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Messages - CCrane

#1
Small update
When making the demo I deleted a view resulting in a crash to desktop when looking at the knife. The issue has been hotfixed on itch.io.

I'm sorry for the inconvenience.

Also a user reached out to me saying he couldn't play the demo to the end because he wasn't able to patch the leak in room 5.
It's not possible to do this. The necessary items are to be found only later. The demo itself has no particular goal except to explore the first five rooms. There will be a system message if you visited all rooms and another one if you reached the maximum number of exploration points. Besides that no special message will tell when the demo has ended.

#2
Hi Creamy,
thanks so much for your opinion and taking the questionnaire. Appreciate it!

As to your points.

Quote from: Creamy on Wed 13/09/2023 17:07:29The repetitive warning in the first room is very irritating
I agree that the warning message (and the alarm, too, I think) are irritating. Especially when you are longer in this room than me who knows how to get out fast and disable it. But in fact the sound is supposed to be irritating. I took this from movie theory where the sound/ambient noise is meant to reflect the mood (in this case confusion) the main character is in after the crash.
However there's a thin line not to be crossed here where something becomes more annoying than it helps advancing the game. I will have to think about that. Maybe I'll decrease the volume of the message.
Quote from: Creamy on Wed 13/09/2023 17:07:29I don't even understand what she says.
It's the American-English Samantha voice somewhat distorted with Audacity's echo and frequency pass filters. Do others have this problem as well? I personally find the other message more difficult to understand. It's a Southern drawl I'm told. Anyways, this is what "Samantha" says.
Spoiler
Warning. A production incident has occured.
[close]

Quote from: Creamy on Wed 13/09/2023 17:07:29Why use so many verbs if you don't give feedback for most of them?
There's a theoretical and a rather simple technical aspect to that. As for the first, I try to make my games quite realistic (even if it's a sci-fi setting) so the obvious verbs will work mostly. I know that in other adventure games sometimes a verb has to be used which seems to make no sense but that's not the case in PD:M in general. And in the course of the game you will encounter different objects where you have to interact with different verbs. Naturally some verbs/ways of interactions will be used less than others. Just like with a toolbox where some tools are used daily others once a year.
The technical problem here is that the Tumbleweed template, PD:M is based on, gives its automated answers only with the "say"-command not with "saybubble".  Thus I had to disable auto-answers resulting in nothing when some verb-object/hotspot interactions are executed.

I also never liked the verb coin style. I admit that's personal preference but it is what it is. I'm sorry.

Quote from: Creamy on Wed 13/09/2023 17:07:29You ask for our opinion on the story but we barely scratch its surface in this demo, unless I missed something - I stopped playing after reaching the last room.
The questionnaire is meant to stay for the finished game so some questions don't really apply, yet. No, you didn't miss anything.


best regards and thanks again
#3
Hi CW,

thanks for the quick reply. I didn't go into more detail because I think it's a really special case and I don't actually expect others to have a performance problem. The super sluggish laptop I was talking about was really exceptionally old and underpowered to begin with. It's discarded meanwhile but I checked RAM and CPU usage then and the bottleneck was indeed CPU. I just mentioned the whole episode to make people aware that - the game being rather HiRes (952x536) and probably a bit animation heavy - there might be issues on older machines. But unless I get reports from problems on more recent machines I wouldn't worry.

As to my main laptop, it's about ten years old and it has a dual system (Win7 / Lx Mint XXI). Performance is good on Lx, slightly slower on the outdated Win (irrespective of compiling with 3.4x/3.5x/3.6x) but not unduly so IMO. Apart from that I have no possibility of testing the game on a Windows machine. That's why I'm asking for the experience of others.
#4
Hi all,

I finally managed to finish the demo. Since PD:M is a short game the demo isn't that big either but you can now explore the first five rooms of the mysteriously abandoned oil rig.

