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Topics - ShiverMeSideways

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General Discussion / Streaming some game dev...?
« on: 13 Apr 2012, 07:37 »
Hello, basically, now streaming some game dev on a whim. Clickz0r here: .

That is all for now. :)


As you might know, I'm working on a platforming engine and one of the movement options which is VERY important is that of jump control. In order to implement that, I require to check how hard the player is pressing the jump key. How can I do that in AGS? CAN I do that in AGS? I would need three "grades" of jumping.

Thanks a lot for your help! :)

Hello, everyone!

After the Bake Sale, I set myself upon a new, non-adventure-type thing, a strategy game! Then, I lost interest in that and went with a platformer instead! As such, I'd like to announce that I'll be releasing either as a module or as OpenSource the "Vain AGS Platformer Engine"!

* smooth/fast movement and platforming
* already-implemented code for handling basic enemy AI, all the movement, meelee and ranged weapons etc., with parameters which can then be modified to your liking (want a more "airy" atmosphere, tweak the gravity; want smaller hitboxes, change 'em; etc.)
* incorporated editor with which to make your own levels (and whole campaigns!)
* levels made up of rooms/scenes which are 960 px in width by 720 px in height and can be linked in a "Metroidvania"-esque style
* no grid/tile system - you can place objects wherever you like, however you like, this allows YOU, the dev, to tweak those levels to perfection!
* it won't be for the complete newbies to AGS, but scripters of at least low-medium skill should be able to work with this engine - when it is finished, I will personally record a comprehensive video tutorial on how to get started, use, and abuse the engine :)

Here's what YOU can do:
* View latest prototype demonstration video (Jan 30rd Update!)
* Download and actually test out the latest compiled version! (Jan 30rd Update!)

Then, let me know what you think, please, critique, questions, and suggestions warmly welcomed!

Current To-do List:
actually hit baddies
1) ranged weapons (both hitscan and projectile-based)
2) more enemy types and enemy AI (if it can be called that) refinement
3) implement foreground and background(s)

PS: Again, all-hail CJ for how incredibly versatile AGS is, my word!

Finally, after many a month, 10000 lines of code and 400 sprites later, I present to you:

Made especially for the 2012 AGS Bake Sale! Buy the game with the bundle!!!

Download DEMO from AGS games page
Download DEMO from AGS Archives

(Demo contains two levels, one from Episode 1, and one from Episode 2)

Full game will be available with the AGS Bake Sale bundle, on the 20th of January!

Review Fix has also interviewed me about the game, this is so exciting!
The AGS Blog posted an interview with me, my very first, read it here!

Zombie Attack is a top-down shoot 'em up inspired by '90s video games like Doom. The player must navigate treacherous levels, kill hordes of monsters and finally, defeat Satan and stop him from taking over Earth!

Zombie Attack relies on meta-content, so through more and more game sessions, the player will unlock new items, new difficulties, as well as new characters and achievements!

6 fully-randomized levels across 3 episodes (that can lead up to over 100 rooms!)
49 special items!
12 weapons!
14 monsters and 16 bosses!
7 playable characters!
10 achievements
Old-school midi soundtrack and even older-school sound effects!


Well, there goes the neighbourhood!

Use special items to bring fiery, and somewhat weird, death to your foes!

Need that extra clip of pistol ammo? Want some buckshot? Then come on down to our store and see other ways fate can screw you over!

Fight against scary bosses (these dissapear and re-appear, yikes)!

Travel to exotic new lands to meet exotic new people! And kill them with exotic new weapons!

Hello again, technical forum and its awesome inhabitants. As per usual, I seem to having another scripting issue (actually, many more, but I'll try and fix those myself). And again, as per usual, it seems the devil is in the logic department.

So, in Zombie Attack, I've got objects which may or may not block the player movement. But, like in all good games, I want the player, if he/she is moving diagonally and hugging the object, to keep moving.

For example, if he/she's coming from the top-left, going towards the bottom-right, and there is an object to he/she's left, then the player should keep moving downwards. Likewise, if there is an object beneath the player, he/she should keep moving to the left. Currently, the player just gets stuck.

