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headkaze · 208849

Offline sverx

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Reply #180 on: October 04, 2009, 12:09:56 pm
Look like F00 does not supported by the MaxMod Player, which normally should stop the tune, but instead it just ignore it.

I think (but I've got to check) that there's a flag to say MaxMod if this F00 should be ignored or not. And another one to choose if the song should loop when reached the end of the patterns.

About TDG: I've seen that famous ghost. Have you got a spare background to use instead of a semitransparent sprite? So that the detective could be seen even when he's behind the ghost (actually he can't be seen there, you know...)




Offline headkaze

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Reply #181 on: October 04, 2009, 10:04:32 pm
I actually like the "side effect" of the detective not showing through the ghost ;) (I call it a "feature" not a bug hehe)

BTW The new music did the same thing as the last so perhaps sverx is right and there is a way to turn these things on but I cant find anything in the documentation. Also there is the MM_PLAY_ONCE/MM_PLAY_LOOP options.

We could also just use the Song Events. Perhaps when SF gets his new flash card he can install devkitPRO and start playing with MaxMod.



Offline spacefractal

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Reply #182 on: October 04, 2009, 10:25:17 pm
MM_PLAY_ONCE is only good to detect when looped, so it tell the game code to fading out using global music volume. 3 of the 4 tunes is NOT designed to been ended, but fadeout. It would should akwald if it just stopped with a end to the tune.

Also The event could been used great for some ligtning effect (not played sametime as thunders).

I have also sent the fixed tunes yet, so they all loop correctly (2 of tunes looped wrong or used the F00 command).

PS. I have installed devkitPRO but have not looked into that very much yet.

« Last Edit: October 04, 2009, 10:33:39 pm by spacefractal »

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Offline sverx

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Reply #183 on: October 05, 2009, 10:53:31 am
You could also keep on looping the module and lower the volume when needed from the program using mmSetModuleVolume() function...



Offline headkaze

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Reply #184 on: October 05, 2009, 10:00:49 pm
The main problem is I'm not receiving any message telling me when a song has finished because all the songs are in a single module. We may have to end up using those Song Events so I know when the song finishes. Also when do I know when to fade out the song?



Offline spacefractal

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Reply #185 on: October 05, 2009, 10:15:00 pm
I add song events as well in the song end in next song release.

I use EF0 next time as well loop, EF1 for the lightning effect and EF2 to stop the song (church murder music) to make sure not messy the music.

Tell me you you use the 8 bit or the 16 bit version? If it sound nearly the same with 8 bit, you should hould use that. I do allways edit the 16 bit version and then simple convert to 8 bit.
« Last Edit: October 05, 2009, 10:25:10 pm by spacefractal »

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Offline headkaze

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Reply #186 on: October 05, 2009, 11:06:03 pm
I tried the 8-bit version and didn't notice a big difference so I think I will stick with that for now.



Offline sverx

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Reply #187 on: October 06, 2009, 06:44:50 am
The main problem is I'm not receiving any message telling me when a song has finished because all the songs are in a single module.

Oh, I see now. Well, you could use the song events or you could split the songs to separate modules, I've read that MaxMod won't store duplicate samples in the soundbank anyway, so you'll be using almost as much memory as the way you're doing it now...




Offline spacefractal

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Reply #188 on: October 06, 2009, 06:48:07 am
I wont do double work to split them up. most samples is shared in all songs, but song event can fix the problem anyway, when I went home, I fix the modules to use the event when looping and when it want to stop.
« Last Edit: October 06, 2009, 06:48:33 am by spacefractal »

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Offline headkaze

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Reply #189 on: October 08, 2009, 11:36:28 pm
Great point sverx since MaxMod stores samples in a soundbank and if it doesn't store duplicate samples that means we can split the modules up into separate songs. That would make it much easier in the end IMHO. I wish we had of known this before. How much work would it be to split the songs up now SF? There really is no advantage to having all the songs in a single module now.



