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Topics - Technocrat

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1
A jobless agoraphobe, addicted to the man-made worlds of a distant descendant of the internet, has become targeted for assassination by forces beyond her understanding. With nobody she could really call an enemy or a friend, she must face the dangers of "meatspace", and survive a conspiracy that has invisibly ruled her entire life.

An agent of the city's all-seeing secret police finds himself blackmailed with the lives of the unborn children of his long-dead wife. Pushed to the limits by his deceit and his past, how far is he willing to go to save his legacy?

Follow their lives as a string of catastrophes threatens not only themselves, but everything they think they know about the city!


Buy now at Wadjet Eye!

LAUNCH TRAILER









Based upon several of Technocrat Games' early projects, Technobabylon is a science-fiction mystery, inspired by the classics of speculative literature.  Both a remake of the original three parts released in 2010/2011, and a continuation of the story over eight further chapters, the art talents of Ben Chandler (ThreeOhFour) and Ivan Ulyanov (Ilyich) illustrate a world coming to terms with cyberpunk lifestyles redefining what it means to be human. Nathan Pinard, audio artist for Gemini Rue, lends his musical talent to the project for a suitably atmospheric score.

The completed project will be commercial, and we have a delightful arrangement with Dave Gilbert and Wadjet Eye!

Follow us for updates on the project, or little bits of extra background about the world of Technobabylon:
 - Development Blog
 - Twitter: @technocratgames


OUT NOW!


2
So, as you might have guessed, I'm engineering a floating label to follow the cursor around. To prevent the text running off the edge of the screen, I started to cobble up this script:

Code: Adventure Game Studio
  1.     gHovertext.X=mouse.x-600;
  2.     String lblTxt = LabelHoverText.Text;
  3.     int TxWidth = lblTxt.Length*10;
  4.    
  5.     if(gHovertext.X<(lblTxt.Length*10)-600)gHovertext.X=-600+TxWidth;
  6.    
  7.  
  8.     gHovertext.Y=mouse.y-20;
  9.  

...so, the plan is that, as the length of the text in the label gets longer, the GUI's x is pushed over to the right by ten pixels per letter.

HOWEVER, I noticed that every single time, it was coming up as 13 characters long, no matter the actual length of the text. This is when I realised that it was going by @OVERHOTSPOT@, which has 13 characters!

Is there some way to get the text produced by this (or the length of the string, at least)?

3
Hello! Lately I've been having issues compiling the game (dialog table overflow, but that's for another topic), and one of the proposed solutions is to split the globalscript up across other modules. This aspect of it is what I'd like some help with, if that's alright!

So, if I decide to move all of the functions relating to the inventory to their own module (lookats, interacts, etc). I have:
- Created a new module, InvFuncs
- Find function iHand_LookAt
- Cut function from Globalscript, paste it into InvFuncs


Aaaaannnd, that's where I'm stuck. My knowledge of the way modules interact with each other is limited, and based mostly on cargo-cult copying of what others have done before!
From what I understand, the item now no longer knows how/where to find this function anymore. So, if I try to "Look at" the hand, nothing will happen in-game. How can I get the module to communicate with the things that would normally happen in globalscript?

4
With sprites in the editor, I can choose to "replace sprite from source", refreshing the in-game sprite with the contents of the .png from which it came.

With audio, I can see that it remembers where the sound file came from originally (Sourcefilename), but it appears to me that in order to change the sound in-game, I'll need to delete the existing sound from the editor, then re-import it. Is this correct, or is there a way to "replace audio from source" that I'm missing?

5
Lately, I've been getting a technical issue with compiling my current project. The compilation process won't succeed, and presents me with the error:

__DialogScripts.asc: symbol table overflow - too many symbols defined

Once I delete a few scripts, GUIs and functions, it will compile again. I've found only two other references to an issue like this on the forums, and from what I can tell it seems to be related to just how darned big the game is getting; the globalscript is over 12000 lines long now, after all.

I'd like to know if there's a more long-term solution to this issue, as I'm running out of things that can be pruned to allow it to compile. Would it help to move some functions to another script? Will things like GUI buttons work if they're not in the globalscript? Where is this dialogscripts.asc, and is there something I can do to enlarge this "symbol table"?