The code I have thus far is this:
Code: Adventure Game Studio
  1.     // m = the distance the player travels in pixels.
  2.     int a;
  3.     a=((*50)+1;
  4.     while (a<((*50)+51)
  5.     {
  6.       if ((Obj[a].sprite!=0) && (Obj[a].solid))
  7.       {
  8.         if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2) && (Obj[a].sprite!=0) && (Obj[a].solid))
  9.         {
  10.           if (Player1.direction==left) cEgo.x=cEgo.x+m;
  11.           if (Player1.direction==right) cEgo.x=cEgo.x-m;
  12.           if (Player1.direction==up) cEgo.y=cEgo.y+m;
  13.           if (Player1.direction==down) cEgo.y=cEgo.y-m;
  14.           if (Player1.direction==downleft)
  15.           {
  16.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.x=cEgo.x+m;
  17.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.y=cEgo.y-m;
  18.           }
  19.           if (Player1.direction==downright)
  20.           {
  21.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.x=cEgo.x-m;
  22.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.y=cEgo.y-m;
  23.           }
  24.           if (Player1.direction==upleft)
  25.           {
  26.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.x=cEgo.x+m;
  27.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.y=cEgo.y+m;
  28.           }
  29.           if (Player1.direction==upright)
  30.           {
  31.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.x=cEgo.x-m;
  32.             if ((cEgo.x+4>=Obj[a].x1) && (cEgo.x-4<=Obj[a].x2) && (cEgo.y>=Obj[a].y1) && (cEgo.y-9<=Obj[a].y2)) cEgo.y=cEgo.y+m;
  33.           }
  34.         }
  35.       }
  36.       a=a+1;
  37.     }

Now, this only works if the object is to the left or the right of the player, but if it's beneath or above the player, the player just gets stuck.

Thanks in advance for your help, and please let me know if I should be more clear, or if the code is un-decipherable :) .


After all the years I've spent on the forums, some which have been dedicated to unsavoury acts under a nick-which-shall-not-be-named, I think I can finally give something back.

So it's my wish, nay, my privilege, nay, my very goal at this present time, to contribute with a game to the AGS Bake Sale.

Obviously, since I suck at graphics, I chose a text-based game. Obviously, since I suck at puzzles, I chose a non-adventure game. Obviously, since I'm about as original as something terribly un-original, I've decided to make it a shoot 'em up inspired by all the '90s era action games (Doom in particular) - this being a rehash of an old Pascal game I made (and FSi ported to C, if I remember correctly).

Anyhoo, development screenshots!

Actual depiction of a modern-day intersection in Bucharest, Romania.

Not pictured: third rehash of engine + monsters and corpses randomly generated + being able to shoot in all 4 directions.

Let's. Go. Shoooooppppiiiiiinnnnooomaaagaaaaadd!!!

"BOOM!" I say.

Kill it! Kill it with fire!

Episode 2 teaser.

Just one of the new bosses you will face in Episode 2! He should be quite... explosive...

I don't even know what's going on anymore!

Additional: videos of early prototypes (1) and (2)

* Action-focused gameplay for REAL MEN AND WOMEN.
* 3 "episodes", each comprising of 2 levels, the layouts of which will be randomly generated, with a 4th episode planned to be unlockable when completing the game once.
* Randomly picked power-ups, monsters, and scenery objects.
* No BS story. Sometimes, even the most hardened of adventure gamers want to kick back, chew bubblegum, of which they're out of, of course, and kick some undead demonic ass. No infection plot, no green blood, no aliens - just. straight-up. satan. to the max.
* So much retro inspiration you'll be nostalgia trippin' six ways to Sunday.

As always, comments, suggestions and everything that's on your mind is encouraged and heartily appreciated.

I'd also like to publicly thank all those who supported this game in the Bake Sale thread - you helped me to make a choice and I'm going to stick to it and hopefully reward your support!


So, I've started working on something, and I'm displaying everything via Overlays, because they allow me to draw as well as remove sprites from the screen (while from what I gather, the "DrawSurface" functions do not).

However, I'm frequently running into the "too many overlays" error.

