December 11, 2017, 01:23:14 AM*

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 11 [12] 13 14 15
Print
Author Topic: TDG Development Diary  (Read 126219 times)
0 Members and 1 Guest are viewing this topic.
Lobo
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Posts: 3061



WWW
« Reply #330 on: December 12, 2009, 02:23:24 AM »

Righty, just finished it finally(**), played on DS (AK 2). Had two white screens at the beginning, lasted for quite a long time (I've almost turned the DS off) but then I remembered that WH had the same thing and the game started after a while.
So...everything seemed Ok, I didn't really tried to break the walls or walk through beds ( here and there I did but couldn't find a hole  Smiley ). The second murder took a while to happen but the rest was faster. Music still sounds 'metallic' somewhat (I used headphones) and it doesn't loop, is it not supposed to loop (dunno what was the latest on that front though so just asking)?
Interface/icons is less confusing now with the actual description, I was waiting for this one so I cannot drink or use what I shouldn't.
All in all, seems quite solid, now for the (**), end...well I got killed. Basically, I had those two items in my inventory proper (blank replaced with regular as well) and as soon as I did the 'accuse' and the lights went off I couldn't access the inventory in order to select the..err, 'item' (spoilers  Smiley ) so I was killed. I did save before it so I tried a couple of more times pressing everything madly while foaming but couldn't, so how did you plan to go about this thing as I can't figure it out?
Logged
Sashanan
ZX80
*
Offline Offline

Gender: Male
Posts: 17


« Reply #331 on: December 12, 2009, 07:12:13 AM »

Righty, just finished it finally(**), played on DS (AK 2). Had two white screens at the beginning, lasted for quite a long time (I've almost turned the DS off) but then I remembered that WH had the same thing and the game started after a while.
So...everything seemed Ok, I didn't really tried to break the walls or walk through beds ( here and there I did but couldn't find a hole  Smiley ). The second murder took a while to happen but the rest was faster. Music still sounds 'metallic' somewhat (I used headphones) and it doesn't loop, is it not supposed to loop (dunno what was the latest on that front though so just asking)?
Interface/icons is less confusing now with the actual description, I was waiting for this one so I cannot drink or use what I shouldn't.
All in all, seems quite solid, now for the (**), end...well I got killed. Basically, I had those two items in my inventory proper (blank replaced with regular as well) and as soon as I did the 'accuse' and the lights went off I couldn't access the inventory in order to select the..err, 'item' (spoilers  Smiley ) so I was killed. I did save before it so I tried a couple of more times pressing everything madly while foaming but couldn't, so how did you plan to go about this thing as I can't figure it out?


If you get killed, there is something you failed to do in advance of trying the arrest - you won't get a chance to use any items in this case. Noting the message you get upon dying provides a hint as to what to do, if you've kept your eyes peeled while exploring the mansion.

That's about as in depth as I can go in public but I can be more clear through a private message if you wish. Smiley
Logged
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #332 on: December 12, 2009, 08:44:30 AM »

I've added a "Loading.. please wait" message for when EFS is searching the card for the ROM. It's usually alot quicker the subsiquent times you load it. Also the second murder will only take place in the quicker mode if you grab a certain item of evidence (check your bed). I've also e-mailed Lobo about how he can get to the finish line.. oh and added X+Y to restart Smiley
Logged
Lobo
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Posts: 3061



WWW
« Reply #333 on: December 12, 2009, 02:17:16 PM »

I know what is the reason, I've forgot to 'replace' the item but instead 'picked' it up, meaning the enemy didn't get the replaced item, that's why he shoots. Damn. That's triggered then automatically, the sequence if you pick it up or not. I guess it has to work like that anyway cause shootout is not possible.

Reverend has some weird pause at the door of the Drawing Room, stays there for a while as if stuck (right off the safe).
Logged
Sashanan
ZX80
*
Offline Offline

Gender: Male
Posts: 17


« Reply #334 on: December 12, 2009, 07:54:01 PM »

One more possible improvement I thought of: in the clock room, if the sounds of the click ticking and chiming are two separate sound effects, perhaps it's possible to make it chime on the hour (and the right number of times) rather than one chime whenever you enter the room? It'd be a nice touch.