6
Hello! I've been attempting to engineer a customised dialogue-selection system using instructions from the manual, and am about half-way to succeeding. It will create the GUI in the right place on the screen.



Code: Adventure Game Studio
  1. function dialog_options_render(DialogOptionsRenderingInfo *info)
  2. {
  3.   // Clear the area black
  4.   //info.Surface.Clear(32);
  5.   int i = 1,  ypos = 0;
  6.   // Render all the options that are enabled
  7.   while (i <= info.DialogToRender.OptionCount)
  8.   {
  9.     if (info.DialogToRender.GetOptionState(i) == eOptionOn)
  10.     {
  11.       if (info.ActiveOptionID == i) info.Surface.DrawingColor = 46911;
  12.       else info.Surface.DrawingColor = 782;
  13.       info.Surface.DrawStringWrapped(5, ypos, info.Width - 10,
  14.                          eFontFont0, eAlignLeft, info.DialogToRender.GetOptionText(i));
  15.       ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontFont0, info.Width - 10);
  16.     }
  17.     i++;
  18.   }
  19. }
  20.  


I want to make the blackness transparent. In order to accomplish this, I've created a sprite to use as the background for it, but when I change the script to use it, nothing appears.



Code: Adventure Game Studio
  1. function dialog_options_render(DialogOptionsRenderingInfo *info)
  2. {
  3.   info.Surface.Clear(COLOR_TRANSPARENT);
  4.   info.Surface.DrawImage(0, 66, 115, 15, 640, 120);
  5.   int i = 1,  ypos = 0;
  6.   // Render all the options that are enabled
  7.   while (i <= info.DialogToRender.OptionCount)
  8.   {
  9.     if (info.DialogToRender.GetOptionState(i) == eOptionOn)
  10.     {
  11.       if (info.ActiveOptionID == i) info.Surface.DrawingColor = 46911;
  12.       else info.Surface.DrawingColor = 782;
  13.       info.Surface.DrawStringWrapped(5, ypos, info.Width - 10,
  14.                          eFontFont0, eAlignLeft, info.DialogToRender.GetOptionText(i));
  15.       ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontFont0, info.Width - 10);
  16.     }
  17.     i++;
  18.   }
  19. }
  20.  


The effect *should*, as far as I can tell, create a transparent version of that black bar. I've tried using other sprites as well, but nothing appears on the screen. Is there something I'm missing? Alternatively, is there a means by which to make the black background drawn on the surface partially transparent?

Many thanks!

7
AGS Games in Production / Technobabylon [RELEASED]
« on: 01 Jun 2014, 15:19 »
A jobless agoraphobe, addicted to the man-made worlds of a distant descendant of the internet, has become targeted for assassination by forces beyond her understanding. With nobody she could really call an enemy or a friend, she must face the dangers of "meatspace", and survive a conspiracy that has invisibly ruled her entire life.

An agent of the city's all-seeing secret police finds himself blackmailed with the lives of the unborn children of his long-dead wife. Pushed to the limits by his deceit and his past, how far is he willing to go to save his legacy?

Follow their lives as a string of catastrophes threatens not only themselves, but everything they think they know about the city!


Preorders now open at Wadjet Eye!

LAUNCH TRAILER









Based upon several of Technocrat Games' early projects, Technobabylon is a science-fiction mystery, inspired by the classics of speculative literature.  Both a remake of the original three parts released in 2010/2011, and a continuation of the story over eight further chapters, the art talents of Ben Chandler (ThreeOhFour) and Ivan Ulyanov (Ilyich) illustrate a world coming to terms with cyberpunk lifestyles redefining what it means to be human. Nathan Pinard, audio artist for Gemini Rue, lends his musical talent to the project for a suitably atmospheric score.

The completed project will be commercial, and we have a delightful arrangement with Dave Gilbert and Wadjet Eye!

Follow us for updates on the project, or little bits of extra background about the world of Technobabylon:
 - Development Blog
 - Twitter: @technocratgames


Coming: 21 May 2087 2015


8
It's been a bit of a weird day. There I was Googling Technobabylon (which is of course something I do every day), and an image popped up that made me think "funny, I don't remember making that."



