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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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Sorry about disappearing for a while! There's so much I've been learning in animation and outside of the course I've been revising my programming
abilities, studying anatomy in depth and studying musical forms (particularly counterpoint). You have my apologies for the lack of anything substantial regarding musical composition, but I *do* play around on the piano a lot when I've got spare time. :-) Edited by ChrisButton - 21 July 2011 at 2:00am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ JaumeAlcazo:
I have flash player 10. And no, I can't get the sokoban by the ladies in the forest to work. Specifically, when Leo grabs a block, it won't push or pull, and they don't say 'grab' when you turn to look at them every time. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Still fixing some of the reported bugs, I'm not done, but I did all of this and felt it's time to post the update.
Working on this in an obsessive manner lately, 6, 7, even 8 hours a day. Getting sick of testing the things millions of times (and still finding bugs : / ) sometimes is discouraging, but I know eventually the outcome will be good. But.. how they say in Spain.. I'm sweating blood with this game... As always: http://www.jaumealcazo.com Features Update 13: 1 - Items and elements on the Collection screen: - Notice there's also the Salvia. You can't buy on the shops, only find it after solving the sokoban. Notice how the number of salvia changes after getting it and giving it to the ladies. - As you put them into the elements gate, they go away from your collection, check the picture. - Solved a bug which caused dropped performance when closing the items-collection screen. - The florins don't move on their own on this screen. ![]() ![]() ![]() Following bannanawalrus suggestion: "Maybe you could also add an effect to indicate what will be opened or whatever? Making an addition outlined sprite would be a lot of work, but maybe you could add some kind of programmed effect to make it flash or light up or something? Just an idea." I did the highlights and outlines (coding), and also now only can "use" one object at a given time. For doing the highlights I had to cut some sprites out of the background. Until now I was drawing an invisible square around them which triggered the action. Now this is over. Some sprites *also* have the invisible square just to be able to trigger them from more distance... 2- Highlight and outline of blue pots/prizes - They don't higlight if they are open, or after opening them. - Increased the "activation/triggering area" of the prizes. Now you don't need to get so closer to activate them. - I rechecked ONE BY ONE, the position of all the prizes on Florence and *every single building*. I put them inside their chunks in case they get off their chunk (because of the triggering area), also *gave a name* to *every single* prize, and make them *NO REFILLING*. ![]() 3 - Highlight on post signs. Notice how the highlight disappears when using a given object, and comes back after ending the use. ![]() 4 - Highlight on patrolling sprites: 5 - Highlight on the dog at the beginning/gypsy camp and grey dog at the north-westernest corner of the city. 6 - Highlights on the pictures at Medici Castle. I had to slightly move Josquin, in order to accomodate the highlight of Madonna correctly: ![]() ![]() ![]() ![]() 7 - Highlight switches. Notice how they don't drop the highlight after using them, because you can use them again instantly. ![]() 8 - Highlight to the chests. Highlight to the door of house of Leo and the door of the sister's quest at Medici Castle. 9 - Dropped the BIG resolution, was causing some errors with the highlights. The buttons "Big", "Normal", "Small", "Adventure" and "Prologue" are now images, instead of text+images. It looks better. ![]() 10 and 11 - Highlight David, gypsy, Mona, Cardinal, Shopkeepers, etc, etc... New patrolling guard at Medici Palace ceiling. ![]() 12 - Highlights Vitruvian scene. Some sprites go in couples. ![]() 13 - Highlight painting at the beginning. VERY IMPORTANT!! REMEMBER YOU ONLY CAN PAINT THINGS AFTER TALKING WITH THE CARDINAL AND ACCEPTING THE QUEST!!! (It's the bottom-right of this pack of 4-screens, the other are the continuation of the Vitruvian scene). ![]() 14- Highlight annunciation painting and Virgin of the Rocks painting (THE PAINTING OF THE VIRGIN ONLY AFTER SOLVING THE SOKOBAN AND GIVING SALVIA TO THE LADIES!) VERY IMPORTANT!! REMEMBER YOU ONLY CAN PAINT THINGS AFTER TALKING WITH THE CARDINAL AND ACCEPTING THE QUEST!!! ![]() 15 - Highlight rock barrier: ![]() 16 - Highlight salvia (at the sokoban). 17 - Highlight blocks sokoban and fixed sokoban!! The bug was because carrying the wand!! Now I did that the sokobans strips off your wand when entering. Notice the upper-right-corner, the "X" means you can't use a wand. Additionally I made you can't open the collection while sokoban-ing.. ![]() ![]() 18 - Highlight hippie guy painting. VERY IMPORTANT!! REMEMBER YOU ONLY CAN PAINT THINGS AFTER TALKING WITH THE CARDINAL AND ACCEPTING THE QUEST!!! ![]() 19 - Girl wandering around tower bell. Jal asked me for her (and other undone npcs too) to walk around Florence. I didn't do this. She only walks around the bell tower. My reasons to do this are complex, but for me (and performance) it's better if she doesn't walk too far of her "native" chunk of the map. It's complex to explain, but I'll review all of this some day and see if I can get a better solution. If it's a *must*, I can do it (like the cargo carrier), but if it doesn't matter, it's a way better for me the npcs walk this way. She is blocking Leo when colliding. ![]() 20 - EXPERIENCE POINTS!! : P This is an experimental feature. Up to the moment, I put this only in Melzi. It has no real effect on the game at all, and every time you talk to Melzi he gaves you +100 exp. Only experimenting. I think it's a cool idea. I think only major characters should give exp points, like talking to Medici, or doing important quests or missions. ![]() 21 - After talking with the cardinal open the collection ("c" key) and go to the left ("l"). Now it says "no paintings yet" when you haven't drawn anything. 22 - The numbers of the painting counter doesn't move on their own. 23 - Highlight on the Leo's luggage, inside Leo's house (after talking with Melzi and opening the door. Check the minimap "m"). 24 - New animation for opening chests and salvia, and fixed some nasty bugs involving the two. Solved bugs: - The cargo carrier did Leo face up when talking to him. Now Leo keeps his direction. - Solved a bug in which you could talk to the flying seagulls. - Leo could talk to Melzi when he was still walking (at the prologue), now solved. - The same with the Captain in the Prologue. - Corrected a bug in which Josquin stopped his animation after talking to him. - Corrected bug in which you could open a post sign and a conversation with a guard at the same time, at Medici Palace entrance. Now fixed. - Solved a bug in which you could open the prizes next to the good/bad guard when they're moving. Now it's fixed. The player can open them when the good/bad guard stop moving and go away from screen. - Solved bug: the hearts at the hud were not "pixel aligned". Now are. - Solved: The digits of the money hud were not pixel aligned. Now are. The hud of the wands were already pixel aligned. - Solved bug: The ducks and chickens don't highlight themselves. - Solved bug: You could get stuck in the zone of the ducks. - Solved bug: A shopkeeper was not pixel aligned. Now is. - Solved bug: Solved