Not that I'm ever still playing by 10 am but... Tongue
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #335 on: December 12, 2009, 07:59:31 PM »

I noticed that one too, but I guess that chimes was just for atmosphere and not for timing, elsewise you rarely newer hear it. hence I diddent report that one.

 Howver i guess it would been nice to randomize chimes (on a lower volume I guess) once sometimes you enter a room after a few secunds, but do allways chimes correctly on the hour and the half hour as well.
« Last Edit: December 12, 2009, 08:01:23 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13160



« Reply #336 on: December 12, 2009, 08:18:34 PM »

One more possible improvement I thought of: in the clock room, if the sounds of the click ticking and chiming are two separate sound effects, perhaps it's possible to make it chime on the hour (and the right number of times) rather than one chime whenever you enter the room? It'd be a nice touch.

Not that I'm ever still playing by 10 am but... Tongue


I must admit, I really like that idea Smiley It would give the gameworld a little bit more reality.
Logged

Coding for the love of it!
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #337 on: December 12, 2009, 08:35:06 PM »

I have thought about that too. I already have the clock showing the real time so I guess it would be nice to have it chime correctly too. Well I still have about a week before release so probably will add it sometime.
Logged
Sokurah
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 689



WWW
« Reply #338 on: December 13, 2009, 12:53:45 PM »

I must admit, I really like that idea Smiley It would give the gameworld a little bit more reality.

I don't know about "giving the gameworld a little bit more reality" but in my remake of Spiky Harold there is an image of a clock in the corner of the screen, along with a counter showing how long you've been playing, and instead of a static image with the hands fixed I'm drawing an image of the clock without it's hands and then reading the systemtime and drawing the hands on top, so it's always got the correct time shown on that small clock. Just a funny little detail. Smiley

But, yeah, I think it'd be a great idea in TDG too. Wink
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #339 on: December 13, 2009, 04:56:49 PM »

any plans to convert this to IPhone, sicne this game was coded in C? I think this game might suit both platform nice. Only diffecent might been a change the interface, because you have no buttons, howover it could been a point a click type adventure with same gameplay?

the game should been free, unless we can deal with the original copyright holder.
Logged

The Musician for the RetroBytes Portal Projects.
Sashanan
ZX80
*
Offline Offline

Gender: Male
Posts: 17


« Reply #340 on: December 14, 2009, 07:37:19 AM »

I have thought about that too. I already have the clock showing the real time so I guess it would be nice to have it chime correctly too. Well I still have about a week before release so probably will add it sometime.

Sounds good. In the meantime, if you can send me an updated text file I have time to go over the entire dialogue content one more time, I don't think anything else needs to be added but just to give the entire thing a thorough spelling/grammar check, missing full stops, that sort of thing.
Logged
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13160



« Reply #341 on: December 14, 2009, 04:48:11 PM »

Been playing today and there is one little thing that does not look right to me?

When you walk into an impassable object, your legs continue to animate, would it not look nicer to have the legs return to a standing position if a move is not allowed?

I know it is only a little thing, but... it may look more natural.
Logged

Coding for the love of it!
Sashanan
ZX80
*
Offline Offline

Gender: Male
Posts: 17


« Reply #342 on: December 14, 2009, 06:35:17 PM »

The walking in place is consistent with the original but if it's easy to stop the animation if not moving is possible, that would indeed look better.

One thing I remember about the original too now that I think about it is that every time you ran into an object that could be interacted with - any container, or any door or doorway - the border of the screen would flash blue for a split second. I don't think this would look good to replicate, but it did have a function - you knew precisely when you got close enough to a bed or chest or drawers or something to investigate it. I think if animation of your character stopped upon running into an object, that'd not only look better but also take over the function of the blue flash in making it "click" with the player that he's in position to look for items.
Logged
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #343 on: December 14, 2009, 09:33:21 PM »

Okay now the walking anim stops when you walk into something. I've also made it so the footsteps are random sounds. Also clock now chimes the number of hours.

