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TIGSource ForumsCommunityDevLogsThe Inflicted - Horror Adventure Game
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zamp
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« Reply #40 on: November 09, 2011, 01:44:47 PM »

Day 611

Sorry to inform you but progress will be halted for a while.
I totally fucked up my computer. Had to reinstall everything so it will take me some time to recuperate from this mishap.
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zamp
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« Reply #41 on: November 12, 2011, 02:05:09 AM »

Day 614 - Back on track

I've now installed all of the tools I need to develop my game and have been making updates since yesterday.

Not much to update on the game itself other than Lua coroutines. You can read my tutorial post about it here

I won't be updating that much in the future since most of the updates are about content which I don't really feel comfortable discussing since I consider talking about content a spoiler.

Development will be slower or it might even be halted for the duration of playing Skyrim.
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zamp
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« Reply #42 on: November 22, 2011, 03:48:27 AM »

10 days from last update... damn Skyrim...
Day 624 - Adaptive music

http://dl.dropbox.com/u/41227615/Flash/as3am.swf
There's a small click on the left channel in every loop and it won't loop perfectly. Sometimes it loops a few ms sooner and sometimes later. Flash and looping sounds is such a pain in the ass to do properly.
What the system I built does is that it splits one mp3 file into separate loops that you specify yourself.
Here's the mp3 file that test uses.
The left channel click comes from my laziness, I didn't open the file in an editor to check where both channels are at 0.

I'm also making an editor for the loops and I'm going to release the adaptive music lib (as3am) on google code once it's complete. Here's a preview of the app:
« Last Edit: December 03, 2011, 10:46:12 PM by zamp » Logged
zamp
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« Reply #43 on: November 25, 2011, 05:51:51 AM »

Day.. ahh.. who gives a s**t. Shrug

Added hands to the player run animation and made this gif for yall.
Made animation for a part of the game where you fall on your ass.


If you're wondering why the player is wearing orange pants (they're really overalls with sleeves tied to the waist) there's a reason for it and it's quite simple. The overalls are orange because that is the least used color in the game and it will make it easier for you to spot where you are.

I tweaked the soft shadows a bit.
« Last Edit: December 03, 2011, 10:45:53 PM by zamp » Logged
zamp
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« Reply #44 on: November 30, 2011, 11:25:46 PM »

Hello folks!

We're looking for testers for the game so if you're interested please send a PM or contact me on IRC
zamp @ freenode/quakenet/ircnet
Preferably IRC since I can get back to you sooner immediately.

There isn't much content in the game yet. Just a few maps (about 30 mins playtime) but the scripts need to be tested through, where can you save where you're not supposed to be able to etc.
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zamp
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« Reply #45 on: December 04, 2011, 01:23:20 PM »

I've got the adaptive music working quite well now. Still it has some delay problems but those can be removed by fiddling with the fadein/fadeout parameters.

Go here to see a working example (it'll load on the top of the page). You can also get the sources there.
http://koode.org/as3am
« Last Edit: December 26, 2011, 09:22:55 PM by zamp » Logged
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« Reply #46 on: December 07, 2011, 03:05:41 AM »

Day 639

(Edit: removed the tester text and moved to here)

http://koode.org is now somewhat up. Still needs a lot of work though.
Also you may have noticed my new signature, graphics are from the game Smiley

Also here's a piece I wrote for a chase scene of the game: http://soundcloud.com/derailsane/tdhag-chase-scene
« Last Edit: December 07, 2011, 03:26:48 AM by zamp » Logged
zamp
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« Reply #47 on: December 26, 2011, 04:21:07 AM »

Day 658

First real puzzle in game. Put the fuses in the right order to continue.
Also started working on the new status window.
Here's a mid development screenshot:


On another note, we're still looking for writers.
If you're interested send me an email to [email protected] or contact me via irc: zamp @ efnet/ircnet/quakenet
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GZ
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« Reply #48 on: December 26, 2011, 04:57:09 AM »

There's a lot of cool stuff here. Worked on a top down shooter myself a long while back and I'm a fan of them. Definitely going to be keeping my eye on this one. Great job so far!
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zamp
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« Reply #49 on: December 26, 2011, 09:16:01 PM »

There's a lot of cool stuff here. Worked on a top down shooter myself a long while back and I'm a fan of them. Definitely going to be keeping my eye on this one. Great job so far!