bugs, concerning highlights, when ending conversations with npcs that give you something, or when you paint something. - Solved bug: When you pressed L and R in the collection screen, when having only 2 pictures, there was a rendering bug that only showed you one picture. Now is fixed. - Bug solved: You could open the collection screen from the elements gate. Now you can't. - Solved bug: If you pressed the right key a lot of times when opening the elements gate, there was an error scrolling the elements. Now fixed. - Solved bug: When you opened the elements gate, go away, and return, it was closed. Now this doesn't happen. - Solved bug: The phrase "I've already sketched this painting" wasn't working well in the annunciation painting (It showed up at once, not character by character). Now works well. - Solved a bug which made that Leo was not centered in the screen. Now is fixed. - Solved bug: When entering a building, the action (talk, look,...) could not fade away sometimes. Now this doesn't happen. Solved bugs reported by Ninja Crow (thanks! : D) 1 - Ninja: "Words that don't fit on the top line of the text box can still be seen drawn there before popping down to the bottom." Jaume: Fixed! This shaped out harder than I could ever think. I've took a more efficient approach than I said in my proposal of solution. I've spent 2 days on fixing this! The function that fixes this has actually only 55 lines, but I've sweated blood to write it. But finally it worked! It was harder to fix than it may seem at first glance, because I had to take in account that sometimes the text to cut is normal, and sometimes is like this <font ...>H</font><font ...>e</font><font>... (every character has it's own tag because it must be written in a given frame. If it's not sorrounded by it's own tag, it can't be drawn in a frame. I draw a character every given frame). 2 - Ninja: "Text box words fade out after the text box is closed, but they should disappear first." Jaume: Fixed. 3 - Ninja: "When talking to Francesco, the dialogue says 'Sure, take this key and wait me in home', when a more natural sentence would be, 'Sure, take this key and wait for me at your home.'" Jaume: Fixed, although the final phrase I put is: "Sure, take this key and wait for me at home." Notice I removed "your" because the house it's supposed to be given to Leo by Lorenzo, to live while he's in Florence. Melzi is "just" his assistant. The "your" was suggesting me that could be misunderstood that the house is property of Melzi, which is not the case. But also I usually get easily confused by my lack of english skills, so (as all of you noticed) most of the time I don't really know what I'm talking about when talking about english grammar : P (or talking/writing english, for the case...) 4 - Ninja: "When you leave a building, and the amount of money you have shows back up, the numbers change a few times on their own." Jaume: Fixed. 5 - Ninja: "When Leo begins walking down, he shifts one pixel to the right, and when he stops, he shifts one pixel back to the left." Jaume: Fixed. 6 - Ninja: "When Leo leaves a building, the screen should go black *before* the action freezes, which will make the transition seem smoother. At the moment, the black lasts only for a short time, and it looks like a mistake, like a 'flicker' in the action. It may seem wrong, like the transition will look like it takes longer, but having it be black longer will smooth out the action." Jaume: Fixed. Now the fade in/out work properly. Control is not given to the player until fade is gone. 7 - Ninja: "When entering some buildings (like Michaelangelo's house), when Leo appears inside of them, he is too far into the middle of them, and it looks like a big 'hop' in the action. He should probably be closer to the doorway." Jaume: Fixed. I reviewed and tweaked the positions when enterig/exiting all buildings. Also made that Leo is *always on the center of the screen* (except on 1-screen and 2-screen buildings), instead of moving Leo around the screen. 8 - Ninja: "When Leo leaves Michaelangelo's house, he is standing off to the side, rather than right in front of the door." Jaume: Fixed. 9 - Ninja: "The game would not let me close the sign for the Library!" Jaume: Solved bug. Also fixed another bug, after opening Luisa's post sign, the game freezed. Now it's fixed. Solved bugs reported by ekobor (thanks! : D I still have a lot of bugs reported by you in the to-do list!!) 1 - Ekobor: "Blue pots won't open from above. I think this is something to do with the obstruction, they prevent Leo from getting close enough." Jaume: Fixed. There are a lot of bugs pointed by ekobor I still couldn't fix!! I hope to fix them in future updates! Performance improvements: - The prizes (blue pots) now do their stuff 10 times for second, instead of 35 times for second. All instances of prize do the check at the same time, the checking is shared. Other: - SLOWING SPEED (walking through stairs) goes up from 4 to 8. Suggestions for jal: - Jal, please, can you make the titles of the painting in this typefont? I say this to make them "pixel aligned", instead of how are them now. ![]() - Jal, I noticed the kid-boy and the kid-girl doesn't blink. The cargo carrier also doesn't blink. Edited by JaumeAlcazo - 19 August 2011 at 3:37am |
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King of Games
Midshipman ![]() ![]() Joined: 02 December 2014 Online Status: Offline Posts: 43 |
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Your site is down, can't play.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Just checked it and works : / Hmmm... What may be happening?
EDIT: OK. The link was bad. Now it's fixed! --> http://www.jaumealcazo.com Edited by JaumeAlcazo - 18 August 2011 at 1:12pm |
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King of Games
Midshipman ![]() ![]() Joined: 02 December 2014 Online Status: Offline Posts: 43 |
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The sokoban puzzle movement is very awkward. I know you shift from pixel movement to tiled movement, but it requires a new press every time you want to walk 1 tile, when you should be able to hold it down like you would normally. Also, he seems a lot slower in this mode, which slows down the process of doing the actual puzzle.
Another thing, is that most of walking animations are wrong. Jalonso's actual animations are fine, but the placement of the frames make them look strange and lifeless instead of naturally moving. There needs to be a 1 pixel bop when walking, especially on the side view. @Jalonso, why are some of the interior ceilings lighter than the player? It makes them feel underneath the player even though it's supposed to be above them. Usually in RPGs, the ceiling is the darkest part of the room. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanks King of Games!
![]() Weird, it seems that the game doesn't work with Chrome, but works ok with Firefox ![]() |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by King of Games @Jalonso, why are some of the interior ceilings lighter than the player? It makes them feel underneath the player even though it's supposed to be above them. Usually in RPGs, the ceiling is the darkest part of the room. Any interior in specific you could point out? Some interiors have no ceilings at all, some just show their shadow on the floor and others have both the ceilings and the shadows. |
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King of Games
Midshipman ![]() ![]() Joined: 02 December 2014 Online Status: Offline Posts: 43 |
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Hmm, interesting that some buildings would have no ceilings at all. Here is an early example, the red shop.