To download the files for Windows or Linux you may visit my new itch.io account.
https://weltenberg.itch.io/project-devonia-manticore

I hope you'll be entertained and I'd be happy to hear back from you. To make that easier I've created a short questionnaire which you can find here:
forms.gle/dUrGWZsQirb1kQr29

It's basically just point'n'click, no registration is required and there's also an option to report bugs or things, well, that bug you ...  :-D

Speaking of issues. I'm using AGS mostly via Wine emulator on Linux, and there both editor and game run just fine. On a really old Windows laptop however performance was abysmal, perhaps a hardware (old OS) issue. I suspect it's CPU rather than RAM related and I'd be curious if others can confirm this since this might indicate some minimum hardware requirement. ???
I noted also differences in the way the sound is played but that might be just a driver issue.

Concerning the development of the game ...

PD:M was meant to have, besides English and German, another language "variant", the so-called R.U.D.E. mode. Some technical issue within the SpeechBubble module made this rather difficult to realize though and so R.U.D.E. has been abandoned. It was a somewhat silly idea anyways ... :undecided:

Cheers,
Christoph
#5
Quote from: Creamy on Thu 23/03/2023 21:50:22
QuoteThe comic book style is pretty cool.
+1

Only 1 minute of gameplay in the 3:40 trailer. The credits and production companies are overkill. Writing them in the description would have been enough.

Keep up the good work.
Thanks, Creamy! And I kind of agree, actually. Should've left the credits in a separate video (as it was originally). The credits roll at the end of the game anyways, of course, but I really wanted something nice for all the aweseome people who contributed, however little, and maybe never play the game.
#6
Quote from: FireFlower on Thu 23/03/2023 21:03:04The comic book style is pretty cool.
Thanks a lot for your comment. Free 3D software Blender has a function/tool called freestyle which you can use to draw various kinds of borders and, for example, marked edges. It's not entirely consistent with complex geometries but in most cases works just fine. And Snarky's SpeechBubble module really makes a difference here.
Glad you like it!
#7
I had planned to have this video finished sooner but here it is. My game trailer for PD:M which I hope you'll enjoy. ;)

Game Trailer Video + End credits
#8
Quote from: Rik Vargard on Sun 05/03/2023 11:00:32Well that's impressive. Good luck with the project!  (nod)
Thanks for your words, Rik! It means a lot.

Allow me to combine this post with a little update on the progress that has been made.

  • The announced down-sizing of nine character walk and idle animations has been done, and each loop uses less frames now. While this is noticable it's not dramatic and the gain in animation speed for the non-locked animations off-sets that by far in my opinion. Before there were together 93 frames with 144x256 pixels at ~150kb, now it's 75 frames with 122x216 pixels at ~100kb. 14 MB cut down almost in half to eight. (Also by reducing specular lights level the shader has been brought much more in line with the comic-ish look of the game. I still don't really like the shadows, though.)


  • Production-wise I'm starting to get better with Blender's GeoNode system. I don't know if it's more memory efficient than Blender's "old" particle systems but generally it's becoming a real time saver.


  • I incorporated a (really) small action sequence where the player has to engage a seemingly hostile character.
  • In general a lot of design details were improved.

Cheers!

P.S. I have opened a thread over there at the Makehumans forums which will go more into detail of 3D character development.
#9
Modules, Plugins & Tools / Feature request
Sun 26/02/2023 18:04:47
Hi Snarky,
I've gotten along quite nicely with my game. SpeechBubble will now be part of it and I think it suits the classic comic style I'm roughly going for just fine.
I had to sacrifice the generic interaction replies from abstauber's Tumbleweed module because I just couldn't get them to be rendered in SayBubble but that's just a minor issue in the bigger scheme of things.

One thing I found a little inconvenient was placement of the bubbles. I had some instances where I used Character.SayAtBubble(), eg. for a radio and a character talking through a spyhole (see image). Getting the bubble in the right position took me quite some time and I would suggest that, if possible, the position of the bubble would rather be defined by the end of the tail.
I think also the module would profit from an offset function for the regular SayBubble function.