I have two questions:
* What is the max value of displayable overlays - what's the limit?
* Is there any way to make this limit bigger?

This is a major issue, because I want to base the entire game on the Overlays, to display monsters, power-ups, and bullets. If 15's the limit, then I might have a serious problem.

Thanks in advance! :)


I seem to be getting an error when saving after I've added a sprite to the game!

Code: Adventure Game Studio
  1. Error: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only
  2. Version: AGS
  4. AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only ---> AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only
  5.    at save_game(Boolean compressSprites)
  6.    at AGS.Native.NativeMethods.SaveGame(Game game)
  7.    at AGS.Editor.NativeProxy.SaveGame(Game game)
  8.    at AGS.Editor.AGSEditor.SaveGameFilesProcess(Object parameter)
  9.    at AGS.Editor.BusyDialog.RunHandlerOnThread()
  10.    --- End of inner exception stack trace ---
  11.    at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
  12.    at AGS.Editor.AGSEditor.SaveGameFiles()
  13.    at AGS.Editor.Components.FileCommandsComponent.CommandClick(String controlID)
  14.    at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
  15.    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  16.    at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
  17.    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  18.    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  19.    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  20.    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  21.    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  22.    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  23.    at System.Windows.Forms.Control.WndProc(Message& m)
  24.    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  25.    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  26.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  27.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  28.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

The sprite I add is a 36x36 24-bit BMP file (the game is 16-bit) with No transparency. After I try to save and the error appears, the sprite then turns dark in the Sprites screen/tab.

I deleted the sprite and then saved (still got the error) and then closed and re-started AGS. I then saved and it was ok. But when I added the sprite and saved it gave the same error.

I tried copying and renaming the main sprite file to "backup_acsprite.spr" and the editor started and I could save, but when I add the sprite and try saving again, it gave the same error.

Could someone please help me out with this? Thanks!

EDIT: Ok, I rebooted and now there's no more error, and I'm adding sprites with no problem. What just happened?

Hey, guys!

So, yeah, I'm making a dungeon crawler with AGS and I was really excited to show everyone, so I'm taking the Notch route and sharing with everyone from day 1. (triple) So, this will be a diary thread, because I don't want to make a GiP thread yet (although, technically, when you think about it...).

As with CybMusic, I'm focusing on the engine part of it, working out the different gameplay elements and making sure that almost anything can be implemented via the editor. This will, hopefully smooth the way for the actual development of the story mode.

So, enough jibber-jabber, here are the videos showcasing what I've got so far and what my plans are:
* Episode 1: The start of the building of the level editor
* Episode 2: Modest Play Mode & fog
* Episode 3: Monsters (MOBs)
* Episode 4: Main Theme Music?
* Episode 5: Inventory, Loot, Weapons, Armor, Ammo
* Episode 6: New artwork, ranged combat, music, editor overhaul, signs, and more!
* Episode 7: Crafting, environment manipulation, some more new art

Ok, did you watch them? Thanks! Please leave any suggestions and comments and questions you may have, as your input may very well influence the shape of the final product! Do you find this idea interesting? Would you WANT to play a game like this? Would you WANT to make levels for it?

AGS Crawl
* Current version: Pre-Alpha 0.5
* Last thing achieved: Crafting and environment manipulation
* Current goal: NPCs and shops

* Alan V. Drake - Artwork
* IndieBoy - Artwork
* Jonathan Sjoblom (jon_swe) - Title, cutscene, and GUI artwork
* Jonas Thiem (Yarcanox) - Editor music


Official full changelog and feature list: here (updated as of Oct-20)

Check Twitter for behind-the-scenes stuff and to see exactly what stage of development the game is in.


I have a short question about the sound volumes, if anyone would be so kind as to help me :)  So, basically, I have two sliders in-game in the options toolbar for music and sound effects. If the sliders change, I can set the volumes for overall music and overall sound effects all fine and dandy, and I've noticed that I can set them basically as defaults which will stay for all current and future play sessions. This is cool.

However, when another play session will be started, I have to set the sliders to the values that match the volumes that had been previously set. My question is: how do I do that?