So I followed it, and it led me to a thread on the Oculus Rift forums. It turns out that someone's been remaking the first part of Technobabylon using Unity, aimed at Oculus Rift (i.e. VR headsets). I'd been testing it a little, shortly before I received an e-mail from the developer themselves mentioning what they were up to. Perfect timing!




9
I've created a custom font, and a custom outline to go with it (since the automatically-generated one wasn't thick enough), but what I've noticed when using the portrait speech is that the left-most part of the outline (i.e. two pixels) are cut off.

I imagine that this is the result of it over-running the edge of a GUI used to house the text when it's being displayed on screen, and only taking the left of the text (but not the outline) in to account. Regular speech seems to work exactly as hoped, just the portrait style. No matter how wide the block of text is, it'll always cut off the left edge.



The only thing I've found for anything like this problem comes from information about an update to AGS in 2003. Does anyone have any more up-to-date guidance?

Merci!

10
Beginners' Technical Questions / [Fixed] Sorting lists...
« on: 28 May 2013, 10:10 »
I've got a listbox, designed to contain useful topics learned throughout a game. My intention is to add new topics to it as they become relevant, but from what I can tell, they will only ever be arranged in the order that they've been added. Is there a way to sort a ListBox's contents by some criteria (e.g. Alphabetical, string length, etc), or is it just wishful thinking?

It doesn't look immediately possible to me, but I thought I might as well ask just in case someone knew something I didn't.

11
## Role appears to have been filled. Thank you for your interest! ##

This must be the fourth time I've tried to get Technobabylon to look how I want it to, but every time I try, I reflect upon it, and it doesn't look how I wanted it to.

I've a story in my head I've been trying to get out for several years, and now I've decided to seek external aid. Partly because there are people far more competent at art than I, but partly because it'll give me more incentive to actually get the thing finished.

So, essentially what I'm seeking is a background artist. If you've played it before, you probably know that I'm aiming for is an old-fashioned "Beneath a Steel Sky" kind of look. I know what backgrounds I'm going to need for certain for the first for parts of the game, and am looking to pay for art in the classic 320x240 style, since I aim to eventually go commercial with it.

So, anyone interested in building the future, drop me a line, and I'll give you a more detailed outline of what the project involves.

See you in the future!

12

A former part of the AGS Summerbatch, Nancy makes her way out independently for the first time, into the

PERFIDIOUS PETROL STATION

"Nancy The Happy Whore is… about what it sounds like, but nowhere near as naughty unless words like ‘cannabis’ and ‘ass’ make you quiver."
- Richard Cobbett, PC Gamer

"There’s a sense of freedom in playing Nancy that I admire in this gem from Technocrat, and whilst the storyline itself is all about prostitution, crime and drugs, it’s really quite an innocent little game."
- Will Ross



When a travelling lady-of-the-night finds herself running out of fuel on the way to the Big City, she discovers more than she bargained for in this gruesome gas-station. Relying on her wits and the help of her best friend and crack-fiend, Susie the Drug Addict, things start to go from “bad” to “weird” as she must not only find vital fuel for her car, but also put a stop to an armed robbery, defeat an ancient and evil (but extremely polite) cult, and show a young man that becoming a hippy is never the right answer. Can she fulfil the prophecy, and uncover the mystery of – THE PERFIDIOUS PETROL STATION?

The timeless story of a young woman needing gasoline, and nowehere near the giant leap backwards for womens' rights you may think it is! Coming from a tradition of naughty humour and dodgy puns in adventure stretching back as far as "Leisure Suit Larry", Nancy's first adventure is a nostalgic romp into the kind of surreal story that only exists within adventure games.




Featuring:
- Non-linear art!
- Fully-voiced comedy adventure with a talented multinational cast
- Disturbing social commentary on the issues of modern womanhood!
- Two languages: English and German!
- Two-to-three hours of comedy adventure!
- Surreal humour and dry British wit



Available now at FireFlower Games, for just €3.99


- Did you already get it as part of the Summerbatch? GREAT! You'll be getting an e-mail with a discount code, so you'll only have to pay for the voices and new features.

- Considering reviewing it for a website/blog/magazine/publication? AWESOME! Drop me an e-mail (jod@technocratgames.com) and I'll send you the press pack.