Yeah, so this is more of a feature request but don't get me wrong. I like your module very much. It's great! :smiley:

best regards
#10
Weltenberg Entertainment


is happy to announce the development of



a point-and-click sci-fi adventure game

Game Trailer + End Credits


Room 0: Game intro screen

Development blog content
  • Story
  • Description
  • Features
  • Progress
  • Issues
  • 'Making of' & resources
  • FAQ
  • Demo available on itch.io [Windows/Linux] [English/German]

1. Story
Being only two months on the job Corporal Lucia Torres' first assignment by private security company KBA goes horribly wrong. After her aircraft crashes she finds herself all alone and with almost no memory on a deserted oil rig owned by the powerful Tallywater Oil Corporation.
Strange things seem to have happened but the orders of Lucia's superiors are cold, efficient and ruthless.
Refusing is not an option. Lucia has to use all her wits to navigate the deserted installation and to find a way out.


Room 1: Main Hall (with main GUI and caption)

2. Description
Project Devonia: 'Manticore' (PD:M) is a short sci-fi adventure game. The player has to explore the decks of a mysteriously deserted oil rig and find a way out.
Based on the fictional universe of 'Project Devonia / Das Devonia Projekt' by @ChristophCrane_.


Camera overlay

3. Features
  • point-and-click exploration adventure game
  • health state and point reward system
  • 952 x 536 pixel graphics
  • new GUI graphics
  • Lucas Arts style-interface
  • will be available in English and German and R.U.D.E (rough unladylike derogatory English) [1]
  • music by Karl Casey (White Bat Audio) and Nicolas 'Myuu' Gasparini
[1] R.U.D.E. can only be enabled in-game in the second room (radio room)


Options GUI

Difficulty: Easy to medium
Rating: Generally about PG 13 in the standard version but because of a particular scene it would probably still get an R
Developer: @ChristophCrane_ (Twitter)
Publisher: Weltenberg Entertainment (itch.io) / in association with Tomsk Books (Goodreads)

4. Development progress
The final game will have about a dozen rooms. Most of them are more or less ready but need polishing while two need literally some furniture. The dialog is mostly written but will likely be rewritten again (... welcome to writing).


East corridor, with dialog options

The player's path, interactions and tasks are generally scripted although some minor changes will probably still be made.
Player walking animations have been made but will be redone a little smaller and with less frames. Presently a walk cycle has eight frames (plus one talking and an idle frame) which I suspect to be a drag on RAM since every frame is 144x256 pixels at roughly 150 kb each. Having four additional diagonal walk cycles exacerbates that problem even more although the lag is really noticable only with the idle animation. Consequently walking areas and go-to points haven't been optimized as this is more properly done when final player sprite size and animation length have been determined.
Some specialized animations (like pick up or firing) still need to be done as well. This is on hold, however, until aforementioned issues are solved.
There is a point system rewarding interactions/exploring but it's not entirely balanced out as of now.
A rudimentary health bar system exists but there's no consequence so far if health drops to zero. Not that this is easy to achieve anyways in the game but I just thought I should mention.
Finally, the game would likely profit from being proof-read by someone who speaks English as mother language.:smiley: ...

... and for whatever it's worth, here are some stats:

  • two dozen views (game and player animations)
  • seventy different quality sounds
  • approx. 250 sprites
  • three dozen usable items
  • development start: late Oct 2022


3D asset to final item sprite pipeline

5. Things I'm not completely happy with
As stated above the player animations need to be redone. In the process the textures, shading and shadows will be improved. Also a small existing asymmetry in the walk cycle needs to be adressed.

Player character PMC Corporal Lucia Torres (walk view/cycle: frame 5)

The animations being based on human motion captures gives real results but a slight natural imbalance in most people while walking makes it difficult to avoid a sliding effect when using extrapolated real data for a walk cycle.
The transition between the intro ambient sound to the first room is a bit too abrupt for my liking. Not sure if this will break immersion, however, so fixing the issue will be a matter of user feedback.
Originally it was planned to feature a highscore list using Rocco's highscore module but it proved to be too troublesome so I removed it altogether. The highscore can be seen to the left of the main GUI now but it won't be saved.
Synchronisation of music. That's actually just an issue with the end credits but one that bothers me.