SpaceFractal: There is still that issue with the ingame music sounding "tinny". Well one particular sample that is played at the very beginning. It can be a little annoying. Is there any way to make it sound better? Perhaps even use a 16-bit version now that I'm using a file system now anyway.
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #344 on: December 15, 2009, 06:40:20 AM »

is it tune 4 and which sample? I diddent noticed any problem when I heard it. So which sample should I Look it, if its just one, I could convert that one problem sample to 16bit, not sure which one its is (or resample that again)? 16bit version use 800kb and I guess maxmod read the whole mod to the memory before playing, so do you have memory left?
« Last Edit: December 15, 2009, 06:41:24 AM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #345 on: December 15, 2009, 03:41:50 PM »

The audio samples and xm's are stored in a single soundbank.bin file and loaded from the external file system into memory. With the latest xm you sent the soundbank.bin file is 1.55 MB. The DetectiveDS.nds binary is 1.39 MB. So total size is 2.94 MB.

Well the audio volume seems quite low on the DS so it's not as noticable than if you play it through No$ where you will hear once you start the game the very first sounds playing in the XM sound tinny and actually a little annoying to the ears. Since Lobo mentioned it I think it's enough to be something worth looking into. It's not a huge problem I just think its the low sample rate combined with being played at a low octive makes it sound "tinny".

The latest xm actually sounds worse IMHO. I checked it in ModPlug Tracker and it sounds fine there so it must be the conversion by MaxMod. I think the sample in question is "Dark Woods.wav". Since it's being played on both channels and is a low sample rate combined it can be a little annoying on the ears.

Also I'm not sure if we should have the song play again after the "tension" music when a murder occurs. What do you think?
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #346 on: December 15, 2009, 03:56:04 PM »

The sample use 2 channels, but normally play diffecent note. I Think I reexport this again in a lower note to been used here on that song....

You could remove the tension music, until after the first murder accour (so these 3 songs plays in the order). Alterativt I could add a new tune so it only play the HW one after first murder?
Logged

The Musician for the RetroBytes Portal Projects.
sverx
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 462


"Ow!!! What's that ?!?!"


WWW
« Reply #347 on: December 15, 2009, 04:07:30 PM »

I checked it in ModPlug Tracker and it sounds fine there so it must be the conversion by MaxMod.

I think in ModPlug sample interpolation is ON, and I believe in your code you're using hardware mixing mode in MaxMod (so sample interpolation is OFF...). Well, you could try using MaxMod interpolated mixing mode and see the effect... usually quality is higher and volume is somehow lower... but you can raise it with a function...

Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #348 on: December 15, 2009, 04:35:29 PM »

I gonna thinik its fine as it are, since there is most music in the beginning in the game and then eventuelly stop somewhere after first murder. For mee no problems since it works as it should and the "bug" where you liked the tension music played after HW worked and I keept that :-D.

hardware mixing migght cause clicks (if I guess its that), and the sample should been fixed now, since I now limit it to "32bit", just like these clicks issues I have in Manic Miner DS.

I have also added a another sample to the tension music to one of the channel, where Dark Wood sample have used 2 channels, so I Hope that fixed it..... I send a new tune soon.
Logged

The Musician for the RetroBytes Portal Projects.
Lobo
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Posts: 3061



WWW
« Reply #349 on: December 16, 2009, 05:38:19 AM »

The beginning of the game, when the  tune starts playing, that's when you can hear this thing as described as 'tinny' and it sounds quite hollow even on DS actually. Dunno what's it about really.

Also I'm not sure if we should have the song play again after the "tension" music when a murder occurs. What do you think?

I would sort of prefer some kinda 'lighter' music playing through the game, something non obtrusive as complete silence is kinda...weird. Only if you have some tune in there that might fit, I guess.
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #350 on: December 16, 2009, 06:47:59 AM »

the original game was very silence too, I do guess the tension music could been played again after 1-2 minutes silence or such? the HW music should first been played after you leave the murdered person room.
Logged

The Musician for the RetroBytes Portal Projects.
sverx
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 462


"Ow!!! What's that ?!?!"


WWW
« Reply #351 on: December 16, 2009, 07:36:10 AM »

[... ] as complete silence is kinda...weird.

Yeah, I felt the same... I know it is made on purpose, but it seems more like the tune has ended and it didn't loop by mistake. May I suggest to make a really 'ambient' tune, like having noises coming from other rooms, of course at a very low volume... or even hear a piano playing from a very far room...

My 2 cents.

Logged
Sashanan
ZX80
*
Offline Offline

Gender: Male
Posts: 17


« Reply #352 on: December 16, 2009, 09:19:28 AM »

or even hear a piano playing from a very far room...