Offline sverx

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Reply #190 on: October 09, 2009, 07:03:28 am
Great point sverx since MaxMod stores samples in a soundbank and if it doesn't store duplicate samples that means we can split the modules up into separate songs. [...] I wish we had of known this before.

Please double check this, since I've read it somewhere (for instance in this post) but I can't find that in MaxMod mmutil docs.




Offline spacefractal

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Reply #191 on: October 09, 2009, 07:23:33 am
its far to late now, instead we just use song events now....

Not sure it still save all instruments when compiled, also when the songs is not loaded? How would MaxMod detect which instruments to save?

But I do have sent these to you with added song events to main songs as well weater mod, so loops or song end can been checked that way instead and then fadeout or stop manually....

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Offline headkaze

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Reply #192 on: October 11, 2009, 03:06:20 am
Haven't had a chance to check out the music events yet but the titlescreen is looping over correctly now, so you must have fixed that.

Time for an update.. the game is going quite well albeit in strides rather than leaps and bounds. I still have two characters to follow around and mimick their movements. I'm also going to have to take into account how some characters check doors and don't enter if they're locked etc. But I still haven't implemented locked doors yet but it's coming close to that now. I will be sending out a demo soon, perhaps after the next big coding session or the next, but I want to see if you guys can solve Lobo's puzzle. Again nothing to show I'm afraid but expect a demo soon :)



Offline Lobo

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Reply #193 on: October 11, 2009, 03:46:19 am
Cool beans!
Heh, they'll probably solve it in a minute. In case not then they're lousy detectives and I'm Agatha Christie incarnated..mean, internated, interiorated, interfuriatedfumigatedobfuscated...what's the word?!!  :D



Offline flash

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Reply #194 on: October 11, 2009, 09:51:39 am
it should be 'incinerated'

 :D

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Offline Lobo

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Reply #195 on: October 11, 2009, 08:29:50 pm
Heh, that's the one.
Lately I've been watching the old Poirot shows and some Holmes in between and man, the original detective game has so many elements from Agatha stories it's amazing. No wonder it's most satisfying game in this genre even though I can't recall playing any decent detective like stuff after 8bit era sorta ended. It would be quite cool to have a game in which the setup is always the same but randomly picks who gets killed and who's the murderer so every time the stories, actions, motives, etc..is randomly shifted around via some crazy script. Imagine the possibilities (and not to mention bloody ass hard work to do this, hahahah).



Offline Lobo

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Reply #196 on: October 12, 2009, 09:13:00 pm
Well, just to add to that...

For example, you've read or seen some version or another of Murder on the Nile?
In that one, oddly, in the first three minutes you already have three bloody murders and the rest 2 hours is Poirot presenting the case as he figured it all at around minute 9.

Ok, good, that can take a while but what happens is, unlike in say, Murder on the Orient Express where everyone chipped in the actual murder, is that only two people are murderers. One executing the plan and the other one being a mastermind and helping along the way.

BUT..BUTT!!
The way Poirot explains the case is that he goes through each and every case of about 10 people or so telling you what was their possible motive, plan and means of execution. That means that everyone can either act independently or in coop with another person (almost random sometimes) in order to commit the murder and have a VALID explanation, motive, means, etc to do so.
Splendid!
Only at the very end is that THE actual team, duo was named and proved that they were the ones responsible. So, even when you see that only those two were responsible for the events, it's still possible that everyone else could've done it, alone or in group. Ah-mazing stuff.
Now imagine a game like that where everyone can either act alone or randomly select the helper or maybe two, three of them and randomize the chain of events such as - who was the witness (kill him/her with random different means), what incriminating objects or evidence in general are left on the scene or raise suspicion (remove it/add to it/throw suspicion on someone else) and maybe even remove the actual helpers to protect the secret?

Several of these things mentioned are already in The Detective actually so I won't spoil it for those who haven't played it but you'll see after finishing the game.

