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So yeh I believe that makes it pretty much done, there's even a preloader in there. Though I dare say there are one or two minor changes I've will need to make (obvious one that stands out is the uncoloured items). One thing I should point out now of all the things I was told to change the magazine cut scene one I couldn't. Goodness knows why the music goes out of sync, either the images are going to fast or the music is somehow going too slow and I'm not sure which it is or indeed why one would be going at a different speed than the other. I even just stopped separating the music and video and left them in the original drop box version where its perfectly in sync and it still messed up! You're just gonna have to blame that on the engine.
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:iconnitrodragontrigger:
NitroDragonTrigger Featured By Owner Oct 19, 2011  Hobbyist Digital Artist
Oh i found one more
after Yu answers the Phone, if the game pauses the ring of the fone will restart again
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
What do you mean by pauses? Clicking away from the game/into another window? I think that's out of Mike's programming boundary lol.
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:iconnitrodragontrigger:
NitroDragonTrigger Featured By Owner Oct 19, 2011  Hobbyist Digital Artist
ok then the ring stops when you move out of the area
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 22, 2011  Hobbyist General Artist
I think that's fixed now, thanks!
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:iconnitrodragontrigger:
NitroDragonTrigger Featured By Owner Oct 22, 2011  Hobbyist Digital Artist
Welcome ^^
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
Ok I've just played through it again, this time back on googlechrome with a bazillion tabs opened but I cleared my cache. The visuals are still really quick for the ghost month and ending cutscenes.

How did you go about doing the cutscenes for the OP? The text discrepancy is not there but it is in the ending - I'm wondering if that has got to do with anything for the FPS/latency issue.

Anyway, no pressure. I'll just write it in my write up that to focus was building a beta teaser demo is still undergoing internal testing.
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:iconnitrodragontrigger:
NitroDragonTrigger Featured By Owner Oct 19, 2011  Hobbyist Digital Artist
Ok sorry Guys but my Game Tester powers kicked found 3 bugs

1) When the fone Rings, there is intructions that tell you how to pick up the fone
2) The Phones ringing doesnt continue after the Player enters and exits the Menu
3) The Arrows in the Bar Carriage should be brighter or have a glow or something around them coz they blend in with the dark colors of the Carriage.

Sorry guys i had to tell you guys ^^;
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
1) Wait, there ARE instructions? I didn't come across any instructions....O_O
2) For Mike: DISABLE INVENTORY COMPLETELY. There isn't enough time to internally test the menu anyway.
3) Noted for the final version but for now, I'd like to focus on the cutscenes. Thanks.
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:iconnitrodragontrigger:
NitroDragonTrigger Featured By Owner Oct 19, 2011  Hobbyist Digital Artist
ok soory ^^;
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 22, 2011  Hobbyist General Artist
No problem! ;D
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
Just replayed it again on a Firefox without the bazillion tabs opened. This time the visuals were too fast.

- I'd also like to add the first convo you have with Kenny/Riko has a lot of dialogue errors.
- Disappearing carriage make c2-4 disappear so that you're transported right outside your room after you leave the bar
- I'll re-write the dialogue for the busy guy for after the crash scene
- What are the conditions set to get the busy guy to ask you for the ice pack btw? I had to spam click on the other characters several time before he decided to ask for one.
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
Ok it could most likely be the internet- export a .exe file and try from there. The 2nd time I played through after noticing your blog post edit, the the visuals took much longer this time. I've noticed that the typing speeds vary visually every so often so I suspect it's just an internet thing. Possibly a streaming thing. Anyway, export a .exe file if you can't do that, send me the file of your work and a link to flixel/flex so that I can do it.
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:iconjdwasabi:
JDWasabi Featured By Owner Oct 19, 2011  Hobbyist General Artist
Okay, this is very worrying - the images were going way too slow for me. How is that possible? Is it possible for all the fps edits you made has somehow accumulated into one so that it just went uber slow?

The only suggestion I can make is that I'll separate the audio for the ghost month magazine and tell you which elements to sync up to with the text. Or Is there also a way to possibly have the engine link to an external .swf file? Have you also tried exporting it and testing out as a .exe file? It could be because it's just being played on the internet and the data transfer speed has somehow interfered with it.

PLAN B: if you still can't figure out why, I'll change the Ending to not include the Easter Egg and I'll tweak the audio to accommodate for the Ghost Month cutscene. The Ending is fine very slow but it'll have to do.

In game stuff I'm pretty much happy with, it just needs some final minor tweaks (I'll listen the important ones for now):
- Inventory disable

- Disappearing carriage <-- Have Yu say "Did something just happened? Why did I suddenly feel like I just missed something? Huh." Before the player can progress because I missed it again.

- Defib/medical montage <-- before the puzzle begins add "Remember your training. You're back on the course and you need to remember your basics. Where should the pads be correctly placed on the dummy?" On success, fade out to black screen (no sprites) and add in the dialogue box: "I managed to calm my nerves down and was suddenly transported back to my training. In that clarifying moment, I somehow managed to revive Kenny." Fade in, continue dialogue.

- Tweak the dialogue especially the bits just before the end. There were some places in which the names didn't match the sprite talking but I shall write a full list on it later.

- Delete Kemi's sprite at her final phone call, black 50% opacity bg, no split screen perhaps.

- I will dropbox four tracks for you asap
1) Bar carriage ambience day2
2) Hurry theme (start play when the scene transitions to the bar after Riko comes screaming at you)
3) Bar carriage ambience for after the defib puzzle
4) A kind of oh no! theme for Kemi's final call.

Well done for today's work Mike! Please try and get the cutscene working if not let me know asap!
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