6. 'Making of' & resources
In the beginning I contemplated a lot what visual style I should (and feasably could) choose. Considering time and skills I decided against the beloved pixel art and on something akin to the classic comic style. Nothing overtly complex or artistic, no pronounced 3D effects and use of only the two dozen basic colors which were used in print as well.
Scenes were to be created from low-poly assets with 3D modeling software for easy pipe-lined production and quick manipulation.

Earlier drafts designs of PD:M's main character Lucia Torres

The puzzles aren't super fancy and, in fact, that's rather intentional. Despite being sci-fi the game should feel kind of real and the aim was to have the player encounter and solve problems like in the real world (if in a MacGyveresque sense, that is). Unfortunately that means that you won't find any wicked puzzles like 'use sea cow spittle with parrot beak-shaped rubber snake' or something like that. My apologies.
Some people might be interested what software and resources were used, so here is the list (yes, all the amazing software below is free and open source).


7. FAQ
a) Is Project Devonia: 'Manticore' (PD:M) going to be a full-fledged game?
What can a man do when he loves writing and making games? He must do both! :smiley: But being an author primarily doesn't allow me to devote enough time to develop a (bigger) game.
So while still made with professional aspirations I consider PD:M more as a proof of concept to get acquainted with the game engine and visual story-telling.
All things considered the game should take you about an hour to play through, maybe half of that if you're speed running with no regard to exploring anything. (I haven't actually clocked that, though, so I might be wrong here.)

b) When will PD:M be on sale?
It won't. Making an adventure game is since the days of MI and Indy a longheld dream of me and it's going to be free, though I certainly wouldn't mind if someone were to support me by buying a book of mine. :smiley:

c) Why is PD:M categorized as sci-fi? There's nothing really obvious going on in that regard, no?
The Devonia book trilogy, the game is based on, has a science fiction / horror setting. So while PD:M follows that world's canon the events there are mostly just alluded to in the game. Game and books are storywise completely separated and you don't need either to understand the other.

d) Is the R.U.D.E. mode NSFW and how is it enabled?
- Please note that R.U.D.E. has been abandoned. -
Regarding graphical violence and sex the game is pretty tame either way (not sure if I should be saying that actually but oh well ... too late). Nonetheless the game would probably be rated R if it were a movie.
The difference between English and R.U.D.E. would've been mostly just stronger language, more cynism and some occasional jokes typical of the adventure game genre. Something which I felt were out of place in a game more in line with the mood of the books.
How you would have activated R.U.D.E.
Spoiler
R.U.D.E. was to be activated by using the knife on the book in the trash basket in the second room (the radio room). Reverting back to either English or German is only possible in the options menu.
[close]


8. DEMO
A demo in English and German for Windows and Linux is available on my new itch.io account.
https://weltenberg.itch.io/project-devonia-manticore

Thanks so much for reading. Hope to see you playing the game one day.
#11
I tested it on my own demo game, and the character seemed again to walk past hHotspot>er irrespective of door state. My game seems to be corrupted however right now so I checked also with the Tumbleweed demo game.

I renamed Holodoor>v in room 2 to Holodoor>er and here I couldn't even interact with the door at first, i.e. I couldn't use the keycard on the door to unlock it. Next I set door state to closed but again I couldn't open the door so I set doorstate to open. This worked and character made some steps.
#12
Quote from: Snarky on Thu 17/11/2022 11:33:03wrap the message argument in a String.Format() call,
Worked like a charm!

