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Messages - Dhelayan

#1
Quote from: Khris on Thu 13/03/2014 11:33:53
This game looks great and it is quite clear that a lot of effort went into it.
Which makes it all the more weird that it suffers severely from technical issues:
Spoiler
- debug mode is still on
- the game doesn't use walkbehinds, it almost looks like the designer didn't know about them, this makes Lorna circle around the table instead of going straight
- the walk speed is ridiculously slow, especially walking to the left and right, and again, the animation doesn't even fit the speed
- some characters' sizes do not follow the room's perspective at all, which looks really off occasionally (and is an easy fix; again, it looks like the designer simply didn't know about scaling)
- saving or loading is not possible, and while the game uses checkpoints it doesn't inform the player when they reached one
- very minor issue: at the crime scene the cursor does not switch to one of the verbs automatically; so until you click one of the verbs, the cursor suddenly does nothing
- some characters are clearly paintovers of the familiar horrible poser walkcycle
[close]
Sorry, but had to be said.

Thanks for your feedback! I fixed the debug mode and the savegame message in v.1.0.2 of the game!
#3
ReVenture Games presents:



"The coming of age - a Lorna Bains whodunit"



Tallahassee, 1933.

Meet Lorna Bains, young college student, part-time waitress at a local café…and aspiring journalist too!

It's a very special day for Lorna.

Not only will she write her application letter for a big new york city newspaper today, she turns 21 years old too!

But instead of getting a cake and gifts, her life will be turned upside down.




  • Classic Point-and-Click interface
  • Hand-drawn characters and backgrounds
  • A comedic story, inspired by Sierra's "Laura Bow" series
  • Powered by the Adventure Game Studio engine


Screenshots









Get the game for free from our website: http://reventuregames.com/games/LORNA0_Installer.exe


Official ReVenture Games website: http://reventuregames.com/
Twitter: https://twitter.com/reventuregames


The HAI DAFFYNITION Team

Marcus Seyer - Director, Lead Programmer, GUI Design, Musical Direction
Natalie Juhasz - Director, Creative Director, Cinematic Design, Character Design, Background Design, Casting Director
Sarin Soghomonian - Producer
Ben Chandler - Additional Coding
Francisco Gonzalez - Additional Coding

Voice Actors

Natalie Juhasz as Narrator, Lorna Bains, George Bains, Jamee Bains, Loretta Rae Tremaine
Gene Mocsy as Lonnie Tristan
Marcus Seyer as Eddie Papatuccio
Sarah Wilson as Betty Mae Papatuccio
Peter O'Rouke as Bramley Thane
Francisco Gonzales as Templeton Thane
Michael Panagiotis as Eunice McCall
Sarin Soghomonian as Ashley Lou Thompson
#4
In other words, bug-fixes will be once a year if one of the other devs feels like fixing something, and AGS 4 will be 10 years off.. nice.
#5


ReVenture Games would like to nominate

Messed-Up Mother Goose â€" DELUXE MY ASS: ENHANCED

for the 2013 AGS Awards!



Mother Goose strikes again!

Fairytale Land is shaken by the return of “Old Mother Fuck-up”, aka. Mother Goose. She aims for children, placing them in her abstract world full of lazy asses that can't fix anything themselves.

You are Goose, her not-so-faithful companion…slave. Your job is not to help anybody, but to fuck up things even more!

May the Cock horse be with you!





  • Beautifully hand-painted backgrounds, completely ruined with Photoshop.
  • A wonderful learning game for children of all ages, that's absolutely NOT suitable for children of all ages.
  • The worst Sierra parody game ever made by mankind.
  • Now with enhanced features! Move around with the arrow keys, just like in the original Sierra game! Experience the game in HAI DAFFYNITION! And find the riveting, new Easter egg.













Download "Messed-Up Mother Goose - DELUXE MY ASS: ENHANCED"!
#6
Completed Game Announcements / please remove
Wed 25/12/2013 20:40:49
please remove
#7
First of all, sorry for bumping this oooold thread!

I noticed the "Speak" option i posted in one of my posts isn't the best, since the Dialogues still use the Say command and just display the speech normally and not in the GUI that Speak uses. Is there a way to modify the default Say script somehow?
#8
I just noticed a bug (is it?) when using 2.0.2 with AGS 3.3.0 Beta..

