Starting Mission should be all done*. Game play should all be there. Only thing left should be finish adding images for all the items. Need to play through a few more times to make sure everything's right.
Started working on the game play for the first side mission.
Friday, August 8, 2014
Starting Mission Finished*
Thursday, August 7, 2014
Two steps forward, One step back
One of the big things for Seraphim's Javelin is converting it back to Rags version 2.4.0, the latest stable version. Opening the game in a beta designer actually messes up the file and 2.4.0 has problems.
Recently, I accidentally opened the latest rework using the 2.4.14 which messed it up enough that I couldn't save. Had to use a backup and redo some work. Wasn't too hard to redo the work, but I am unsure if I redid everything. There's probably some section of the game I think is completed that is completely untouched.
Recently, I accidentally opened the latest rework using the 2.4.14 which messed it up enough that I couldn't save. Had to use a backup and redo some work. Wasn't too hard to redo the work, but I am unsure if I redid everything. There's probably some section of the game I think is completed that is completely untouched.
Wednesday, July 30, 2014
800 x 530
Got around to adding some images back in for Seraphim's Javelin last night. For some reason that I can't think of right now, I standardized a bunch of images to 800 x 530. Absolutely no clue why.
I clearly picked it for a reason. Oh well /shrug... Standards must be followed!
I also spent some time converting images for the opening mission to 800 x 530. Played through the opening mission a bunch. I'd say it's about 90% complete.
I clearly picked it for a reason. Oh well /shrug... Standards must be followed!
I also spent some time converting images for the opening mission to 800 x 530. Played through the opening mission a bunch. I'd say it's about 90% complete.
Wednesday, July 23, 2014
Got some work in on Seraphim's Javelin
It's been a while since I worked on Seraphim's Javelin. So long I couldn't even remember where I was and what I wanted to change. I briefly thought about starting over from scratch. Only briefly.
Wish I could give you a progress update like 95% complete on Mission 1, but I'm doing everything piecemeal. I'm fixing things as soon as I see them. This is made harder since I know I wanted to rework some of the structure, but I don't remember HOW I wanted to rework it.
For those interested in Seraphim's Javelin, this is just a friendly "Hey, I'm working on it!"
Wish I could give you a progress update like 95% complete on Mission 1, but I'm doing everything piecemeal. I'm fixing things as soon as I see them. This is made harder since I know I wanted to rework some of the structure, but I don't remember HOW I wanted to rework it.
For those interested in Seraphim's Javelin, this is just a friendly "Hey, I'm working on it!"
Saturday, May 31, 2014
Working on the new project (and Reference Variable demo)
Right now, I'm putting in some time on my new project and thought I'd share some of the game's structure and point out how I'm using some reference variables.
A bit of my game structure, the player get X actions before the world continues on. The thing is I want to continue the storyline after the player finishes taking their actions. But those actions are not unique to that point in the storyline. Furthermore, some actions (such as Examine) will not count for the passage of time.
So the question is how to set it up so the storyline will continue smoothly. I'm using timers to break out the story blocks from the rest of the game. But then how do I run that specific timer after an action. How will the action know to run StoryTimerA or StoryTimerB?
This is where reference variables come into play. I created a new variable called NextStoryTimer. This just holds the name of the timer I want to run when the story continues. When it's time to continue the story, I execute the timer [v: NextStoryTimer]. After running StoryTimerA, the next story block will be StoryTimerB. To set that up, I just change the NextStoryTimer variable to StoryTimerB within the StoryTimerA code.
Two things though. First, NextStoryTimer needs to be initially set to an actual timer. RAGS will be annoyed if it's not. Second, there's no error checking on the NextStoryTimer variable. If you change the variable to something else that's not a timer, RAGS won't find the problem. That bug will only be noticeable when it's actually played.
A quick demo.
A bit of my game structure, the player get X actions before the world continues on. The thing is I want to continue the storyline after the player finishes taking their actions. But those actions are not unique to that point in the storyline. Furthermore, some actions (such as Examine) will not count for the passage of time.
So the question is how to set it up so the storyline will continue smoothly. I'm using timers to break out the story blocks from the rest of the game. But then how do I run that specific timer after an action. How will the action know to run StoryTimerA or StoryTimerB?
This is where reference variables come into play. I created a new variable called NextStoryTimer. This just holds the name of the timer I want to run when the story continues. When it's time to continue the story, I execute the timer [v: NextStoryTimer]. After running StoryTimerA, the next story block will be StoryTimerB. To set that up, I just change the NextStoryTimer variable to StoryTimerB within the StoryTimerA code.
Two things though. First, NextStoryTimer needs to be initially set to an actual timer. RAGS will be annoyed if it's not. Second, there's no error checking on the NextStoryTimer variable. If you change the variable to something else that's not a timer, RAGS won't find the problem. That bug will only be noticeable when it's actually played.
A quick demo.
Monday, May 26, 2014
Yet another new project
Wow, it's been a while. Real life has kept me busy with a lot on my mind.
Starting yet another project... It began in Twine but I switched it over to RAGS. Not sure if anything will come of it. If history is any indicator, probably not then. Wish me luck on getting something done.
Starting yet another project... It began in Twine but I switched it over to RAGS. Not sure if anything will come of it. If history is any indicator, probably not then. Wish me luck on getting something done.
Thursday, March 13, 2014
Hard drive problems - April Fools Contest
Sigh. Having some problems with a hard drive. My game for the April Fools Contest is on that hard drive. Right now I have two options: try to fix the hard drive or restart from scratch.
I'm not exactly sure where it's failing at but I'm running into two different problems.
The hard drive is encrypted and there's a problem with the decrypting. So I can't seem to access the hard drive. The other problem is some boot files from that encrypted hard drive is messed up. So I can't boot from that hard drive. I'm not sure how I can start booting from an encrypted hard drive that doesn't decrypt.
Recovery
I looked around on the web and I think it's recoverable according to people with the same problem. Some forums list step by step fixes but I run into errors halfway through those fixes. It will take time to fix this and I don't know how long it will take.
Restarting
Restarting isn't as bad as it seems. I already know how the layout is going to be and in general where everything is going. Game structure isn't that hard. The hardest part is the text. Retyping the passages are going to be a pain and will not be the same regardless of how much I work at it.
Right now I'm leaning to restarting from scratch. Recovery is an unknown both in time and of success.
I'm not exactly sure where it's failing at but I'm running into two different problems.
The hard drive is encrypted and there's a problem with the decrypting. So I can't seem to access the hard drive. The other problem is some boot files from that encrypted hard drive is messed up. So I can't boot from that hard drive. I'm not sure how I can start booting from an encrypted hard drive that doesn't decrypt.
Recovery
I looked around on the web and I think it's recoverable according to people with the same problem. Some forums list step by step fixes but I run into errors halfway through those fixes. It will take time to fix this and I don't know how long it will take.
Restarting
Restarting isn't as bad as it seems. I already know how the layout is going to be and in general where everything is going. Game structure isn't that hard. The hardest part is the text. Retyping the passages are going to be a pain and will not be the same regardless of how much I work at it.
Right now I'm leaning to restarting from scratch. Recovery is an unknown both in time and of success.
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