I have searched around in the manual, and while there is a Game.SetAudioTypeVolume (which I'm using), there is no Game.GetAudioTypeVolume.

While thinking about a solution, I guess I could make my own separate config file and store in that the volumes, but is there a more elegant solution?

Thanks a lot! :)

Ok, since the tune contest was dead for a month and nobody wanted to start the next, I've decided, as participant in the last compo, to bring it back FROM THE DEAD!

As such, the theme is ZOMBIE MUSIC!

Whether it be shambling dread or splatter horror, your task is to create a tune most befitting the walking dead.

Good luck!

PS: Bonus points for samples of zombie sounds like grunts and stuff!

General Discussion / Visual artist(s) needed for album
« on: 18 Jun 2011, 22:23 »
Hello, as some might know, I'm working on my second album/demo. As I'm nearing completion (just waiting for vocalists to do their stuff and I've got some more mixing to do), I find myself in dire straits - I need an artist or two, or how many it takes, for the following:

* Logo design - My solo project is called Harmonic Destruction and I have no idea how the logo should look; I have concepts in my head of what it should represent, but I don't know how to do that.

* Album cover and tracklist - I have a strong idea and concept of how it should look, but I'm up for debate - in the end, I am a musical artist, not a visual one, so if you make a strong case/come up with something better, I'll certainly accept.

* Photoshopped pictures - Now, this is not necessarily a must, but it certainly would be nice to have pictures like this or maybe this. Again, I have some ideas and concepts in mind, but I don't know if they're possible, but that's what talking is for.

I, as requester and beneficiary of your work promise that:

* your work will never be misrepresented and will always be used as is and in connection to either you, the album, or my solo project
* you will always be credited, I'm even fine if you leave a little signature on the artwork

Now, let's talk about the elephant in the room: this is a 0 budget demo and, as such, will be released freely on the Internet for all to see and download. Therefore, I cannot offer any money - everything is done as a labour of love for music. However, I do agree that what I'm asking for is a very big favour and I'm sorry that I can only offer my sincere gratitude for your work.

Regarding the album, I will provide, in private, full songs (instrumental only at the moment), so that you can be sure that you want to be affiliated with such a project. Until then, I can only offer the following:

* Four previews from the album, neatly arranged in an autoplaying playlist on YouTube - There are 8 songs on the demo, totaling 40 minutes.
* The MySpace for Harmonic Destruction, where you can listen to the first, self-titled, demo - it is in dire need of a facelift, I know.

If you can help with any of these, please post here or contact me via PM. I'm not looking for one person to do all of these - it's fine if there's one person for each. Of course, if you can do ALL of them, then that's fine too!

Thank you very much in advance. Cheers! :)

Hello, AGSers!

I'm currently recording my second album/demo, the first one being released in November of last year. This one is going to feature actual guest vocalists, and I've already got three other AGSers on board. However, as the title suggests, I've got a sort of '80s metal song which is in desperate need of a clean, powerful voice. If anyone is interested, please contact me here via a PM.

* Here is the preview of the song I've been talking about
* Here are four previews from the new album, neatly arranged in a Youtube Playlist

Cheers! :)

PS: A big bonus would be if you could also write lyrics and vocal lines, 'cos that way we can collaborate on that side. If not, I'll write them.

Hello, uber-talented people of AGS!

The band

Noa Vana
Vocals & Mixing

Thomas "Snake" Provencher
Solo Electric Guitar, Additional Acoustic Guitar, Logo

Dan "ShiverMeSideways" Niculescu
Electric Rhythm and Lead Guitars

James "Dualnames" Spanos
Acoustic Guitar

Jay "Ultra Magnus"
Bass Guitar

Keyboards & Mixing

If other people want to participate, send in a PM with what you'd like to do and what you can do.

We need a drummer. He/she must have an acoustic set and must be capable to record them. Ability should be somewhere in the "beginner-moderate" region. For details, contact one of the band members or post here.  

DOWNLOAD OUR SONGS ON LAST.FM (click on free download)

What the band is currently doing: We're now recording our first original song and we're still hunting for a drummer!

Please post here questions, ideas, thoughts, and the like!

