Jun
7
Submitted by Marco on Sun, 06/07/2009 - 22:32
In this thread I'll list a log of fixes and improvements over the site and the game engine.
In this thread I'll list a log of fixes and improvements over the site and the game engine.
18 comments
Hotkeys, blank actions, cube panning
Added a hotkey for the cellphone, either space or the letter "c". It only works when the game is in focus, you may have to click on the viewport first...
Fixed the bug that added blank actions whenever you cloned scenes. Weird.
Made it so that panning freezes whenever the cube is on, so you can choose the dialog options without zooming left and right like a drunk driver :)
I plan to live forever. So far, so good!
Image Previews
Thanks to a good idea by Phantasm (btw, the cube panning and cellphone hotkey in my comment above was an idea by someone from /x/), now game editors can optionally add an image to represent their game, and if they do, that image shows up everywhere in the site where their game does. Just an aesthetical thing, but its nice :)
Keep the feedback comin'!
I plan to live forever. So far, so good!
I'm the guy that suggested
I'm the guy that suggested the hotkey and cube changes. Finally decided to join up. :)
EDIT: Oh man, my avatar looks tiny. A facebook-esque cropping feature might be nice if you're going to make the thumbnails this small. Or you could just make them larger (the cropping thing would probably be a bad use of your time).
Very welcome!
Hey, welcome man! :)
About 30 people or so joined up, but I think we don't have any regulars save for three guys (that's hopefully including you) :) And that's okay. I've made a sort of Zen peace with that, for now. My new plans are to build a kickass game, then use -that- to draw people here. I have never done any publicity other than the one time when I posted in /x/, so I shouldn't expect much either :)
Today I'm working on said kickass game, hehehe :)
Oh, regarding avatars, they do look a lot bigger on your profile page, although yeah, maybe're they're -too- tiny in regular spaces. I'll look into it :)
I plan to live forever. So far, so good!
Better sound control, and XML preview
A couple new features added today:
I plan to live forever. So far, so good!
Save games, a bug fix, and random keys
Three things in today's update:
I plan to live forever. So far, so good!
Minor fixes to sound, tooltip text
Well, it turns out I introduced a bug in my previous update that link the volume of event sounds to the volume of the background music controller. The bug is: what if there's no background music? That meant no volume, that meant no sounds. I've fixed that.
Also, some items that were turned off used to give a "undefined" tool tip text when you hovered over them, minor annoyance but its fixed now, too.
I plan to live forever. So far, so good!
Fixes to Progress Percent, Scene Intro Text
Two very small updates today:
I plan to live forever. So far, so good!
>I'll also make it so that
>I'll also make it so that some items follow your mouse, much like the
cellphone does. It's gonna be hard as hell, but I'll do it, hehehe :)
Kick-ass. :D
If it's possible, some way to control how quickly it moves with the mouse as well as its maximum/minimum rotation would be sweet.
Getting there! Updates for today:
We're getting there man!
Okay, two updates today:
I plan to live forever. So far, so good!
Awesome! Bonus points if you
Awesome! Bonus points if you get an animation of yourself swinging a metal pipe, haha. :)
Lol, thats the hardest part
Actually, a lead pipe may be easier to find than a gun. I spent all evening rifling through the toys of my kids, and I couldnt find a single gun. Good, I guess, no violence in the house :) Maybe tomorrow I'll pick up something in Toys R Us :)
Still, making the animation is going to be hard as bawls (at least for me it will; I'm a programmer, not an animator!) , but we'll see what I can do :)
I plan to live forever. So far, so good!
Fun with household items
Did any of you guys see Nightwatch? One thing I loved about it and I had previously thought for the shadowside, was that everyday items gain special properties due to the whole Belief Creates Reality thing.
So, instead of an actual gun, I figured scavengers can improvise and give paranormal capacities to regular household items. Hence, the scavenger gun.
Feel free to load it as an item in your games with the URL "gun.swf", and to make it fire, simply invoke it (I suggest: invoke it in the Action's output). If you name this item starting with "mouse_", then it will follow the mouse like the cellphone does, which is neat.
I did some tests offline and it works guudd.
I also took photos for a stabby knife, I may add that tomorrow.
Greetz!
P.S. I added it to the Assets wiki page, too.
I plan to live forever. So far, so good!
Animation control
Well, the Gun Test works.
That's the good news I guess.
The .. concerned news, is that its incredibly hard with multi-stage animation (such as the ghost) to get things in-synch in the editor. I need to add a "play" button for animations and sounds in the items table.