Quote from: Snarky on Thu 17/11/2022 11:33:03m not sure I understand what you mean.
Badly worded on my part. I don't mean to change the list box (or whatever it is called) where you choose a line. My issue is that after selection that line is repeated/said on screen, which is done using .Say command. (Pic 1a).
In the dialog editor I can only change character replies from .Say to .SayBubble, like this:

Code: ags
  Torres: I was in a plane and now I ...
  cTorres.SayBubble("I was in a plane and now I ...");

H9jdjrN.md.jpg" border="0
Quote from: Snarky on Thu 17/11/2022 11:33:03obably an issue of module ordering
Ohh, I see. I was already wondering why the scripts weren't sorted alphabetically. Tumbleweed is at the top because its scripts are in a folder while the other scripts are not (Pic 1b).
  Maybe ordering would work if I put all scripts in an own folder. Would that break something?
#13
Hello there (again  :) ),

Sorry for being a nuisance but I get an error when I replace this
Code: ags
player.Say("Looks like ... %s.", passphraseA_Word);
with that piece of code
Code: ags
player.SayBubble("Looks like ... %s.", passphraseA_Word);
Failed to save room room1.crm; details below
room1.asc(310): Error (line 310): Type mismatch: cannot convert 'String*' to 'GUI*'


Another thing is the option text in dialog. While it's no problem to change the lines in dialog script to command style the options stay as they are. I don't even know where to look for them, actually. Is it possible to change them as well? That would be great.


There's also this little issue I have, a string named lookat in abstauber's tumbleweed module

Code: ags
    // PICKUP and make object invisible
    else if(Verbs.UsedAction(eGA_PickUp)) {
      Verbs.AnyClickWalkLookPick(160, 285, eDirectionLeft, "I'm a string named lookat ... anyway", oHandgun.ID, iHandgun);
      GiveScore(5);


I tried to change Say to SayBubble in abstauber's script, there seem to be only two places of player.Say(lookat) in VerbGui.asc actually, but then it just gave me this message.

SayBubble is not a public member of character

I asked him in his thread but maybe you have an idea too
#14
Hi,
thanks so much for looking into the matter but at the danger of becoming a pest I have another thing you might be able to help me with.

The AnyClickWalkLookPick function contains a string named lookat which is then used by a player.Say command.

Code: ags
    // PICKUP and make object invisible
    else if(Verbs.UsedAction(eGA_PickUp)) {
      Verbs.AnyClickWalkLookPick(160, 285, eDirectionLeft, "Damn, it's broken. ... Anyway", oHandgun.ID, iHandgun);
      GiveScore(5);

Since I use Snarky's bubbleSpeech module I'd like to change say to sayBubble. I found only two instances of player.Say(lookat) in VerbGui but changing them gave me this error:

SayBubble is not a public member of character

Is it just me being stupid or is that impossible to alter?
#15
Quote from: Snarky on Wed 16/11/2022 17:41:46If your game is natively 640x400, then a width of 250 represents slightly less than 40% of the screen/window width.
Cool, just what I wanted to hear.

Quote from: Snarky on Wed 16/11/2022 17:41:46This would allow you to set a thicker outline.
So the outline could be made from sprites, eg. a 3px black dot. I'll check that out if I have my other stuff sorted.

Quote from: Snarky on Wed 16/11/2022 17:41:46the outline would not look very nice.
Oh, I see. It was just an idea. Two bubbles on top of each other with both having AGS's automatic black outlines might work to polish the edges somewhat but I'm not gonna pestering you with that. :grin:

Quote from: Snarky on Wed 16/11/2022 17:41:46Off the top of my head I see no reason why it shouldn't work for LucasArts speech too. However, from my side further development of the module is currently on hold, since I don't have the time or energy to devote to it.
Too bad but I know that. The reason I was asking is player.think doesn't work for me either so thought it was Sierra only.
Thanks for the explanations
#16
Hi,
great module you have here. Some questions I'd like to ask. First, if ...

  SpeechBubble.MaxTextWidth = 250;

... is determined by screen/native game resolution size, i.e. are these relative or absolute values? I would generally prefer dialog in at least two lines for a more proportionate appearance of the bubble but setting some value up for text width won't make much sense with absolute values if the target system has a greatly differing resolution.