![]() I would expect some kind of border along the southern parts of the roof. And I would also suggest using a doorway rather than 2 rounded black tiles for the entrance. I was looking at some minish cap tiles, and I see they did a similar thing, usually with lighter ceilings. http://vgmaps.com/Atlas/GBA/LegendOfZelda-MinishCap-DarkHyruleCastle.png (I would also suggest making southern doors similar to how it's done here.) What I'm referring to might only be for different perspectives, like classical rpgs, where the ceiling is very dark and has a border around it, like this example from chrono trigger. http://www.spriters-resource.com/snes/chronotrigger/sheet/3621 Maybe it's just different from what I'm used to and that's why it stuck out. It seems to be messing with the priority a bit, because it's a medium color that's not light enough to denote elevation like in Minish Cap, nor dark enough to show that it is 'cut open' like Chrono Trigger. Something to think about. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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I uploaded a fast update to my site: http://www.jaumealcazo.com
Update 14 1 - I did all the left part of the guard camp. ![]() ![]() 2 - The general gives you the battle badge. ![]() ![]() ![]() ![]() 3 - New font! I did some tiny adjustments to be more true to the original mockup. ![]() 4 - Rewrited the rendering engine to be faster. Now Florence renders instantly. There's no delay between pressing "ADVENTURE" and beginning the game. There's no delay when exiting a building and entering Florence. The quality of the Flash Player is set to LOW, to increase the performance. This doesn't affect the quality because all are bitmaps. There's a HUGE PERFORMANCE IMPROVEMENT! 5 - Alpha on the text panels now is 60% instead of 80%, to be more true to the mockup. 6 - Dialog panel now does fade in/out in 10 frames, instead of 20. New tiny animation of the portraits (they pop up and go out in a nice way). 7 - Melzi changes his orientation, and stares at you, depending where Leo is, without having to talk to him first. 8 - Solved bugs/Performance improvements. The following objects autodestroy when offscreen: - Good guard & Bad guard. - All the candles of Medici palace. - Some npcs and other important objects. I will not go on details here. Solved bugs reported by Ninja Crow: 1 - Ninja: "The area where Leo talks to Francesco has a very large area that he can't walk on, which seems to stop him from moving around, and it feels a bit unnatural". Jaume: Enhaced it, please check it out to see if it's enough or it needs more. 2 - Ninja: "Words in the text box sometimes seem to move apart from each other (as if they were printed on a piece of rubber being stretched)." Jaume: Fixed (new font that don't wiggle). Solved bugs reported by Ekobor: 1 - Ekobor: "In the forest, below the Look-out Tower there is an invisible wall, between there and the guard's camp." Jaume: Fixed. 2 - Ekobor: "In Medici's house, the two guards who move (One in front of a locked door, the other saying that Medici is waiting for you) Will walk through you in the "cut-scene". Perhaps make Leo move to the side and back during these events so that the guards can pass?" Jaume: Fixed. Leo moves to a safe point when talking with them, and they can't collide. Also, if you advance all the dialogue when Leo is still walking, there's no problem at all (the guards wait for Leo to be in place before moving themselves). Music I would like to hear this music in the introduction (no the prologue, *the introduction* that posted jal as a swf some time ago), in the point in which the skull is seen. But, I don't know who is the author! ![]() I even write to a forum of classical music asking for the author of this pieces, but they didn't answer. Anyone of you know which one is this song? http://www.youtube.com/watch?v=-o93kbO0hJw#t=3m36s http://www.youtube.com/watch?v=kG5gYhcqUZ4#t=4m45s Edited by JaumeAlcazo - 04 September 2011 at 2:25pm |
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neofotistou
Commander ![]() ![]() Joined: 07 September 2015 Online Status: Offline Posts: 175 |
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Sounds so much like vivaldi.. Wish I could help more
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Marken4
Seaman ![]() Joined: 03 June 2011 Online Status: Offline Posts: 24 |
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"Talk to me again in future updates" HAHAHA. Love this game <3
EDIT: In the start of the game .. before the house is opened by Francesco, theres a misspelling at the house; "It's locked. Francesco may have the ey, I'll search him at the docks". I guess you meant key? :P Edited by Marken4 - 06 September 2011 at 9:39am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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@neofotistou Thanks! I'll search through Vivaldi, but it's hard to ever find a single piece in a whole classical artist career.
I even written to the creators of the show, asking for the title of the piece, with little success up to the moment.. : / Maken4: Glad you like it : ) Thanks about the typo, with the new font, there will be some places that happens this. I'll fix it. The captain and other things have misspellings, I'm correcting them. |
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Marken4
Seaman ![]() Joined: 03 June 2011 Online Status: Offline Posts: 24 |
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I think the symphony you may be looking for is one of the Four Seasons by Vivaldi (as neo pointed out).
I think the second part (?) of Summer fits great for the intro :D starting HERE EDIT: Also.. Jalonso, Are you planning to do a grass texture? Or will it be kept this way? Edited by Marken4 - 09 September 2011 at 7:08am |
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Lochie
Seaman ![]() Joined: 22 December 2010 Online Status: Offline Posts: 8 |
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Found nothing but semantic errors:
When I paint the Annunciation, the 'p' is missing from 'This looks like it will be a good painting.' With Mona Lisa, she says 'I will pose for you but first bring e' instead of me. Also, when looking at the man on the wheel, he says 'I bet he can't do it only on one feet' when it should be 'foot'. When speaking to Josquin des Prez, Leo says 'You play very well, what's your nam' when it should be 'name?' Josquin's reply is cut off and he doesn't get to say his name. Perhaps it could be 'My name is Josquin des Prez. I'm actually not very happy with the keyboard.' or something so he answers his name in the first clause. One of the paintings in Medici's house says 'Luisa de' Medici. Lorenzo's favorit ughter' instead of 'favorite daughter'. When speaking to the guard who says it's 'weird' that Lorenze only has his favorite daughter's portrait in his bed chamber, the word 'daughter' is cut off to 'daug'. Kind of gangster. When trying to pull the lever in the daughters' chambers, it says 'you feel you did somethin ong' When you try to open Lorenzo's door it says 'I don't have any key that opens thi or.' When you get in and speak to Lorenzo, his first piece of dialogue is cut up and bits are to the side of the text box. Hope these help! |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hello people! : )
This weekend, among other things, I've been programming, practising with ZBrush ( ![]() I will listen to other main pieces of Vivaldi. Marken4, I feel you are right, that part must be in some mainstream piece of Vivaldi. I doubt the show creators listen to obscure Vivaldi pieces, so it should be in some popular music of Vivaldi. But it's not in four seasons. The last part of "Winter" resembles a little bit, but it's not that part. Marken4 when you talk about 0:69 of "Summer", I guess you mean the fragment starting at 0:56, it's very cool for the intro, or for other parts, for ending dramatic dialogs, etc... Four seasons it's a good source of music for the game. It has not to be the full piece, but one fragment here, one fragment there, could be nice : ) Lochie, very nice list of bugs : ) Thank you very much. As you say, fortunately, these are only "text" bugs, so they're very easy to correct. Ok, I'm back to work! : ) |
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Stratto
Midshipman ![]() ![]() Joined: 07 December 2006 Online Status: Offline Posts: 56 |
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quick tip: the light green hat on the girl in the arnolfini wedding scene should be white, because it represents purity. you could also add a small dog wandering around, like the one that appears in the actual painting
