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1  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: January 20, 2015, 11:36:01 AM
Happy new year!
2  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 25, 2013, 08:45:33 AM
Merry Christmas and a happy new year!
3  Public / General Discussion / Re: Merry Christmas and/or a Happy New Year! on: December 24, 2011, 04:02:42 PM
Wow, has another year passed yet? Merry Christmas everyone!
4  Archives / General Discussion Archived / Re: Post your fav musical episode for SR on: August 05, 2011, 01:26:34 PM
We can make it non-linear and leave the choice to the player.

So we offer location A and B and when both locations are completed Ashra finishes the mobile NimBUS so they can reach location C, which is the steamer.

Sounds good to me Smiley


To gain some variety I'd like the first three locations to take place during daylight if it's fine with you.



Good idea!

Just brainstorming about what the other locations might be:

- musician (banjo, violin) on a sunken mississippi steamer 1900 (daytime or sunset)
- Janis Joplin 60s --> Hippie community (daytime)
- Buddy Holly flight crash somewhere 50s --> middle west countryside (daytime)
- Fats Waller 20s --> Chicago Jazz club (evening/night)
- Gram Parsons 70s (Redneck junkyard) --> have to park the car in front of a hydrant to get towed to the junkyard?
- Lucius 80s
5  Archives / General Discussion Archived / Re: Post your fav musical episode for SR on: August 05, 2011, 11:36:21 AM
Since a DB-crash deleted some of our posts, I'll try to remember what i had written:

Dirk sayed he would like to start with the Mississippi (hooray for consonants!) episode and my concern was something like:

I think this episode should play ON a ship. Maybe some historic steamer. There could then be puzzles like winding something up on the wheel or stopping the ship on the spot where the previous ship has sunk,...
But we can't take the Nimbus on a ship. I already had the idea of getting some MIDI-wireless interface on one of the other locations. This way Eric could play on the ship while Ashra is driving the Bus on the riverside.
So I think the Mississippi should not be the first episode because we don't have the interface yet and also Ashra will not be there to help us and give explanations.
6  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 18, 2011, 05:26:05 PM
Yay... @cat: Some kind of visual feedback would still be cool (eg. green button flashes).
Ok, green button it is! (Why didn't I think of that?)

Quote
About the fanfare: I think I'd rather make it a kind of low-fi noise bleep coming out of the device, so it stays in line with our incredibly strict Dogma rules. Expect sounds soon!

Low-fi-noise-bleep sounds great!
Btw, could you play the game now or is it still unplayable for you?
7  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 18, 2011, 12:46:24 PM
I already thought that the lamp is too small.

I thought about a short shakescreen, but this might be too disturbing. A fanfare sounds great *looksatthesounddepartment*


I guess I have played this game way too often, I still win everytime I play it... But I have to admit, by now I don't play with the graphical target anymore but mostly by the sound.
Maybe the target circle position is still not correct? You can try I if you find a better position for yourself. Just add or remove a few pixel to spritey in RhythmGame.asc line 681.

Also, we should start with some veeery slow and easy tunes for the cat and Mila.
8  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 18, 2011, 08:27:38 AM
New Version!

*) target bug fixed
*) graphical multiply counter
*) fixed the cable pixel at the bottom

Game:
www.sonores.de/reyze/Rhythmgame_cat_0_3.zip

Source:
www.sonores.de/reyze/Rhythmgame_src_cat_0_3.zip

I'd love to get this done before Mittens so we have something to show off  Wink
9  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 05, 2011, 03:11:55 PM
Just for info:

We had a skype session and decided that the voltmeter will stay as progress indicator but I will add an additional indicator when the "amulet is full" i.e. the game is won

We also found a bug regarding the hitzone that made the game more difficult (already found and fix it, btw...)
10  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 05, 2011, 12:17:52 PM
What about the green box directly on top of the voltmeter - the multiply could go there
11  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 05, 2011, 12:00:53 PM
I'd rather do it the other way round: keep the voltmeter for progress (like amulett) and add a vertical multiplicator. The voltmeter doesn't really display distinct number which would be needed to show a multiplication and i think it symbolizes the "fill up" better.


Btw, I just uploaded the source Rhythmgame_src_cat_0_2.zip (this time with filezilla, should work now). You can change the height of the target circles here:

Rhythmgame.asc line 678:
int spritey = FloatToInt(target, eRoundNearest) - circleon.Height/2 + 4;

just change the +4 to something different
12  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 04, 2011, 08:31:49 PM
Re-Upped it, so the first link is functional again (Filezilla didn't mangle the zip Smiley ).
Thanks, I used the built-in Windows-FTP client, I guess I should get another software for that.

Quote
What should I say... graphically it is wonderful. Fade-In looks great, 3D mode always looked great and now even looks better. I still can't believe that the volt-meter actually works  Cool Cool Terrific!

So - everything looks awesome and I'm sure that this one of the most impressive mini-games AGS has ever seen.
I'm glad you like it!

Quote
On the downside the gameplay appears quite unpredictable to me: I never managed to fully charge the volt-meter, so either I simply suck or the active (hot-note) area is not where it is supposed to be. At least I have the feeling that the hot-note part is 5-10 px too low.
So my basic thought is that this area has to be a bit broader and a few px higher. At song 2 it's really noticeable.

Still.... wow!

Well, that was also my problem... After I made all items relative to each other (the playable area can now be moved with just 3 constants) I wasn't able to fill the amulett at all :-( it was not the code, the code was ok but I didn't get the right hitarea. Then I moved the area down a bit and suddenly I hit almost every trap and got a multiply higher than 10x!!!! on song 1 (I only play this song, because it is my favourite Cool ) So obviously it depends on player preference.

To cut a long story short: it is easy to move the circles up or down, but the problem is: where should they be?

Another thing: where should the multiply factor go? Should I make another set of lamps somewhere? Or an oldstyle http://en.wikipedia.org/wiki/Seven-segment_display? Or should we keep the score and multiply overlay?
13  Archives / General Discussion Archived / Re: Rhythmgame first TV-Demo on: June 04, 2011, 06:10:18 PM
I reuploaded it and downloaded it again and could not open it either... The file also had a different size than the one I uploaded.

Here is a new link http://www.fileupyours.com/view/285513/Rhythmgame_cat_0_2.zip please get the file and put it on your server, my webspace isn't that large.
14  Archives / General Discussion Archived / Rhythmgame first TV-Demo on: June 04, 2011, 03:32:59 PM
Hi!

I've uploaded the first TV-Style demo of the Rhythmgame.

New stuff:

*) TV look (obviously)
*) elevator buttons
*) replaced amulet by yellow score-digit
*) replaced multiply-counter by small lights
*) don't fade entire screen, only part inside the tv-screen (like old crt)

Download here: www.sonores.de/reyze/Rhythmgame_cat_0_2.zip

Things I'd be interested in:
*) is it good to play?
*) should I move the play-area? (up/down, stretch/unstretch)

The grey lines where the traps are flying is only temporary, I'll replace it with something nice once the position is fixed.
15  Archives / General Discussion Archived / Re: Der Guitar-Hero Code-Thread on: June 02, 2011, 11:32:44 AM
Das mit den Bonusnoten hab ich mal aufgeschoben, ich baue gerade das Spiel auf die neue Fernsehergrafik um. Dauert etwas, weil viel Pixelschieberei und Dinge an den verschiedensten Stellen gesetzt werden und sich gegenseitig überschreiben.
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