13
On a tidally-locked world, the only way for resources to be moved under the deadly sun is by high-speed train. The management refuse to automate it entirely - after all, then there'd be nobody to blame when things go wrong - and it's been your uneventful duty for the past several years to see the train back and forth along:



So naturally, things are going to go wrong on your watch. Things like, oh, maybe a hijacking? And a little bombing? And how about 'all of the above'?

Released in January 2012 as part of the AGS Bake Sale, The Rail was sold for charity, and helped to raise over £4000 for Child's Play. Thanks to the inevitable march of time, the game is now available for FREE to all and sundry who wish to play it. Merry [INSERT HOLIDAY]!






Featuring:
- Multiple endings!
- A train!
- Thousands of kilometres of sand!
- ...and Castle Bravo as itself!


Get it straight from the source - DOWNLOAD IT HERE


Requirements:
- Pentium or higher processor
- 27MB HD Space
- 64 Mb RAM
- Windows 98, ME, 2000, XP or Vista with DirectX 5 or above
- Supports all DirectX-compatible sound and video cards


With thanks to Ponch for digging up his copy of it to cover for my insufficient backing-up regime

14


WE'VE GOT ALL THE VOICES WE NEED, NOW I JUST NEED TO ASSEMBLE IT. THANKS FOR VOLUNTEERING!


Finally getting around to a turbo-deluxe version of the game, with updated animations and a fully-voiced performance. As a result, and because I can only pretend to be a couple of people, I'm looking for volunteers to fill a few of the character roles. For your efforts, I intend to give proper money, as this will be for a commercial version of the game. I am offering £5 for each role - there's nothing stopping you being more than one, as long as they don't sound too similar! National accents aren't a big issue, as long as you can be understood when speaking English.


15
I'm engineering a game to have speech. The lines are all auto-numbered, and I understand the principle of putting the first four letters of the character's name, followed by the number.

However, I have three different characters with similar names. cRobberGreen, cRobberRed and cRobberBlue.

How will this work? Does it mean that I instead continue up the line of letters until there's a difference (i.e. RobberG, RobberR, RobberB) or that the speech for all three of them will be prefixed "Robb", and the numbers of the files split among them?

16
Multiple endings are great. where a plot allows. They're a straightforward way to increase replayability, and give the players a greater feeling of control over the outcome of their actions. However, a lot of games (I've noticed) have the choices leading up to the ending determined within the last few moments of the game, whether it's Deus Ex's "who do you want to win?" or Mass Effect 3's "Red/Blue/Green Explosion" endings.

I can understand arguments for both sides - people may not wan to have to play the entire game through in order to see the other way for it to turn out. On the other hand, it may feel a little contrived if everything a player has done is undermined by a choice they make right at the end.

But what do you as a player prefer? What are you favourite examples of multiple outcomes? Personally, I'd say Heavy Rain had a good selection of outcomes, that mixed as a result of different characters' actions.

17
General Discussion / Merry 25th of December!
« on: 25 Dec 2012, 09:11 »
In which we celebrate the rising of Mithras, the Sol Invictus rising unconquered against the death of Winter!

Oh yeah, and all those other little holidays people celebrate at this time of year.

xxxxx

18
General Discussion / I've finally built a website...
« on: 27 Nov 2012, 04:21 »
I think I've officially made the transition from "make-believe developer" to "cargo-cult developer" by finally cobbling together a new website for Technocrat Games! So, for all of your up-to-date information on those tedious affairs I make, and the new place to download games from, head over to the official site!

All feedback is appreciated. Also, I'm in the process of putting together a list of links on the left-hand side of the page, if anyone wants me to point visitors in the direction of their own site/blog.

19
Critics' Lounge / A bunch of characters...
« on: 18 Nov 2012, 22:47 »
Right, before I get around to making them walk, I just wanted to see what your opinion on these characters was. With any luck, I can go from there to make it walk more nicely!



Merci!

20
I'm converting a game to being a talkie, and I was wondering about the following in translation files. I have this:

&9 Well, the desk, the tweed jacket, the attitude.
Naja, der Schreibtisch, die Tweedjacke, die Haltung.

My question: does the German line also need the &9, or will it locate the voice file based on the &9 in the English line?

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