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Update 15, 3 october 2011
http://www.jaumealcazo.com 1 -Fra angelico. ![]() - He pans to the scene of the painting ![]() ![]() - He shows his picture and gives you the painting badge (I'll modify this). ![]() - He marks you the shops in the map (when you enter them, they unmark). ![]() - Leo automatically moves to a certain spot to talk with Fra, to avoid colliding with cargo carrier. - Had to put some logs above Fra to avoid a bug, which happened if Leo was just above him and tried to talk to him (he got stuck when trying to walk to it's place. This is the faster solution). 2 - Good guard and Bad guard at the sides of the hole. When Leo falls, he rotates and fades. When appearing in floor1, Leo falls and rotates. He loses hearts. He blinks when he gets hurt. If you empty all the hearts, you are dead. ![]() ![]() ![]() ![]() 3 - 3 new patrolling guards at the beginning. ![]() ![]() 4 - Fade ins/outs of the portraits *INSIDE* the conversation (when the person who speaks changes). 5 - New guard guarding the De'Pazzi Villa (top-west part of the map). ![]() 6 - The guards block you Medici Castle before entering to Leo's house (then, the door is opened, and the guards change their conversation). ![]() 7 - New dialog with Shopkeeper1. He sells you engineering journals (jal, I'll change this) (they allow you to see the items at the right screen of the Collection). He checks you for if you got enough money. ![]() ![]() ![]() 8 - When you talk with any NPC, they strip the wand off of you, and they return to you at the end. ![]() 9 - New dialog for good & bad guard (following jal's script). ![]() ![]() 10 - Little animation for good guard. He opens the door (it's locked) when he lets you pass. In this way, it's cooler. ![]() 11 - New dialog Josquin (jal's script) and guard3 (the one just before going up to floor2). ![]() 12 - When you are walking up, if you press down then you walk down, and viceversa. When you are walking left, if you press right then you walk right and viceversa. 13 - You can look at the Medici Seal, with the 5 holes on it. ![]() 14 - You can look at the lift platform in floor1. ![]() 15 - New conversation with Lorenzo (jal's script) - He checks if you have seen or not the Medici Seal (if not, he sends you back to look it). - Leo bows 3 times before Lorenzo every time they speak. - There is a little "cutscene" the first time you talk to Lorenzo (Leo walks up, bows, and the conversation begins). ![]() 16 - Info screen on 2ond floor. I'll change the font. THE FONT IT'S JUST A PLACEHOLDER! ![]() 17 - New guards around the info sign. 18 - New conversation for the guards of the sister's gate. When the gate it's opened they change their text("or you've the key"...) ![]() 19 - New conversation for two guards guarding Lorenzo. ![]() Bugs reported by King of Games: - King of Games: "The sokoban puzzle movement is very awkward. I know you shift from pixel movement to tiled movement, but it requires a new press every time you want to walk 1 tile, when you should be able to hold it down like you would normally. Also, he seems a lot slower in this mode, which slows down the process of doing the actual puzzle." - Jaume: Now it doesn't require to press the key every time, Leo walks as long as you are holding the key. Solved some bugs that made this mode slower. Please check it again to see if it's right now. Aside of removing the bugs that were slowing it, I kept the speed of Leo a bit slower on purpose, tell me please if it still doesn't feel allright, if he needs to be faster, or if with the new walking system it's already allright. Other bugs - Corrected many typos pointed by you (Lochie, and others), and others found by me. - Corrected some bugs around elements gate, which made that you couldn't press "A" to "fastforward" the text ("the door slowly opens" and "it doesn't fit"). - Melzi only gives EXP points ONCE, when gives you the small key, and when tells you to go to Medici Castle (inside Leo's house). - Leo doesn't keep walking when fading from one screen to another one. Edited by JaumeAlcazo - 03 October 2011 at 12:53am |
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Marken4
Seaman ![]() Joined: 03 June 2011 Online Status: Offline Posts: 24 |
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Love the new update :D The Sokoban puzzle is much more enjoyable now (Leo still could move a little faster in it, tho..?)
BUG: (sorry for low quality on images ^^") 1. There's a knight spasming in the forest ![]() 2. This looks a bit weird... ![]() SUGGESTION: 1. How about you make it so that you can exit a chat by clicking 'x' at all times? It's quite annoying to have to go through a long conversation just because you accidentaly clicked 'a' as you passed him/her. 2. Name of the person you are talking to on the opposite side of the portrait. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanks Marken4 for the comments
![]() Glad you like the update. I'll make Leo bit faster in soko, also will fix spasming knight (I was unaware) and the clipping tree. About the 'x' for closing chat it's very good idea. I think there's no problem with that, but I'm scared about npcs that give you something, or if there's a painting, etc.. Cancelling the chat at this points may result in bugs. I'll think about it. Anyway, Leo key for running will not be "A" in the future, so this may help in not opening unwanted chats. We'll see.. About the name of the person in the dialog, I also suggested this to jal some time ago, it's up to him, help me convince him haha ![]() Here, some images of Castlevania, showing the char name you are talking, for inspiration: Originally posted by Marken4
Love the new update :D The Sokoban puzzle is much more enjoyable now (Leo still could move a little faster in it, tho..?) BUG: (sorry for low quality on images ^^") 1. There's a knight spasming in the forest 2. This looks a bit weird... SUGGESTION: 1. How about you make it so that you can exit a chat by clicking 'x' at all times? It's quite annoying to have to go through a long conversation just because you accidentaly clicked 'a' as you passed him/her. 2. Name of the person you are talking to on the opposite side of the portrait. Also I have another suggestion for myself, or for jal. I've seen this image when looking for Castlevania pictures, and it may be interesting to add and encyclopedia of enemies (lava cavern) or inventions, or characters (Leo, Andrea, Lorenzo, etc..) with Historical information, vital stats, etc... It sounds very cool ![]() ![]() Edited by JaumeAlcazo - 11 October 2011 at 1:40am |
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Marken4
Seaman ![]() Joined: 03 June 2011 Online Status: Offline Posts: 24 |
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I was thinking that you could put it here:
![]() Also, that enclycopedia sounds awesome o_o Do it! :D |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I don't know about that encyclopedia idea. Too much information that adds nothing to the game or story and only adds file size.
The reason I don't like the name is because some dialog requires that Leo asks the NPC their name. Doing this will also force having to name every NPC which is a waste of time. |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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i think you should include the names like Marken4 suggested...
theres not really a need to name EVERY npc... just the important ones... others could be like : Villager, Guard etc.... in dialogues where its required to ask the name it could be be changing during the talk.... Edited by onek - 11 October 2011 at 5:48am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by onek ... others could be like : Villager, Guard etc.... in dialogues where its required to ask the name it could be be changing during the talk.... Well, if this is possible to achieve without me having to pixel every name, then I'm ok with it. E: I remember why I vetoed the names before. Not every name uses descender characters and in these cases it looks bad to me. Mona's name has no descender letters and illustrates this. However if its a 'gamer' sacrifice then this would be my solution. Using the New Times font at 12pt as faded back as possible but keeping the HUD colors so it works everywhere. ![]() |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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I've been idle for some time with Medici : / Let's see if I can achieve back a good work pace!
