Thursday, 18 December 2008

Load screens!

After dinner last night I focused on solving the GameScore problem I mentioned earlier. I've gone through every collectible treasure checking that it gives the correct score and every other score-giving event. Still I could not find what's causing the extra 5 points. It probably mean that one of the treasures rewards the PC two times or that one of the on_death-scripts run twice. All other combinations would be so hard to track that I don't care to bother yet. After failing to find the bug I fixed some of the smaller bugs on my list. The backpack (that has a limit of 8 items) now tells the PC that it's full (8 items) or allmost full (7 items) . I made small script that unlocks the destination door when unlocking the source door. I also found out why certain foes does continue to fight even if they are dead and solved that bug and a few more small ones.

Then I started to shoot screen shots. It sounds like an easy task but it took two hours to get 26 of them. It's the fiddling with Photoshop that takes time. Resizing, blurring, blooming and get the fogginess right takes tome time. Now all areas but 3 has their screenies attached and if I'm satisfied with them during play I'll look into which of them will have flavor text attached. You know like:

"You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall."

You have probably seem them before in a way or another but heres a few samples:

11 comments:

AmstradHero said...

Great work! Some of those loadscreens look excellent! Can't wait to see all of them in full size. I definitely love the photoshop tweaking you've done - I'm curious to know exactly what process you went through.

Frank Perez said...

Those load screens are sweet. Excellent work. :)

Lance Botelle (Bard of Althéa) said...

I am so looking forward to this one. ;) I know its a labour of love when someone does loadscreens as well ... I did. ;) Then, you just know it will be good.

By the way, you could just change the main score to be out of 250 instead of 255 (or whatever it was) ... just a thought. After all, it would be easier to change one figure than to track down where one is probably doubling up.

Lance.

Jclef said...

Wow, those are some beautiful loading screens, Amraphael!

I may have to download a few just for keeps... ;)

Anonymous said...

The attention to detail you're giving to this module is inspiring. I always look forward to the updates. That first loadscreen of the house is a real work of art. Great to hear you completed an entire walkthrough. Good luck polishing it up!

JasonNH

EC said...

Great load screens! I dream that mine will be half as nice. I have absolutely NO skills in photoshop...

I'm with Lance re the scoring bug. Fudge a bit if you need to. Whenever you report the score, check if it's over 350, and just display 350 if that is the case. Until a player reaches that point, I doubt he'll notice that when his score is 225, say, it really should be 220...

But I agree it sounds like something might be firing twice... Do you by any chance award points in an OnDamaged event? I know sometimes OnDamaged events can fire twice even when one thinks they should really be firing only once.

PJH said...

Not bad. Keep up the work.

Amraphael said...

Thanks for the support guys. I really appreciate it!
@ Lance & E.C.P.
I found the problem with the GameScore (I think). It was probably me that clumsily clicked on the "Give +5 Points" line in my debug conversation :)

@AmstradHero & E.C.P
I'm no Photoshop guru at all but I might do a short description on how the screen shots were made later on.

Anonymous said...

I love custom loading screens! I think I have expressed this before. hehe

They look awesome!!

EC said...

Thanks Amraphael! That would be great.

AmstradHero said...

Seconded!