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Messages - GoToHellDave

#1
Hi Folks we have been away for a while working hard on Getting "Go To Hell Dave" published on Steam.

We have just got through the Greenlight process so once the game is finished it will go straight to STEAM (We will be releasing a Stand alone version as well)




So Progress Update: 100% of the Audio for the demo is complete (GTHD is going to be a huge game so it's going to take some time to get all the audio done and dusted)

[Picture of us in the studio with our awesome voice over artist Dom (Plays the character of Dave)





The Audio is currently being coded into the engine.

Trailer is still in the works

and the Opening cut-scene is still being built





Also our Freelance cover and logo artist Kamil was featured in ImagineFX Magazine (Issue 104 January 2014.)




Still got plenty of work to do, as always you can find out more info on the links via our website

www.gotohelldave.com
#2
Thanks Crimson Wizard. Everything sounds a lot more natural now. If you answer any more of my questions we're going to have to give you a 50% share in our studio :=
#3
Hi Everyone.

I was wondering if someone could tell me how to disable the default reduction in volume of the music channel, which occurs whenever speech is being played. Basically, whenever any dialogue is going on, the music automatically reduces in volume and it is quite noticeable. I'd much rather account for it beforehand and not have the audio duck.

Thanks in advance.

Ben.
#4
Quote from: GoToHellDave on Thu 06/09/2012 22:55:15

Hi Community.

We are 'Falchion Games', an indie development studio based in Staffordshire, England. Our first title "Go to Hell Dave" is currently in production and we're hoping to have a pre-alpha demo avaliable and ready to download by the end of September.

'Go to Hell Dave' is the epic saga of Dave, a normal guy with a typical life until he smashes his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess.








'Go to Hell Dave' is a hilarious adventure in which you will take Dave on a tour of Hell's nine floors, none of which you'll never read about in the Bible or the Divine Comedy.

Our facebook page can be accessed here:
http://www.facebook.com/GoToHellDave

and you can visit our website at:
www.gotohelldave.co.uk

Thanks for reading and I hope you enjoy our game.

Regards,
Ben Burns & Alex Byrom (Falchion Games)

our latest environment, the inside of Abandon All Hope nightclub.



The nerd basement will be coming in the next few days and previews of the character animations.

Alex Byrom: Lead Designer
#5
Thanks for the kind comments guys.

We are also working on a comic book cutscene

#6
I'm pleased to announce we have just secured an audio designer from Eve online to work with us?

Also some new artwork, These are still WIP this is our biggest level so far and will be 5 floors in total

A quick preview of the first floor of our brand new Level (A ship wrecked cruise ship)

Floor 2 of 5



Floor 1 of 5





Background Artwork by Jason


https://www.facebook.com/GoToHellDave

Or follow @gotohelldave
#7
Does anybody still have access to the tutorial for this? I'd really like to check it out and the links appear to be dead.
#9
Hi AGS Community.

I have a quick question regarding text boxes.

Basically, we're trying to have a custom text box that is a kind of speech bubble, in which all dialog text will be displayed. I know there are four settings for dialog; LucasArts, SierreTransparent, SierraWIthBackground and WholeScreen. We want to use the LucasArts setting but we would like it to have a text box around it, much in the same way the 'Display' function does. Is there any way I can customise how the dialog is displayed and make it appear appear within a text box?

Help is appreciated as always.

Ben.
#10
We have been hard at work as always. Here is our logo animatic.

http://www.facebook.com/photo.php?v=617490341599026&set=vb.244122022373853ype=3heater

Next up is a comic book cut-scene new animations for Dave and full voice acting.
#11
I've been experimenting with this on and off for the last 24 hours and I've found that, when I downloaded and used a much lower quality video from youtube, it ran perfectly. So I'm going to go and reduce the quality of our intro video and see if that helps at all.
#12
Hi.

I recently made an intro video for our game but the frame rate is extremely choppy. I was just wondering if anyone on the forums knows of any way to counter this issue. I'm using .ogv and calling it in the room_load function. I thought that the slowdown may be being caused by all of the stuff going on in the loaded room behind the video, so I tried running it in the room_AfterFadeIn function in the hopes of circumnavigating the issue, but it just comes up as a blank screen.

As always, any help is appreciated.

Ben.
#13
Thanks for the tips guys. I'll give them a try. I suppose at the end of the day, you can't always cater to every PC that anyone might ever play your game on. I guess it's just something we'll have to accept.
#14
I can't seem to be able to manually control the length of FadeIn and FadeOut. I'm using what I believe is the correct code but it doesn't seem to be having any effect.
#15
Playing around with the different transitions doesn't seem to help. Although I'm getting the impression that it is skipping because the transitions don't give enough time for everything to load up. I might try manually giving the room a few extra game loops in which to load up.
#16
Thanks for the suggestion CaptainD.

This would work for most scenarios. Unfortunately, however, I have a couple of instances where the music must remain the same when moving between rooms. For example, there are two rooms in our game which are outside a night-club and the music is emanating from the club. So fading it out and back in again just wouldn't work.
#17
Hi All.

I'm aware that this is a known issue with the engine and that there are a few topics on the forum which mention this issue. I was wondering if there are any known work-arounds for this. It only seems to be an issue on lower-spec computers. On my rig at home, the music doesn't skip between rooms, but on my laptop at the office, it does.

Your help is appreciated as always.

Ben.
#18
Thanks Khris. As it happens, I didn't simply copy and paste the code. Naturally when the error was thrown up my first instinct was that of the missing 's'. Thanks for your advice, I'll have a go at implementing it now.
#19
I'm afraid I still get the same error (undefined symbol 'music_channel'.) Is there something I'm not doing? It won't let me import music_channels because it isn't a variable or a function.
#20
I've tried to implement what you suggested but it keeps throwing up an error that music_channel is an undefined symbol. I figured it might need to be imported from the global script but that doesn't seem to work either.
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