I also made it so that whenever an animation item is brought up on screen because its an Action to click on, it stays looped in frame 1, but if its brought up because it was on the output (or intro) of an action, then it does play beyond frame 1. Why? To give game authors control on when to trigger an animation.
For example, for the Gun Test, I needed to bring up the ghost even before the player has drawn out the gun. And then, when the player does draw out the gun, I needed to bring up the ghost again, this time to kill him. If animations played whenever they become available to click on, then the first time the ghost shows up it would be fine, but when you draw out the gun the animation would have "played" to the next stage, which happens to be death.
Instead, this way, with play happening only when an animation is invoked from Actions Output or Intro, I can make it so the ghost "dies" simply by calling its item from the Output of the "Fire!" action.
Wow, it's late, I don't know how much sense I'm making. I'll confess that finely controlling imported animations was something not precisely planned-for, but I want to do it because the potential is limitless.
Anyway, I'll update the Assets page soon.
Oh, and one more thing: I made it so that the only way to execute actions is when the editor is turned off, cuz it was annoying to try to place an item elsewhere in the location and keep executing it instead.
Man, I need sleep :)
I plan to live forever. So far, so good!
Text on location, play button
Well, I did add a "play" button to the items table, it works as you'd expect.
I also had to fix The Warehouse Ghost, because since I made it so that animations only play when invoked from Output (and not just from being clickable options) then the ghost of Jane (clickable) and Todd's orbs (clickable) were not animating anymore. I fixed it by simply invoking them from the intros of each action.
The biggest change you guys will notice is that text now loads on the location itself, and eventually fades away on its own. Its almost like subtitles. I like it for two reasons: one is that your eyes don't have to wander left and right anymore, you can just focus on the action at hand. The other, is that it makes the whole gui more slender, and gives emphasis to the location window.
I also see one con: when you combine the cube, with a timer, with the cellphone, with loads of text on top, etc... it may become a little crowded.
Anyway, we'll see how it goes. Here's a screencap:
The suggestion came from The Lucid X Project, a group by /x/philes who want to make their own videogame, and I feel this engine would be a perfect fit for them.
So, them's the updates!
I know I promised a video today explaining the Gun Test, but I'm beat :/ As soon as I have some energy, its in my ToDo :)
I plan to live forever. So far, so good!
Wiiiiiidescreen!
Major thanks to biogenesis for pushing me to do something I thought was impossible, and turned out to be possible!
This:
Another important change that comes with it, is that now we're no longer restricted to images 999 wide by 666 tall; now we can use images of any damn size we want :)
I'm happy about it :)
On other news, I noticed the goddamn progress percent still is buggy in most games, I'll fix it, but the savegames should work fine nonetheless.
If anyone finds anything broken (or anything that even seems broken) please post about it in the bugs thread, I'll jump on it like flies on shit.
I plan to live forever. So far, so good!
Updated help file
If your browser's cache gives you trouble (as it did mine) you can manually refresh the file at http://www.scav3ng3r.com/game/help.txt
Its the file that has all the info that displays whenever you click in labels inside the editor.
Nighty-night!
I plan to live forever. So far, so good!
Cursor and Complex Embedded SWF Control
Well, feedback from Lucid X convinced me to make it so that all interactive elements in a location now turn the mouse pointer into a "hand" when hovered.
Realizing that this would kill the challenge of any game related with finding a hidden area to click in the screen, there is now a fourth kind of items: those that begin with the word "hidden_". So, if your item is named "hidden_whatever", it will still click when clicked upon, but the mouse pointer will no longer give you a clue about it :)
Another breakthrough that is simple, but has huuuge implications: now you can finely tune exactly how does an embedded swf item interact with the engine.
For instance, lets say that you want a keypad in your game. You want the players to click a sequence of 4 numbers, and if they get it right, that will unlock the safe or something. Before, you would have to make each number an item with its associated action, and deal with a LOT of keys.
Now, you can just make the whole thing in flash. Kinda like a minigame, if you will. All you have to do to make it interact with Scavenger, is add "hijack=1" in the first frame (that will make the engine cede control to your embedded item over all things mouse over and mouse click) and then in the end, when you're done going through whatever motions (in our example, when the player has finally entered the right key) you simply call "executeAction()", and that's it, Scavenger takes over again, gives out whatever Keys, runs whatever Output, etc.
Of course, this is optional. Vanilla items can continue being simply clicked on to active.
Note: hijacking all mouse functions disables the drag and drop functionality in the editor, as well as the tooltip text (thats onRollOver). I figured its an acceptable trade of, since you can always use the "place" button, and you can code your own rollovers. But if there's a better solution to find in the future, I'll find it :)
I'll try to make an example video tonight :)
I plan to live forever. So far, so good!
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