I've been experimenting lately with mode7, in order to achieve a Zeldish style mini-map (first mode7, you press again --> normal). I've come up with 2 implementations. One of my own work, from scratch, and other one in which I used the code of someone called "PercyPea". I don't like my own implentation at all. And I don't know if this thing of mode7 is a good idea, I don't like how it's shaping in either implentation. So I wanted to ask for opinions. This is a test with the map, using PercyPea's mode7 engine: ![]() You can play it here. Click on the game and use the arrows to move around. In case you are curious about the source code of Percy Pea's implementation it's here. Here's the original thread in which PercyPea presented his mode7 engine to the world. Here's a test with the map, using my own sh*tty messed up engine, created from scratch: ![]() I don't like it at all. I don't really did mode7, Actually I don't know what I did here, it's some kind of projection. It's kinda embarrassing that I not did mode7 in the correct way ![]() You can play it here. Click on the game and use the arrows to move the map. Use "A" and "Z" to change the horizon, and use "S" and "X" to change the floor. I ended up in thinking that this whole thing of mode7 is a waste of time and a dead end. For now I'll will work back on the game, as usual, but I wanted to show you and maybe to gather some opinions about this. Edited by JaumeAlcazo - 20 October 2011 at 4:48am |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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i think u shouldnt do that mode 7 thingy...
this map, to my knowledge , isnt sooo super big anyway... like, for instance, in secret of mana the world is kinda huge with different 'continents' divided by oceans and stuff so it makes more sense to have this kind of projection imo |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanks onek! I agree with you. Then I'll leave this for now. Maybe if someday the map grows big, then mode7 could be revisited.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hi boys and girls!
Been working in Medici for almost 3 months since last update, took some days off, but most of the time working on it. I've done 2 inventions (rock blaster and glider), a parallax sky for Michaelangelo's house, and many other things that I'll discuss when post. I wanted to post u16 time ago, but I'm facing an important programming problem right now, I'll try to explain to see if someone can help. In this update, I've splitted the main .fla file in many .fla files. One for each building and other things. So we end with many different .swf. This is absolutely a MUST, because the library was growing so badly that the compiling times took forever. With the main fla splitted in many .flas the size of the library it's diminished and the compiling times are acceptable again. Cool. Here you can see some other advantages of splitting the file: http://kb2.adobe.com/cps/141/tn_14190.html Then I load the external swf in the main file, with loadClip and preloaders. This is nice and it works, but this implies that the player sees a progress bar every single time he enters/exits a building, and it's very annoying. It seems that doesn't read correctly from the cache, so the time of the progress bar it's noticeable. Then I tried to fix this combining the swf with an external program. I've used SWFCOMBINE (http://www.swftools.org/swfcombine.html) to merge the files. It works good, but the only problem it's that it seems that SWFCOMBINE doesn't manage the classes correctly. Let's see this little example: rectangles.swf: Just 3 squares ![]() circle.swf Just a circle associated to the class "Circle". ![]() The class "Circle" is just like this: class Circle extends MovieClip{ function onEnterFrame(){ _x--; } } You see that just moves the circle to the left. Then I combine the 2 movies: swfcombine rectangles.swf square3=circle.swf -o output.swf This is the result: ![]() THE CIRCLE DOESN'T MOVE! I guess that it doesn't catch correctly it's class. Any clues about this? If I can't solve this I'll upload the u16 with the progress bars, in hope of getting rid of them in the future. You can download the files of this test at www.jaumealcazo.com/medici/test.rar (139 K) PS: Yes, I've tried _lockroot on both movies. PS2: I even mailed the author of the tool. PS3: It would be nice to avoid using attachMovie to attach the circle, because this generates some other (big) problems (in the game) and it would force me to revise and change every single object in the game Edited by JaumeAlcazo - 14 December 2011 at 4:41am |
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yrizoud
Commander ![]() ![]() Joined: 03 May 2021 Location: France Online Status: Offline Posts: 343 |
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> loadClip and preloaders. This is nice and it works, but this implies
that the
> player sees a progress bar every single time he enters/exits a building, > and it's very annoying. It sounds like you made it load "as needed". But it's not useful, because the problem you want to solve is the long build time. You are not trying to use less memory at a given time, or to quicken game start-up by only loading the start location. So, can't you use loadClip to make the first swf load all others when it starts, and keep them "forever" ? |
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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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In large stuff I'd almost always recommend modular programming!
You shouldn't have to use SWF combine, but I personally can't touch on
this issue as I've never learnt to use loadClip.
I've also never worked on a project with such a high caliber of data.. so this could be dead wrong, but why don't you just have one preloader
at the beginning of the movie using getBytesLoaded?
edit: I don't think I addressed the main problem, woops! :O Good luck, it sounds tough. Edited by ChrisButton - 16 December 2011 at 2:45am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanks for your views.