Secondly, is it possible to change border width/line thickness of the bubble? I found no variable for that so I suspect it's kinda similar to automatic text outline which can't be adusted, either. My test game is 640x400 right now and I might go even higher but the border can barely be seen already.
If line thickness is hard-coded would it be possible to create two overlaying bubbles, eg. one smaller white and a bigger black one in the background? This won't really work with transparency obviously but some of us might be okay with that. Just a thought ... :)


Finally, you mentioned planning a think bubble. Will this only work for Sierra-style speech, like player.think seems to do currently, or also for LucasArts-style games? That would be great.


Thank you
#17
Hi abstauber,

I'm using the Doors.AnyClickSpecial function and it works as intended. Now I want my character to walk some further steps (and disappear behind a walk-behind) before transitioning to the next room. It would just look nicer and smoother this way instead of the character merely "freezing".

So I'm wondering if there's a way to maybe combine aforementioned function with the hHotspot>e extension function but so far I was only partly lucky. The character just wanders off anytime the door hotspot is clicked, obviously, whether the door's open, closed or locked. Is there a way to execute the extension function only when the door is open?
I guess it could be changed in the function's module. Consequently I think an added walk off-set parameter would be a great addition to the function.

Any workaround is appreciated, though.

#18
Quote from: abstauber on Wed 02/11/2022 13:28:51putting the sprite numbers in this function is actually on purpose, so you have the chance to change the verbs graphics to their localised counterparts.
Oh, of course. I actually realized it (but only later after I had already posted  :-D ) while I was assigning sprites to PushedImages and had them appear irrespective of language setting. Sorry to bother you with that.

Quote from: abstauber on Wed 02/11/2022 13:28:51Unfortunately I don't have a windows machine handy, so I can only provide untested pseudo code.
A big thanks for that. The slider didn't work but the code helped me to set up the language buttons, and that's just as good!
One strange thing happened, though. After I renamed the buttons (e.g. Button1 to btn2ger) they stopped functioning altogether. But when I added another button with the exact same function (and left the default name) it worked as intended and the other still renamed buttons worked all of a sudden again. :confused:
Maybe its AGS editor acting up in Linux ... anyways, I leave the default names now in place and everthing works.

best regards

Correction: This was due to the proper function name not having been updated in the events section of the properties pane.
#19
Hi there,

I'd like to add an option to change language in-game. I would've prefered to re-purpose the (for me) obsolete two-position GUI style slider but I didn't manage to do that so I opted to use a button.

Here's what little I was able to do (in GlobalScript.asc)  ??? :
Code: ags
function btnOptionsLanguage_OnClick(GUIControl *control, MouseButton button)
{
 //switch GUI to German
Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangDE;
  
  if (Game.ChangeTranslation("German") == true) {
    Display("Deutsch aktiviert");
}
}

This worked ... but just temporarily and probably more by accident. While the game used the translation file (german.trs) I had created earlier it seemed to do so rather because it was the only translation file present. In any event I wasn't able to revert back to English after that, and after some minor changes (which I'm unable to replicate) it didn't work anymore at all.
Alas I know next to nothing about scripting so I'd appreciate any help I can get. If someone could tell me how to achieve switching language in-game with said slider, even better.

Thanks a bunch!

-------
unrelated to the former ... but I found replacing sprite numbers (in my case the verbs in gMain) in the editors' property pane had no effect because the settings there are "over-ruled" by commands in the verbGui.asc

for example (line 1178):
Code: ags
    Verbs.LocalizeActionButton(eLangEN,eGA_Open,    59, 60, 'q');

Is that how it's supposed to work? Maybe there's some line of code where this can be over-ruled?


also there's a possible bug here. The offset position of the sliders' handles in the editor is not the same as displayed during the game. I had to double the offset value to have the handle in the correct position in-game (see image below).


P.S. in case it matters, I'm using AGS 3.5.22 with Playonlinux

Thanks again,
Chris
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