Having any game act like this would be real crazy though, maybe in the future we can make something along the line of this. Also...it can have some cases being based purely on accident (noone killed anyone, the victim just fell on the tree stump in the woods and long forgotten ax fell from the tree to conveniently cut the head off) or those surreal moments like - "Gorilla did it, in despair, the banana temptation was just too MUCH!".
 :D



Offline headkaze

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Reply #197 on: October 13, 2009, 03:26:55 am
I remember one movie that reminded me of The Detective Game and it was a bunch of people in a mansion who are one by one being murdered and the murderer is one of them. So you get a lot of people looking at each other with accusing eyes. I believe it also had the murderer's eyes looking out from behind a painting. I've been trying to locate the movie and what I found was an Agatha Christie movie called "And Then There Were None". I downloaded it last night and am watching it now. Incidently there are two PC games one based on this movie and the Orient Express which I'm going to check out for some inspiration. But I really do like the idea writing an original detective/sleuth game one day. I think it would need to use some sort of scripting language like RPG's do so the plot can be quite complex and allow for different endings etc.



Offline Lobo

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Reply #198 on: October 13, 2009, 04:35:18 am
Yep, 'And then there were none' also known as 'Ten Little Indians', great book and the movie is not bad. I saw the old one from late 40s or 50s is what I remember because the murderer is the same actor from the great movie 'The Naked City'. Definitely watch the 'ATTWN' as you'll see just how many elements are in The Detective, including the murderer getting the alibi in a peculiar, classic way.



Offline headkaze

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Reply #199 on: October 13, 2009, 07:23:07 am
Just finished watching ATTWN (while coding TDG hehe) and while it was a cool movie (and I did miss some parts when getting engrossed in coding) it's not the one I was thinking of. It's a similar concept though, a group of people in a mansion, one is the murderer and they are being murdered one by one. The one I remember had a Portrait Painting Peephole.

Perhaps it was Murder by Death or Clue although it was so long ago I don't remember it being a comedy/spoof but it could of been. I will soon find out though..




Offline headkaze

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Reply #200 on: October 13, 2009, 12:23:01 pm
Okay just sent out the latest demo to Lobo and SF. I wonder if anyone can solve Lobo's puzzle? Hmmm.. well still quite a bit of work to go, but it's nice to finally get the next demo out there. There are no murders yet, and there is more to be done for character movement and events, but overall it should give some feeling on the final gameplay. There are a few issues I'm aware of like the sprite sorting flicker issue and the character movement needs some improvement but apart from that I'm interested in hearing feedback.



Offline spacefractal

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Reply #201 on: October 13, 2009, 12:55:00 pm
some people just job right in the door in the bed rooms, I think they should go more into the room and then stop and mighbeen turning?

The new music works much better, so I need to agree this slower tune is much better, but the faster tune might have some use later in the game as well and the 8 bit version (if you use that) sound really nice and no problems at all.

Idea:

- In the "you are carring" section, these objects could been shown as graphics icons in the empty icon window, so it have something use here. Might been just in white color or such?

- A tick tick sound in the watch room?
« Last Edit: October 13, 2009, 01:01:24 pm by spacefractal »

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Offline Lobo

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Reply #202 on: October 13, 2009, 08:15:43 pm
It's a similar concept though, a group of people in a mansion, one is the murderer and they are being murdered one by one. The one I remember had a Portrait Painting Peephole.

Could be House on Haunted Hill with Vincent Price, mansion with people locked in, killed one by one.
I'm gonna try the demo soon, just came home ;).



Offline Lobo

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Reply #203 on: October 13, 2009, 09:26:20 pm
Bloody nice. So far-maybe allow to ask questions without getting too close?
If I stop the character, the conversation options sometimes wont trigger unless I'm literally stepping on their toes, so to allow maybe just a bit larger radius once you stop them. I wouldn't go with the original where you could talk from a far distance but to be close enough so there's some space between you and person you're talking to.
Also, the characters shouldn't leave until their answers are done with scrolling, I know the original have this tendency to make characters run away before you can even read what they said or have time to ask another question.

Hah, in related news - found the pills, looking goood in green :D.