E-Mail: pixelhunt (atsies) gmail (dotsies) com


Comfortably Numb
 - Original by: Pink Floyd
 - Written by: David Gilmour & Roger Waters
 - Vocals: Noa
 - First Solo: Snake
 - Acoustic: Dualnames
 - Keyboards & Mixing: Wyz
 - Bass: Ultra Magnus
 - Second Solo, Rhythm Guitar, Drum Programming: Shiver

Space Oddity
 - Original by: David Bowie
 - Written by: David Bowie
 - Vocals, Mixing, Drum Programming: Noa
 - Acoustic: Dualnames
 - Keyboards: Wyz
 - Bass: Ultra Magnus
 - Solos, Rhythm Guitar: Shiver

1st Original Song
 - Music by: Pixel Hunt
 - Lyrics by: Noa & Wyz
 - Vocals: Noa
 - Acoustic: Dualnames
 - Keyboards & Mixing: Wyz
 - First & Third Solos, Harmonised Solo, Acoustic Intro: Snake
 - Second & Harmonised Solo, Electric Guitars, Drum Programming: Shiver

Music, for such a limitless genre, is often used to create and recreate the same thing continuously. Of course, this is not the case for quite a number of musicians, but for the most part, it's just re-inventing walking and hot water.

So, my challenge to all you talented musicians is this: create a progressive/avant-garde piece of music.

That's the only rule - any format, any length, any instruments. Having said that, since this allows for a lot of experimentation, I'll be using two guidelines to decide the winner:

 * Experimentation - how "far-out" the piece was
 * Cohesion - it's good to be nutty, but it should have some logic behind it

Given the highly free-form manner of such music and in order to avoid confusion, posting a few words about the thought process behind the song would also be helpful.

Now, go forth and conquer! :D Good luck!

Hello, talented artists of AGS!

I have a request for all you lovely-lovely people and and I'm dire need of assistance.

My girlfriend's birthday is Sunday and I have t o pick out a graphic tablet to buy for her. She's very artistic and creative and loves to draw, but she's never had a tablet before. Unfortunately, my budget is very limited, and I am forced to buy one of the following two:

* Genius G-Pen F350
* Wacom Bamboo Pen CTL-460EN

I kindly ask only that you give me a few words about each one and which one you think is the best. The reviews on the site say that the Wacom one is pretty good, but I don't know if they can be trusted.

Thanks a lot in advance! :)

Hello, everyone!

While I was being bludgeoned to death by University and, as a result, away from AGS, I managed to put together a three-song demo for a solo project I've created.

The project is called Harmonic Destruction and you can listen to the demo here:

I would like to ask anyone who can to give it a listen and post a comment, or a question, or a critique, or whatever, as I've begun gathering material for a second album, and I'd really like to improve.

Thanks a lot in advance!

Cheesy atmospheric synths, tons of reverb, big, frizzy, spray-filled hair, you just gotta love it. And that's why I issue to you this challenge.

Ok, guys, for this compo, you need to make a cover song. But not just any ol' cover, but one of a hit song from the 80s. You must provide a link to where we can hear the original, but how faithful you remain to said original song is entirely up to, but it must actually seem like a cover (ie. with lyrics, a particular chord structure, a riff etc.).

Some examples:

* Elvenking - Heaven Is a Place on Earth (Belinda Carlisle cover - 1987)
* To/Die/For - (I Just) Died in Your Arms (Cutting Crew cover - 1986)
* Children of Bodom - Bed of Nails (Alice Cooper cover - 1989)
* Gun - Word Up! (Cameo cover - 1986)
* Marilyn Manson - Sweet Dreams (Are Made of This) (Eurythmics cover - 1983)
* Disturbed - Shout (Tears for Fears cover - 1984)
* Manitou - Beat It (Michael Jackson cover - 1982)
* Xentrix - Ghostbusters (Ray Parker Jr. cover - 1984)

Have fun, good luck, and fill this thread up with entries! :D

Hello, lads and lasses, since I'm very eager, I'm gonna formally announce this baby:

Basically, you take the reigns of a new record label, trying to butt in amongst the behemoths and other stragglers of the music industry.