@yrizoud: I understand what do you mean, but I also tried that before my initial post and it works only when working locally, but not when online. Seems that if you load a clip with loadClip you must also do a preload bar, if not it just stays black. With the preloader bar it works, but seems that loadClip loads again and again, and don't read from the cache of the user : S @Chris: I'm using object orientation in this project for the vast majority of entities. Some modular programming in certain spots too (which I call 'scripts'). As you edited, your suggestion doesn't solve the problem, cause in this way it doesn't load the external swfs, getBytesLoaded only would get the bytes loaded of the main swf. I'm glad cause I've got an answer from the creator of swfcombine, he'll take a look at this. I mailed him also additional examples and explanations of the problem. Meanwhile I'll try to post u16 with preloading bars. I wanted to put the intro also, but I'll leave the intro for the future. It has been so many time since last update that it makes me unhappy with myself, so I need to post this as soon as possible to recover good mood with my programming skills! Talk to you all soon. Edited by JaumeAlcazo - 19 December 2011 at 6:56am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Well, at least I've posted the update 16, with progress bars (hopefully I'll get rid of the progress bars in the future)
At the beginning it waits a couple or three seconds without apparently loading, but then it loads faster! Here it is: http://www.jaumealcazo.com Update 16 Features 1 - Rock Blaster Invention. - Leo waves his wand to command the blaster to attack the rock barrier! - For now you don't need to build the blaster, just "drill" the barrier (you'll have to build the invention at Leo's house and collect the right materials). - "Hippie guy" changes his conversation after you blast the barrier (as pictured). - Suggestion: Frame for the hippie guy, in which he's shocked because of the machine and does surprised face with his mouth open, when the blaster starts to drill : ) ![]() ![]() ![]() 2 - Glider Invention (I know it's for future chapters. Anyway I did it). ![]() ![]() 3 - New pixelated font for Info screens! ![]() ![]() - The text is written character by character. - I can make multiple screens. - Pixelated font for info screens in 3 flavors: normal, blue and red. - You can advance the text at once, by pressing "a". 4 - Credits with the new font (I will update special thanks section in the future). 5 - New "Select your resolution" screen with pixelated font. ![]() 6 - New loading screen with pixelated font. - New progress bar. - New pixelated numbers indicating the %. Building enhancements: Mona Lisa's house - You can get asleep at Mona's House. She awakes you and embarrasses you for being so rude... : PPP - Leo awakes up to a predermined position, to avoid overlapping with Mona in some cases. - Mona walks slower when on stairs zone and faster out of stairs. - I edited some sprites of jal to get Mona walking up and down ; P ![]() ![]() - Animated candles on tables. - Can look at wardrobe & desk. ![]() ![]() - You can look the bread, the eggs and the fireplace. ![]() ![]() ![]() Empty house: - You can sleep, you see the "zzz" and then fade to black. - You recover the lost hearts with a cool animation (every half second Leo recovers a heart quarter. A FX sound will be here in the future). - After sleeping the game tells you that you are fully recovered. ![]() ![]() - The game strips off the wand while you sleep. - You can look the books. - You can look at the door - You can look at the table (same text of Mona's House). - You can't look at the portrait, I've stripped it off cause it gave problems. - Animated candle in the table. - You can't sleep again until you exit & enter again the building. ![]() ![]() ![]() Fortunata - Fet: New dialog for Fortunata, following jal's script. - She gives you a vision (if you have 50 florins, she checks for it). - You can repeat your vision for free. - She presents herself only once. ![]() ![]() ![]() ![]() Leo house - I've followed the walktrhough for Melzi after talking with Lorenzo. - After talking with Lorenzo your house is highlighted again in the map. - Melzi changes his text after talking with Lorenzo. - Map autoopens automatically every time the people give you a new objective, it's not needed for the player to push "m" in this case, I feel it's better this way. - The luggage it's not there when you come back to Leo's house after talking with Lorenzo. ![]() ![]() ![]() Lorenzo - After talking with him, Leo is left clueless, but if the player looks the map, he will see that the map highlights Leo house again (and erases Medici palace highlight) as a clue of what he must do next. Michaelangelo's House: - You can sleep too in Michaelangelo's house. - Made a fast "edit" to the roof to make it PARALLAX! This is just a test & an idea, please check it out (IN THE GAME!) and tell me what do you think about it. ![]() Guard Camp - You can look at the gate of the tent in the guard camp (after blasting rock barrier). ![]() ![]() - You can look at the fireplace in the guard camp. Library: - Cutscene basement library, probably for next chapters of the game... - New good looking sprite for monk in library. ![]() ![]() - Monks follow Leo with the sight, like Melzi, and solved a little bug in his text.. - Animated candles in the library. Misc: - Now, when a Npc wants to show you the map, he/she opens it automatically, the player doesn't need to press "M" to open it when the conversation ends. I noticed this is very useful with novice players that doesn't have idea that the map exists (the map is presented on the prologue, but some novice players don't ever play the prologue). Also, that novice players I tested doesn't speak a word of english, and in this way it's more intuitive and clearer for them the concept of the "map". In this way also I make sure they see the map when it changes and always know where to go. - When you push a switch, and you do it bad, it does a small animation to push it and return it to it's original position. It's more noticeable in all switch's except Lucrezia's (in which if you do it "bad" you are also returning the switch to the original position). This also solves a small bug in which the sprite of the switch could reflect a position that was not in relation to it's internal state. Now it's solved. - Slightly bigger triggering area for switchs. - Leo says "It won't open." when trying to open the bad guard's door in Medici palace floor1, after bad guard has left the room. - Leo says "Warm and cozy!" when looking the fireplace at Medici palace floor1 (past the good guard). - Animated candle in the table of Michaelangelo's house. - Leo can look at the gypsy player: "Good skills indeed! I should get one of those and practice a bit!". - Leo can look at the gypsy danceress --> "Nice music! It's so melancholic..." ![]() - You can also look at the spinning pork. - Solved a bug around the dog in gypsy camp, you can now look to it: "He remains me a dog that I had once... 'Hooch'..." --> xD It's a reference to a Tom Hank's movie, and to a dog that I once had in real life... External Swfs - Splitted the game in several swf because the big size of the library, that was causing unmaneagable compiling times. - There are temporal progress bars when entering/exiting buildings, I hopefully will remove them in the future. Placeholder for Intro - I'll put jal's intro here in the future: ![]() Solved bugs: - Solved a bug in which Melzi did not follow you with his sight, only inside the house of Leo. - Solved, it was possible to talk with a guard when the cutscene of Lorenzo Medici (if you pressed "A" many times when walking automatically). - Solved, small candles in Medici Floor3 where not animated, now they are. - Solved, the "X" in the minimap was not showing correctly in some places of Medici Castle. Now autocenters in Medici Castle, Leo house, and other "important" buildings (buildings that are marked in the map, sometimes). - Solved, Melzi suddenly faced left when Leo talk to him from the right (very close). - Solved a bug in which you could not "advance" the text "It doesn't fit..." in the elements gate. - You could grab a block in the sokoban while the text "You can't open the Collection while doing this puzzle" was displayed. Now you can't. - Solved an additional bug in the displaying of that text. - Transparency was not applying to the lower part of the portrait of Mona. Solved. - Solved some bugs involving the text of the portraits on Medici palace floor1 (the portraits of dukes, fathers, sons, daughters, madonna del magnificat, etc, etc...) - Solved some collisions bugs in the zone below the sokoban (I think they were reported by Marken4, I don't remember well..). - Solved spasming knight bug reported by someone (I don't remember right know, but he'll go in to the special thanks section, as everyone who reported bugs or helped with commenting on the game). - Leo made a weird movement 1 moment before recieving the scroll from the monk in the library, Solved. - The monk in the library gaved you the scroll every time you entered the library, Soved, now he gives to you only once in the game. - Solved a bug in the prologue involving Leo position in other resolutions. Suggestions for jal: - Changing the skin tone of the portrait of the monk in the library, to match more his new sprite (portrait skin is more 'alive', and sprite skin is more 'brownish' and look as if the character is ill (it's also alright, but the 2 things should match, portrait and sprite)). - To be able to enter the tents of the guards in the guard camp, or at least one of them. - weather (raining, snow, etc..) Edited by JaumeAlcazo - 20 December 2011 at 12:59pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Looking great! I'll make all those sprite edits and make better Mona frames :)
I'll test update and post real soon. |
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Delicious
Rear Admiral ![]() ![]() Joined: 18 January 2015 Online Status: Offline Posts: 273 |
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Woah, the dedication between both you and Jalonso is incredible. Keep up the hard work, this is looking very good.