Until the second murder, anyway? Tongue

Quite a few rooms that should logically be there were added for this remake but we still leave it a mystery where the piano comes from...
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #353 on: December 16, 2009, 09:35:36 AM »

I should look on the ending on the tendion tune, so it doesn't end suddenly.....

the original game did only have title music and the murder jingle.
Logged

The Musician for the RetroBytes Portal Projects.
sverx
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 462


"Ow!!! What's that ?!?!"


WWW
« Reply #354 on: December 16, 2009, 12:23:44 PM »

Until the second murder, anyway? Tongue

Ahahah... right. A flute, next? Wink

Logged
Sokurah
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 689



WWW
« Reply #355 on: December 16, 2009, 07:51:55 PM »

I've sat and played for about 30 mins I think, but I didn't get anywhere and people were dying left and right (well, 2). Smiley
...this is something that's going to take time. *sigh* ...better to use that walkthrough linked somewhere to learn a little about the game first.

How long is a complete playthrough estimated to be in time?...and I suppose the killer varies from game to game?

Lots of small details I loved but also a few things I wasn't too crazy about - like people walking away when you're talking to them. Annoying. Wink
...also the controls are fiddely - using a keyboard is not optimal but then it IS supposed to run on a DS. Cheesy

Very good looking and seems to play nice. I didn't encounter any problems...but then I didn't get very far into it. Sad
Logged
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #356 on: December 16, 2009, 09:40:47 PM »

It's an adventure/rpg style game so you can't really just pick it up and have a mindless bash at it. The story doesn't vary from game to game it's fixed. If you follow the walkthrough you can finish the game in less than half an hour (not sure exactly) but that is alot less than the original which makes you wait around longer for murders. I have made events happen earlier if you have the correct evidence in your inventory. Characters walking away is what they do in the original aswell, but perhaps I can improve on that a bit.

Murders are supposed to happen infact they have to happen for certain evidence to "appear". The controls are alot less fiddely than the original trust me but I did want to keep some of the original charm in there. I guess I could have done away with the arrow completely and it would be easier to use the menu system, but then I think part of moving the cursor around is a feeling of the original I wanted to keep.

Rpg type games are not for everyone, and this is probably not a style of game I will make again. Anyway thanks for giving it a try! Smiley
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4106



WWW
« Reply #357 on: December 16, 2009, 11:31:37 PM »

Its kinda a special game and thanks to make the afford to remake a lesser known game which is not a platformer or shooter Smiley.

Snide might should got shoot earlier if you have real fast and diddent solve it after 4Th murder, mightbeen?

It would been nice to see a version to other platform than DS, since I think this game might also work on the IPhone as well (as a free game, unlike the next game) with a little change of the interface despite you don't have a styles. Its could been released some month after DS version.

Manic Miner can been a problem because it was made in Assembly unlike this game.
« Last Edit: December 16, 2009, 11:40:07 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
Lobo
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Posts: 3061



WWW
« Reply #358 on: December 17, 2009, 12:34:38 AM »

To me, this game still (including the original with all its flaws) is the most atmospheric 'murder/mansion/mystery' game ever made. Well, at least the best so far. You really just need to get into the actual pacing and start snooping around as there are no haste movements, no quick reflex action stuff, just snooping around slowly and collecting the evidence until the end. Methinks, even though the murders/murderer is fixed, that it still is quite an experience and perfect for long winter nights (thanx to the saving system as well Cheesy ).
Logged
sverx
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 462


"Ow!!! What's that ?!?!"


WWW
« Reply #359 on: December 17, 2009, 07:24:37 AM »

I've sat and played for about 30 mins I think, but I didn't get anywhere and people were dying left and right (well, 2). Smiley

The same to me, I still didn't get to any point or conclusion or even a draft of an idea :| But I really don't want to use walkthrough, I think I still don't want to spoil my pleasure of discovery.

Oh, don't know if it's a bug: when you're supposed to choose an item in a list (say the slot where you want to save or the person you want to question or the item you want to do something with) if you press D-pad left or right it interrupts the selection and moves the investigator around. Still, the menu doesn't disappear so you may still be thinking you're selecting something...

Logged
Pages: 1 ... 9 10 11 [12] 13 14 15
Print
Jump to: