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Anyone interested in having a good ol competition here again?
Yay (yes)
75%
 75%  [ 12 ]
Nay (no)
25%
 25%  [ 4 ]
Total Votes : 16

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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sat Feb 10, 2007 1:09 pm    Post subject: [quote]

I'm working to much, overtime more or less everyday but I'm sure that I'll get it done as I intended anyway ^_^.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sun Feb 11, 2007 6:14 pm    Post subject: [quote]

I finally managed to nail down the storyline introduction for my entry. However, each scene takes a tremendous amount of time to produce. There are 12 scenes in the opening alone. One of them is almost done, fortunately, and it's the most complex of all (it's about 40k polys right now). It's taken about 9 hours thus far to produce. The rest shouldn't be anywhere near as complex, but this particular scene is crucial to the story so it's important to make it look the best I can make it.

This game is definately not gonna be for kids though, or at least American kids. There's some rather suggestive scenes in the game, so keep your little kid brother away from the screen. :)

Also, there is no text dialogue in the game, everything is spoken word. The only text you'll see is for menus and such.
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sun Feb 11, 2007 8:59 pm    Post subject: [quote]

Sound's way cool Nod. no text dialogue O_O.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Mon Feb 12, 2007 12:05 am    Post subject: [quote]

nodtveidt wrote:

Also, there is no text dialogue in the game, everything is spoken word. The only text you'll see is for menus and such.


Rather limiting....what happens if one cannot hear the audio?
Not that I can't, just saying that its not too good of an idea to have only spoken words, at least give subtitles...

I eagerly await your entry, it sounds freaking awesome.
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Feb 12, 2007 12:40 am    Post subject: [quote]

Yeah, don't take this the wrong way, but very often I like to turn off the voice audio if subtitles are available. Nothing ruins the atmosphere of a game quicker that voice acting that's too heavily accented.

It's not a big deal though, and as DevX said, your game sounds like it's going to be amazing! Can't wait to play it...
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Mon Feb 12, 2007 2:12 am    Post subject: [quote]

Suppose I could add subtitles, or at least give it as an option. We'll see. Still working on the story opening, spent most of the day on it, got the first three parts done and now working on the fourth part of it, which is a slightly animated part. Trying not to go overboard with the animation since the graphics are so huge but making it look too static doesn't work so hot either, striking a good balance so far it seems. How I wish yagl had an option to play movie files...would solve a lot of these little details...
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Mon Feb 12, 2007 8:27 pm    Post subject: [quote]

Works going slow but good on FTD. The game is not going to have to much of AI thats for sure and I'm a bit concerned about the quality of my tiles. Still plenty of time to work on it thought.
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RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Tue Feb 13, 2007 1:04 am    Post subject: [quote]

I like subtitles so I can read what I can't hear clearly.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Feb 13, 2007 7:32 am    Post subject: [quote]

despite large set backs like computer hardware failure for me and darkstarbane, odd inconsistent runtime errors, and me being sick with a strain of the flu, we're still going strong.
We still expect to finish on time.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Feb 19, 2007 7:51 pm    Post subject: [quote]

DeveloperX wrote:
despite large set backs like computer hardware failure for me and darkstarbane, odd inconsistent runtime errors, and me being sick with a strain of the flu, we're still going strong.
We still expect to finish on time.


Isn't it strange how you always seem to suffer hardware failure at the most inopportune times...? Maybe it's because you're pushing yourself too hard in an unnecessary direction... just a thought.

I've got an engine running (I managed to add scripting to that demo I showed like... two years ago.) but I have no idea where to begin making menus. (I need a comprehensive theory) Maybe next time.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Feb 20, 2007 9:02 am    Post subject: [quote]

LordGalbalan wrote:
Isn't it strange how you always seem to suffer hardware failure at the most inopportune times...? Maybe it's because you're pushing yourself too hard in an unnecessary direction... just a thought.

I've got an engine running (I managed to add scripting to that demo I showed like... two years ago.) but I have no idea where to begin making menus. (I need a comprehensive theory) Maybe next time.


Hardware failure was due to a faulty ups. >_< F*** BELKIN!
I replaced the ups, and replaced the hardware that got messed up (powersupply.....thankfully the motherboard and other components were fine)

These days I have triplicate backups of ALL my files, so a little hardware failure doesn't really affect me much except the time to repair.

I've not pushed in any wrong directions. I'm quite happy with my progress, and my new team!

Now, MENUS are really the easiest damn thing to program.

Code:

 psuedo code:

 while menu_running
  display_menu
  get_menu_input
  switch menu_selection
   case menu_selection_one : do_menu_selection_one
   case menu_selection_two : do_menu_selection_two
   case menu_selection_three : do_menu_selection_three
  end switch
 end while


There are many different ways to program a menu.
Thats one. Another is to use a STACK.
But I'm not spending anymore time posting this now. Sorry.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Thu Mar 01, 2007 1:04 am    Post subject: [quote]

Right, but what I was thinking about was how to make a system by which to create menus. In particular, I was thinking about how to give the creator a maximum with freedom by a minimum of programming.

I've decided on an approach that uses the browser GUI (thus allowing HTML to be menu content), and a focus control mechanism to switch between menu fields as though the cursor were a player character on a map... that's what I wanted to do, to treat the menu system as a map and simply switch from one "player" character to another. Unfortunately, I don't have time now to pursue it.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Mar 12, 2007 3:24 pm    Post subject: [quote]

I'd like to say that I didn't mean to kill this conversation. I would like to know I have had the unintended effect that I have upon it, though.
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Mar 12, 2007 3:40 pm    Post subject: [quote]

Don't worry about it - the thread had been dead for nine days before you posted.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Mon Mar 12, 2007 7:00 pm    Post subject: [quote]

LordGalbalan wrote:
I would like to know I have had the unintended effect that I have upon it, though.


.......either thats missing some words or you're on something......lol
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