When i edit some random line in edit mode, then press enter, save the game and hit refresh, the line is back to normal (i.e. without the edits)
#9
Quote from: Phemar on Thu 13/06/2013 00:26:56
I guess you could just incorporate a sound argument into the function, although this would use normal audio files. I'm not sure about using actual speech files.

It does seem a bit verbose to convert the whole string to spaces for the character to say. You could just use the formula ((text length / text reading speed) * game speed) to work out how the long the text should be displayed.

That's the formula AGS uses I believe.

I'm sure this does sound rather rational, but it's pretty much hiroglyphics for me XD I really need to get into coding .-.
If it's not too much to ask, could you explain what i would have to change in it to make it work that way?
#10
Okay, i found a script on the forums that let's me display the speech where i want it. It basically makes a new command "cEgo.Speak" instead of Say.

Spoiler
Code: AGS
// new module script
#define SPEECH_BUTTON btnAnimation// The button where the speech animation will be drawn
#define SPEECH_LABEL lblSpeech // The lable where the text will be written
#define SPEECH_GUI gSpeech // The gui everythings on
#define TIMER_CLOSE 20 // The timer that will be used to close the gui.

bool mouse_is_pressed;

String old_text;
ViewFrame *firstFrame;

String ToSpaces(String s)
{
  String space = "";
  int i = 1;
  while(i != s.Length)
  {
    space = space.Append(" ");
    i ++;
  }
  return space;
}

function WriteText(String text, Character *speaker, bool append)
{
    // Stop the timer if the GUI is waiting to be closed.
  SetTimer(TIMER_CLOSE, 0);
  SetTimer(19, 0);
  
  // This prevents new text to be skipped when skipping speaker.Say(wait)
  mouse_is_pressed = true;
  
  String wait = ToSpaces(text);
  String append_text = text;
  
  if (append)
    append_text = String.Format("%s%s",old_text, text);
  
  //Shorten the time you have to wait when the whole text have been written out by half.
  if (wait.Length / 2 < 3)
      wait = "   ";
  else
      wait = wait.Truncate(wait.Length /2);
  //Comment out the above to use original time = wait longer
  
  int i;
  while (i <= text.Length)
  {
    if (!append)
        SPEECH_LABEL.Text = text.Truncate(i);
    else
        SPEECH_LABEL.Text = append_text.Truncate(old_text.Length + i);
    
    i ++;
    
    //Skip the writing, I want to read it now!
    if ((Mouse.IsButtonDown(eMouseLeft) || IsKeyPressed(eKeySpace)) && !mouse_is_pressed)
    {
      mouse_is_pressed = true;
      i = text.Length;
    }
    //Wait(20);
  }

  speaker.Say(wait);
  
  // Stop the animation
  if (speaker.ThinkView != 0)
      SPEECH_BUTTON.NormalGraphic = firstFrame.Graphic;
  
  old_text = append_text;
   
  //A little pause before closing, so if there's more to say, the gui won't get closed.
  SetTimer(TIMER_CLOSE, 10);
}

function Speak(this Character*, String say,  int loop, bool append)
{
  if (!SPEECH_GUI.Visible)
    SPEECH_GUI.Visible = true;
    
  SPEECH_LABEL.TextColor = this.SpeechColor;
  
  if (this.ThinkView != 0)
  {
    SPEECH_BUTTON.Animate(this.ThinkView, loop, this.SpeechAnimationDelay, eRepeat);
    firstFrame = Game.GetViewFrame(this.ThinkView, loop, 0);
  }
    
  WriteText(say, this, append);
}

function repeatedly_execute_always()
{
  if (!Mouse.IsButtonDown(eMouseLeft) && !IsKeyPressed(eKeySpace) && mouse_is_pressed)
mouse_is_pressed = false;
  
  if (IsTimerExpired(TIMER_CLOSE))
      SPEECH_GUI.Visible = false;}

Header:
// new module header

import function Speak(this Character*, String toSay, int loop = 0, bool append = false);
[close]

Now, my game will be fully voiced and right now, the script doesn't play any voice files of course. Is there any way to integrate the "&1" from the normal Say command into this new script?
#11
Quote from: Monsieur OUXX on Fri 31/05/2013 10:18:03
BUG REPORT : file modified externally