Thanks!
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zamp
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« Reply #50 on: January 03, 2012, 08:16:57 PM »

Oh noes! A new monster! And lots of them.

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zamp
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« Reply #51 on: January 04, 2012, 08:16:59 PM »


If you can't see the image click here

Made them a bit bigger:

If you can't see the image click here
« Last Edit: January 04, 2012, 08:29:43 PM by zamp » Logged
zamp
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« Reply #52 on: January 07, 2012, 04:38:21 AM »

Tiny update to tell you that the website is up!
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zamp
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« Reply #53 on: January 18, 2012, 09:52:20 PM »



1.11.12.1030 -> 1.12.1.1716
   - Fixed bug that allowed player to exit through walls and doors
   - Added bastard AI
   - Changed bastard graphics
   - Added note to service level
   - Improved saving method, now stores entities on a level
   - Fixed improved saving glitches
   - Added a very dim light to player's position
   - Improved path optimization
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eigenbom
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« Reply #54 on: January 18, 2012, 10:28:59 PM »

This is looking cool. MonsterA.lua hey? Yeh, I'll beta test, to steal your scripting techniques ... mwhahah! Wink
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zamp
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« Reply #55 on: January 19, 2012, 01:06:35 PM »

This is looking cool. MonsterA.lua hey? Yeh, I'll beta test, to steal your scripting techniques ... mwhahah! Wink

Oh you don't want to touch the scripting spaghetti, trust me.
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eigenbom
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« Reply #56 on: January 19, 2012, 01:44:46 PM »

This is looking cool. MonsterA.lua hey? Yeh, I'll beta test, to steal your scripting techniques ... mwhahah! Wink

Oh you don't want to touch the scripting spaghetti, trust me.

would love to see a post about the scripting in your system, even if its just the conceptual model and no spaghetti-bolognese-details, though i do like spaghetti   Hand Fork LeftEvil Hand Fork Left
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« Reply #57 on: January 19, 2012, 01:54:46 PM »

Oh you don't want to touch the scripting spaghetti, trust me.

would love to see a post about the scripting in your system, even if its just the conceptual model and no spaghetti-bolognese-details, though i do like spaghetti   Hand Fork LeftEvil Hand Fork Left

I've written a tutorial about using lua in flash. That doesn't tell you anything about the way I've implemented it though. I might write something about it later Smiley
http://forums.tigsource.com/index.php?topic=22715.0
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eigenbom
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« Reply #58 on: January 19, 2012, 02:25:58 PM »

Oh wut, lua in flash? O_O

I've never coded in flash, but what does Lua give you that flash doesn't?
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zamp
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« Reply #59 on: January 19, 2012, 03:35:36 PM »

Oh wut, lua in flash? O_O

I've never coded in flash, but what does Lua give you that flash doesn't?

Well you can't pause flash (wait,sleep), but you can pause coroutines in lua.
Although you can do the same stuff in flash but here's an example:
Lua:
Code:
do_something()
player.say("hello world");
sleep(1500);
player.say("1.5 seceonds later");

Flash:
Code:
if (getTimer() < 1500 && _not_said == false)
{
  _not_said = true;
  do_something();
  player.say("hello world");
} else {
  player.say("1.5 seconds later");
}

Which one would you use? Also if you want to sleep longer you'll need even more elaborate if structures. Which reeks of bad code.
There's another way to do this in flash and that's a FIFO Queue stack but you still need to have a parser for the stack or use some fancy ass proxy class to store the calls... But still that requires a bunch of more coding to get it to work.
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