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DawnBringer
Commander ![]() ![]() Joined: 11 August 2024 Online Status: Offline Posts: 568 |
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I tried the game but quickly got stuck in a house; it took a while to fade from black on entry, when the inside was visible Leo was stuck in a piece of furniture or something.
![]() Also, it would nice if all screens could be exited by "esc", since I found myself looking more at the keyboard than Jal's perty gfx. Sorry if this has been reported before. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hehehe cool jal! Surely will look better, I just taked off the hat from the riddles lady <3 ; D
Thank you Delicious, seems that I've inherited some Ophidian Virtues from one of my favourite RPG's of all times (Ultima VII part 2): XD Order: "Discipline: The drive to complete a task and avoid the distractions that will prevent its completion. Symbol: dagger." Chaos: "Enthusiasm: The energy that allows one to perform great tasks. Symbol: A rose." <3 hehehe xD Feeling happy today! Remember that in the game, the fusion of discipline and enthusiasm (order+chaos=balance) came out with "dedication"? Cool!! : D http://en.wikipedia.org/wiki/Ultima_VII_Part_Two:_Serpent_Isle#The_Ophidian_Virtues ![]() DawnBringer: The explanation for that is that now the shop is an external swf, but I didn't do a preloader for 1screen buildings (like mona's, empty house, shops,...). So the time it's black until it shows it to you it's the time it takes to download that stage into your computer. If you use the arrows in the meantime, then Leo may walk offbounds, and when collision blocks are loaded may end inside a collision block. This is what happened, to my understanding. Two solutions: I put a preload bar also in this stages (didn't do because they are small in KB (but will grow when music is added)) or I use swfcombine or another program or find a way to merge the swfs. We'll see what works better. It surely wasn't reported cause the splitting in swfs is from this update, thanks for reporting and for your time! : ) Edited by JaumeAlcazo - 21 December 2011 at 1:03pm |
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Bouzolf
Seaman ![]() Joined: 20 April 2007 Online Status: Offline Posts: 24 |
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I didn't read everything but I really love this project! The quality of graphics is really impressive!
Some things though, are wierd when you play the game. Is the sign font a placeolder? I doesn't match the game at all. Same with the clouds, which are frankly really ugly. The juggler's animatin isn't very credible. The gate North East from the gipsy camp isn't working very well. If you quickly press an arrow, Leo moves but there's no animation. He slides. When I went to the second floor of the library, Leo got completely stuck. Then I pressed M for the map and M again to go back and Leo could walk over everything. When you enter the push puzzle from the left, Leo appears in it at the right side. I think the sprite when Leo pushes for to much time is ugly. :/ Here are a couple of times where what should be background is actually infront: http://img268.imageshack.us/img268/2939/leobugs.gif I'll say it again: I really love this project. :)[ Edited by Bouzolf - 21 December 2011 at 10:40pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Don't recall if I ever shared this here.
Its the rough Flash Intro concept animation for Medici. its HERE |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Good night everybody!!!
I live... again!! http://www.youtube.com/watch?v=CS6BX-gcJqw www.jaumealcazo.com Update 17 I've recorded the music for the intro and redid jal's intro (message above). The music is recorded at 100%, 50% or even 25% of the original tempo and then throttled. The copyright of the recording is mine, so no legal problems : ) Music is written mainly by Bach, but others also. 1 - Intro, WITH MUSIC!!! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 2 - David: BE SURE TO TALK FIRST TO DAVID IN THE FOREST TO BE ABLE TO SEE IT IN MICK'S HOUSE!! - After talking with David in the forest, you find him in MichaelAngelo's house, posing for him. - He says different things each time you try to talk with Michael, or David (both trigger the same text): ![]() ![]() ![]() ![]() - Next time you enter Michael House the statue is half done ![]() - Next time you enter, the statue is done and Mick and David are gone (collisions also changed). You can also look at the completed statue. - Also notice that the towel of David is gone when the statue is finished. - Obviously, when Dave is in the house, he's not in the forest. After finishing statue he's gone forever (Mick too). - After talking with David first time in the forest, he stops telling you "psst" and "signore!". ![]() Solved bugs: - Preload bar on Mona's House floor1&floor2, Empty House, Shop1, Shop2, Michaelangelo's House and Fortunata Wagon. This solves a reported bug reported & explained right after u16. Bouzolf Thanks for reported bugs, hopefully fix them in the future, for now I'm totally overwhelmed!! : / MORE MUSIC Besides of the music of the Intro, I've also recorded also the music for the underwater screen, just a proposal: http://www.jaumealcazo.com/medici/Submarina.mp3 PS1: (I've written & played & recorded the underwater screen music). PS2: (Intro written by Bach & Others and played and recorded by me at 100%, 50% or even 25% of original tempo and then throttled). Edited by JaumeAlcazo - 23 February 2012 at 5:40am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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I solved a little bug.