Every now and then (actually, way too often not to be incredibly annoying), I get the following message when I hit Ctrl+S to save the game:
"The file <script file on which I'm working> has been modified externally. Do you want to reload it?" <Yes> <No>
However I'm just working with the regular embedded Editor.
Whenever I press "Yes", the file gets reloaded and... the cursor skips back to the first line.  :angry:

I have no idea what could cause this, but my system is a bit slow: Could the syntax highlighter's execution thread be a bit too slow to update the contents of the text window (the one containing the source code), thus messing up with the timestamps, and thus causing another AGS thread to believe that someone else modified the files?

I can confirm that bug! I have a pretty fast machine, no idea if that changes anything..But i have the same message everytime i update the GlobalScript and start the game
#12
Quote from: Phemar on Sat 18/05/2013 00:15:17
Can you describe the behavior you're referring to? For those who can't remember the game off the top of our heads.

Ah yes of course. Basically, the character's portrait (when talking) goes into the lower left corner, and the speech to the middle box. The right box will be left empty
#13
Hey there!

To get right to it: I basically want to make a speech GUI which behaves just like in Leisure Suit Larry 6.



What would be the best way of doing this? Would i have to make a complete new GUI (Non-text window) and seperate the portrait from it?

Thankies in advance,
Dhel <3
#14
Quote from: Darth Mandarb on Tue 30/04/2013 12:42:26
I'm not going to lock this as it does, technically, meet the rules' requirements; but if those two in-game shots (which are the same background) are all you've got for playable areas you really should have waited a bit longer before announcing the game.

The game is very short, it only has those two rooms basically. It's kinda like a prologue to the next game.
#15
Quote from: Resulka on Mon 29/04/2013 08:07:48
Dhel, you naughty boy. You need to mention both of us when it comes to announcements. ;p

Sorreeeh, ah forgot that! Ahm gonna fix it up!
#16
ReVenture Games presents:



Lorna Bains in: "The Coming Of Age"



Tallahassee, 1933.

Meet Lorna Bains, young college student, part-time waitress at a local café…and aspiring journalist too!

It's a very special day for Lorna.

Not only will she write her application letter for a big new york city newspaper today, she turns 21 years old too!

But instead of getting a cake and gifts, her life will be turned upside down.




  • Classic Point-and-Click interface
  • Hand-drawn characters and backgrounds
  • A comedic story, inspired by Sierra's "Laura Bow" Series
  • Powered by the Adventure Game Studio engine"


Those screenshots were taken from an early build of the game (July 2013)





Expected Release Date: December 2013


Official Website: http://reventuregames.com/?page_id=7
Twitter: https://twitter.com/reventuregames


The Team:

Dhelayan McPherson - Lead Programmer
Resulka - Lead Artist and Creative Director
Nakimura - Producer
#17
It's great that work on AGS continues, and i have a few ideas on how to improve the editor.
Currently i use AGS Draconian r7 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0)for making my games. I mostly use it because it has a dark color scheme for the script editor. Makes it easier on the eyes when editing lots of code.

Another reason is, some commands have been extended in Draconian it seems..In there, i can just use "eDirectionDown" if i want to have characters face a direction. The new AGS 3.3.0 gives me just an error when i try to use it, and the manual also doesnt mention it..

If the functionality extensions of Draconian and 3.3.0 could be merged, that would be my dream build of AGS XD
#18
Quote from: Khris on Tue 05/03/2013 00:59:40
Look for the on_mouse_click function in GlobalScript.asc.
In there is the eMouseLeft section that calls ProcessClick(mouse.x, mouse.y, mouse.Mode);

Replace that line with this:
Code: ags
    if (mouse.Mode == eModeInteract && GetLocationType(mouse.x, mouse.y) == eLocationNothing) ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else ProcessClick(mouse.x, mouse.y, mouse.Mode);


That should do it.

Wooohoo! That did it :D thankies so much! Slowly getting the hang of it all XD
#19
Hey there!

Is it possible to give the "interact" cursormode another mode in addition to interacting?
Think "Mixed-Up Fairy Tales" by Sierra. You had one "interact" cursor, and also whereever you clicked, your character would move.
#20
Sent you a PM, crowman :)
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