Before I show off the screenshots, keep in mind that the game is currently in pre-alpha stage, meaning that I'm coding the mechanics and the inner-workings of it, not focusing on pretty design. I'm horrible at aesthetics anyway.

So, what will you be able to do?

Scout around for talent and find your future label powerhouse!

Then, do the proper thing any record label would: take advantage of them and try to steal as much from them as possible in the contract negotiations! Hey, they'll be hungry, but at least you'll be rich!

Since they're your little pets now, put them to work! Also, stare at their files for hours on end to make them think you're about to kick them in the streets! Fear will definitely put down any rebellious behaviour...

While bands keep pouring into your roster, watch as they eat your money away and prepare your whips!

Also, these features will be implemented:

* country-based popularities: what's popular in Denmark won't necessarily be cool in Norway...
* continually-morphing game world: bands break up, people die, other people retire; popularities fluctuate based on record sales and just plain' ol' randomness.
* record albums, singles; write original stuff or just cover someone.
* use personnel and facilities to boost the quality of your recordings; you can't produce and your band sure as hell can't, so get someone in here, fast!
* artists traits: some people just have addictive personalities, others are just plain meanies, while others are primadonas; chances are someone, somewhere is getting the be-jesus kicked out of them.
* The Cyb Data Editor: want to complete the default database with your favourite bands, genres, labels, shoe types, kitchen sink manufacturers? Or maybe you want to make a completely new game, based only on your favourite genres or subgenres? No problem, just use the editor. Then, share the database you made with the world!
* more

Also, I'd like to mention that genre popularities, bands, artists, etc. will be generated randomly, so it'll be a slightly different experience every time you start a new game.

* Me - Lead Guitar, Coding, Initial Horrid Design
* Dualnames - Drums, Programming Consulting, Alpha Testing, Beta Testing

Things I'll be needin':
* AI Design and Coding - I'm shi not very good at advanced programming and programming logic and that sort of stuff, so I'm pretty sure I'm going to need help with this.
* Soundtrack - I want to compile songs made by just about anyone who offers 'em. I'll then implement a in-game music player that'll shuffle, arrange by genre, etc.
* Graphic designer - As can be seen, the current Alpha design is utter crap, so when the beta phase rolls around, I'm going to need someone who's not aesthetically-challenged in order to streamline and just make pretty the overall interface.
* Beta Testing - It's going to be a pretty hefty game to bug-test, and I suck at testing anyways; haven't got the patience. So if you would be so kind...

For now, however, I don't really need any help, so please don't offer me any. After I'm done with the alpha and the thing actually works, I will proceed to actually need people to move on to the next stage. I'll let you guys know then :)

Alpha Progress/Diary:
* 10/June/2010 - Most of what I've been doing up to this point is implementing the basic structures that will allow me to add more and more functions. I haven't got too much to show for it, since most of it is behind-the-scene-coding-type stuff (like making sure the database is loaded correctly, that all the structs are interconnected properly, basic random artist and act random generation, etc.)
* 19/April/2011 - Picked this up again and I've implemented staff and guess what, the bands can write their own songs now! :D
* 20/April/2011 - Finished songwriting. Implemented messages. Time to move on the next monster step.

Lines of blocky clunky bloody redundant code written so far: 2000.
Current focus: Recording.
Version: Alpha 1.0

Well, that's about it for now. Feel free to post suggestions, swearing, and poo-head-calling! Also, please ask me any questions regarding gameplay mechanics, plans etc. :)

You know those "soundtrack to your life" thingies?

Well, I want a "soundtrack to your eternal torment".

Ladies and gentlemen, make a song that captures, rather devilishly and malevolently, the essence of Hell itself!.

Any genre, any instruments are allowed. You can make either the most evil and horrible song ever or just cover that Futurama song to parody hell.

That is all. I (might) have someone do a trophy for me. :P


We're now entering the final stretch of the tune contest, so git yer moosic awn!

Also, trophies! :D (provided by our friendly neighbourhood sock puppet, JimReed)

(Why isn't the background colour transparent? :/ ) Thanks to Babar! :D

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