Previously, the intro file size was 2.31 MB, then I combined it with main file with file size 932 KB and resulted in a file size of 10.1 MB. So 2.31 MB+932KB=10.1MB !! How that could be? I've researched swfcombine and find out the -z or --zlib option, that enables this kind of compression. -z , --zlib <zlib> Enable Flash 6 (MX) Zlib Compression Now 2.31MB+932KB=2.60MB, which is much more efficient for downloading and shortens download time : ) I've already uploaded to my site. |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Update 18:
As always http://www.jaumealcazo.com 1 - Catacacombs sokoban. This sokoban is in the eastern part of the forest, past the rock barrier. ![]() - Leo walks now at double the speed, while in the sokobans. - Now, when you grab a block in any sokoban, you don't have to go "square by square". Just keep the arrow-keys pressed and Leo will keep pushing or grabing the block until you release the key. 2 - This guard asks you to bet 150 florins on the key of the sokoban. If you accept, then he opens the gate. ![]() ![]() ![]() - Then you can start solving the puzzle ![]() - If you talk to him before solving the puzzle... ![]() - If you solve the puzzle, but don't get the key... ![]() - If you solve the puzzle you can get the key. ![]() - If you talk to him again, with the key... ![]() ![]() 3 - Catacombs gate. If you try to open it without the key... ![]() If you try to open it with the key... ![]() But when you enter, Leo automatically walks off and tells you this message, nasty uh? hehe ![]() 4 - Lava cavern entrance. For the moment it's just impossible to enter. ![]() 5 - Leo can now look at this signs. They are teleport symbols (these will be for the GPS invention, later). ![]() There are some other signs. ![]() 6 - Now the post signs don't use the nonpixelated previous font. Now Leo reads them. I wanted to put a different font here, but I didn't know what to do, so I opted for this solution, but I'm not sure of what to do with this. ![]() Solved bugs: - Now the cargo carrier awaits for sometime beneath the roof of the market and also awaits some time when he's inside the ship (to simulate loading/unloading of cargo). It can be easily more time if it doesn't feel well. - Lowered the volume of the "click" sounds in the menu and intro. Editted the sounds a little bit too. Edited by JaumeAlcazo - 19 March 2012 at 1:22am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hello people! : )
I took some time off from the project but now I'm back! As you may know, this is not my job, I'm a high-school teacher in the real world, so I program only in my spare time, if I'm motivated. It would be a dream come true for me to work all the time programming as a job, or doing 3d graphics, music or maps or whatever for games without the constraints of a real life work, and with the help of other programmers, artists, and working in a team. Sadly for now is just a dream, I hope some day it may come true. Anyways, here's the Update 19. After soooo long time... http://www.jaumealcazo.com Update 19: - Cellar, at the Last Supper. You must first obtain the key, that is nearby. ![]() - Animated duck and chicken next to the cellar key. ![]() ![]() - Sokoban last supper. First position to solve the puzzle. ![]() - Second and third positions to solve the puzzle. ![]() - Fourth and fifth positions to solve the puzzle. ![]() - Sixth and seventh positions to solve the puzzle. ![]() - After all you get this key (that doesn't open anything right now). ![]() - Info object for Last Supper. ![]() - Waitress ![]() ![]() - She picks and drops the silverware as she walks around the tables. - Collisions between Leo/waitress are working fine. ![]() RECORDED MUSIC: - I've played and recorded myself some music for the Last Supper and Cellar screens. The music is Danza Española number 2 of Enric Granados, a very very sad and melancholic music (at least for me) that I feel fits the screens of the puzzles. You can listen it in the game, or alternatively I've uploaded it to Youtube, here: http://www.youtube.com/watch?v=i4NoLFDQ1is The copyright of the recording is by me. I've played and recorded all the music in the game so no legal problems at all with the music so far ; ) Edited by JaumeAlcazo - 06 June 2012 at 12:28am |
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philippejugnet
Commander ![]() ![]() Joined: 21 April 2022 Online Status: Offline Posts: 459 |
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THIS IS LOOKING GREAT!!!
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Cheetah
Midshipman ![]() Joined: 20 March 2009 Online Status: Offline Posts: 48 |
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Very brief note from only getting 3 minutes to play of the demo so far. In the demo when Devinci blinks during the idle animation, it looks like some stray pixels popup on his foot. I'm looking forward to playing more of the demo, this is a truly amazing piece of work to come from one individual.
Edited by Cheetah - 06 June 2012 at 9:45pm |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thank you very much philippejugnet and Cheetah! : ) Thanks Cheetah, I put this on the amazingly huge to-do list. I hope to fix all the bugs and things eventually. Oh, another thing, in fact (as you may know) Medici comes from 2 individuals (jal graphics, me programming), not just one ; )
Update 20: http://www.jaumealcazo.com Well, here is the update 20, it features mainly a scene that jal writed, drawed & scripted long ago, and that I call 'submarine scene' for brevity, when referencing to this in the code comments. 1 - Submarine scene: - First you must reach the right side of the forest, past the rock barrier, then head south and you should reach the guard camp. Here you'll find again the good and bad guard. They told you the following: ![]() ![]() ![]() - When you talk to both guards they 'automove' Leo to a certain spot, to avoid undesirable collisions when they go away. - Leo (auto)shows his lung invention to them, for them to sabotage the Venetian ships from below. ![]() - Good guard is not able to pay you anything for the invention: ![]() - You can choose to give or not to give it to the guards. ![]() - Bad guard tells you similar story (abreviated). ![]() - But he's able to pay you 200 florins for the invention. ![]() - Here you can see what happens if you give it to bad guard: ![]() ![]() - Leo is automoved to a certain spot to see better what is happening. At the same time bad guard goes away to the water. ![]() - He drops is helmet into the ground and wears the diving lung invention. Then he jumps into the water and goes away. - Both guards walk slower when walking down the stairs, and they move even slower when into the water. ![]() - You can examine the dropped helmet. ![]() - If you give the lung to the *BAD* guard and then talk to the *GOOD* guard: ![]() - If you go away very far from the scene, and then return (or enter some building), the game remembers which guard is gone (if any) and displays accordingly. The same for the helmet in the ground. - The collision detection for the map changes accordingly for which guard is gone (and also the game remembers the state of the collisions when going far and then returning). - If you give the invention the good guard then a similar 'cutscene' is displayed. ![]() ![]() ![]() - I've animated the water around the submarine scene, with the graphics jal gave to me. Currently the water is animated around the ship of the beginning and around the submarine scene. I should finish the other water around the forest, which is still static right now. - Some new guards around Lava Cavern entrance: ![]() Last moment discovery Whoops. I've just noticed that the submarine scene, seen in "small" resolution has some bugs when the guards move : ( I'll fix that for next update. It should not happen in "normal" resolution. Other interests section I know it's offtopic, just to say I've uploaded a metal song that we writed & recorded in 2006, just in case you're interested in listening ; ) Lyrix are in catalan language! hehe http://www.jaumealcazo.com/other Edited by JaumeAlcazo - 16 June 2012 at 7:12am |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Well, another update! This time I went mainly for the Inventions Screen and Loading game screens.
As always: http://www.jaumealcazo.com Update 21 1 - Inventions!! For now, I give you large amounts of materials, so you don't have to collect them. Rock Cutter: ![]() ![]() ![]() - Now you can only drill the rock barrier if you built the Rock Cutter. If not, Leo gives some warning to you and points to his invention table, and says something about checking the map ('m'). Diving Lung: (It's already completed, Leo completed it when in Venice...) ![]() Aericopter: ![]() ![]() ![]() Castle elevator: ![]() ![]() ![]() Scooterina: ![]() ![]() ![]() ![]() Viola organista: ![]() ![]() ![]() ![]() 2 - Escape menu. Press 'escape': ![]() - You can also check the credits from here, or load a game, nothing else for the moment. - Load game: I've did 2 prebuilt load games. One with the Rock Blaster built and ready to cut the barrier, and another one with the barrier already blasted. - This will help to check and test things faster, load game and instantly teleport to some point in the game, without having to do everything to get to that point. ![]() Other things done: - Animated water around the lava cavern entrance. - Animated water around the big bridge and around the destination point of the glider (to take the glider you must go to the lookout tower, in the forest). - You can close now the collection and the map with the 'x' key, besides 'c' and 'm'. Solved bugs: - After blasting the rock barrier with the rock blaster, now the camera "auto-pans" to Leo again. This leaves Leo in the center of the screen, then the game returns control to the player. Before Leo was left uncentered in the screen. To say it with less words: slow and progressive re-centering of the screen on Leo after blasting the rock barrier. - Fixed some collisions around a chest near the ship. - Fixed guards scene for small resolution. Just noticed loading game it's buggy from inside a building, aaarghh, I'll fix that! Edited by JaumeAlcazo - 28 June 2012 at 7:41am |
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