Offline spacefractal

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Reply #204 on: October 13, 2009, 09:36:09 pm
yes I eated these pills too, nice effect, hehe

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Offline headkaze

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Reply #205 on: October 14, 2009, 04:13:07 am
Thanks for the feedback guys. Lobo did you complete your puzzle yet? I might need to add a few extra clues in there as it might be a bit difficult to figure out right now.

- People who just stand inside doors; that's how they act in the original game. Sometimes they only enter the room like Bentley in the library who pops his head in on occations - and same as in the study to say "is everything satisfactory sir".
- I like the idea of having an icon for each object but that would mean Lobo would need to create them all (quite a lot really). Perhaps it's not so necessary?
- I have added a tick tock sound to the clock room it adds a nice effect :) Also added a fireplace crackling loop to the drawing room :)
- You actually don't have to be as close to the characters to ask them questions as much as the original game (I thought anyway). But you do need to be facing them to ask questions. You can actually be 16 pixels away from them to ask questions. I could make them take longer to talk so you have time to ask more questions, but you can ask another question while they are answering one already.

As for "House on Haunted Hill" it's not that, it's an old movie, but I have a few to check out now and will let you know. The strange thing was last night after finishing up on coding an Agatha Christie movie with Poirot came on TV :) (unfortunately was too tired to watch the whole thing)
« Last Edit: October 14, 2009, 04:13:31 am by headkaze »



Offline Lobo

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Reply #206 on: October 14, 2009, 05:26:08 am
Thanks for the feedback guys. Lobo did you complete your puzzle yet? I might need to add a few extra clues in there as it might be a bit difficult to figure out right now.

Yep, it works ;). Love the 'effect' when you finish it plus clock animation! However, yes, there might be a problem with getting there or understanding due to the nature of the interface and the way description works now. If you still have the original text that I've sent with the puzzle, you'll see that there was description for the painting on the left (McFungus landing) for that sequence as well as description for the trophy and Gargoyle. Writing all that will make things more clear. Also, hmm..I'll send you the email about the other parts which can be tricky to figure out so we don't spoil it here.

- I like the idea of having an icon for each object but that would mean Lobo would need to create them all (quite a lot really). Perhaps it's not so necessary?

Yeah, I dropped that idea at first since the original game didn't have it. However, yes it would be a good idea so HK just send me the list of all the items and I'll put that in.

- You actually don't have to be as close to the characters to ask them questions as much as the original game (I thought anyway). But you do need to be facing them to ask questions. You can actually be 16 pixels away from them to ask questions. I could make them take longer to talk so you have time to ask more questions, but you can ask another question while they are answering one already.

Ah, Ok, I had them running away often so making them stay longer would be cool.

As for "House on Haunted Hill" it's not that, it's an old movie, but I have a few to check out now and will let you know. The strange thing was last night after finishing up on coding an Agatha Christie movie with Poirot came on TV :) (unfortunately was too tired to watch the whole thing)

Yes, that's the sign that you're on the right path :D.

Ok, just a quick something, a typo with Doctor, he says something like "Has anyone seen my ScaLPLes..".
Also, 'a piece of card' is an obvious filler and not used as if you read it it says "Sam was here", as in the coder guy, I presume.
Footsteps sounds is maybe a bit too loud, I had to stop a few times thinking it was part of the music. :D Maybe making it less intrusive/softer?




Offline spacefractal

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Reply #207 on: October 14, 2009, 06:33:51 am
which type of puzzle its is? I guess is a original puzzle? But dont spoil it here :-D.

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Offline sverx

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Reply #208 on: October 14, 2009, 07:28:25 am
Okay just sent out the latest demo to Lobo and SF.

I'm still interested in checking the beta, if you don't mind ;)




Offline headkaze

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Reply #209 on: October 14, 2009, 08:28:02 am
The puzzle we're talking about is an original that Lobo came up with. It's a bit hard to figure out at the moment but I will be working to make it a bit easier.

sverx: I will send you the latest demo is a minute mate..

Lobo: I agree the footsteps are a bit loud and annoying. They will be better in the final. I will turn them down and also have a longer sample with more variations of step sounds. Oh and about the "piece of card" I kept that in to honor the original coder (Sam Manthorpe) ;)