering and post-processing new rooms
Writing storyline
editing and scripting rooms
working with my audio guy and testing audio
#40
I have read through various threads on how to add music, crossfading, fading in/out etc, but am not having any luck, alot of the posts use old/obsolete commands, others seem overcomplicated when crossfading sis supposed to be automatic.  I thought its best to post my requirements here and see what methods people suggest while I keep trying.

I have 2 main music tracks, 1 is a fading in intro. The 2nd is an infinitely looping version.
Basically, I want seamless music, but to fade in initially so I need to either...

1 - bring in 'aIntro' for a one-shot then seamlessly jump to 'alooping' which will play on repeat.  - So far if i set up 1 channel music, have 'aIntro.Play' and 'aLooping.playQueued, it doesnt crossfade, i hear a pop in between where it stops one and plays the next.  If I set up 2 audio channels, both tunes play at once.

Once the looping one plays its working seamless, so I know the audio file itself is ok. Also if I combine the looping and intro in my sound editor its perfectly seamless again.

2 - the standard music will be playing permanently, I want to be able to stop it, play an alternate version of 'aIntro' which will be something like 'aShock' (when he walks into a room where the situation requires brief shock and horror type music), then it will seamlessly change back to the regular 'aLooping' - Once the first issue is sorted, this one will use the exact same method.

im using ogg if that has any effect?

**EDIT**

Used a temporary fix (still getting slight crackle where the tracks join so if you know a better/proper way to do this please let me know.)


  • I used 2 music channels
  • added a silent track the exact length of 'aIntro'
  • In my audio editor I added the first second of 'aLooping' and faded that extra second out.
  • Quotefunction room_AfterFadeIn()
    {
      aIntroFadeOut.PlayQueued();
      aSilence.PlayQueued();
      aAmbience_loop.PlayQueued();
    }
SMF spam blocked by CleanTalk