tag:blogger.com,1999:blog-5256555025906670054.post4313828284433711756..comments2023-04-15T10:18:45.586+01:00Comments on Hungry Whispers: Phew. Right. ALMOST doneAnonymoushttp://www.blogger.com/profile/07053286002172760448noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-5256555025906670054.post-4395560356635528812011-10-18T21:19:28.983+01:002011-10-18T21:19:28.983+01:00Thanks for the comments everyone!
@Rumzi: I think...Thanks for the comments everyone!<br /><br />@Rumzi: I think that's because by the time you got back into Flash, it hasn't received the code to 'play' the audio. I've done that too but when you carry on playing and re-enter the scene it'll trigger the audio cue again. Although by that time you won't be able to leave the bar.Anonymoushttps://www.blogger.com/profile/07053286002172760448noreply@blogger.comtag:blogger.com,1999:blog-5256555025906670054.post-85463228073967756202011-10-18T20:50:37.657+01:002011-10-18T20:50:37.657+01:00Amazing lol its very close to finishing I can see ...Amazing lol its very close to finishing I can see it now. One problem I saw was that when I clicked outside of the window or changed program, the game paused as it should however the music did not play again. This happened just at the start of the defib scene and on the magazine scene.celarkhttps://www.blogger.com/profile/11990316939124090632noreply@blogger.comtag:blogger.com,1999:blog-5256555025906670054.post-6075432276695896972011-10-18T20:48:28.145+01:002011-10-18T20:48:28.145+01:00awesome job dudeawesome job dudeNitro Dragonhttps://www.blogger.com/profile/00457191025452558053noreply@blogger.comtag:blogger.com,1999:blog-5256555025906670054.post-16816195123628357482011-10-18T20:47:34.025+01:002011-10-18T20:47:34.025+01:00this is AMAZINGGGGGGGG!!!!!
this is beyond amazing...this is AMAZINGGGGGGGG!!!!!<br />this is beyond amazing actually<br />its like..<br />THE MOST FANTASTICAL BRILLIANT THING IN THE WORLD. I FEEL LIKE A MEMBER OF A COOL GANG OR SOMETHING<br /><br />go team wasabi!!!!<br />and well done mike for getting the engine running so nicely! prooooMichelle Vinallhttps://www.blogger.com/profile/04475683890194875319noreply@blogger.comtag:blogger.com,1999:blog-5256555025906670054.post-5551710508757865412011-10-18T20:09:27.452+01:002011-10-18T20:09:27.452+01:00MAGAZINE = AWESOME AWESOME AWESOME. Darken the bg ...MAGAZINE = AWESOME AWESOME AWESOME. Darken the bg though.<br />[YES] go to Why not…nothing else to do and I don’t feel like walking about ← fade out here? Pacing is too quick.<br />Cutscene fade out<br />CUTSCENE doesn’t sync with audio (visuals finish way too quickly????) fps = 24<br /><br />Riko = (more) crying sprite <br />GOOD fade in/out to the bar<br />Remove audio for bar<br />[HURRY AUDIO throughout] Will get to it soon.<br /><br />DEFIB =AWESOME AWESOME<br />- Audio signifiers<br />- Press button to start defib?<br />- Dialogue for SUCCESS<br />- Dialogue for FAIL<br /><br />BAR AMBIENCE AFTER CRASH<br />- Kenny dialogue “why am I on the floor” change to “what happened?”<br />- Mother “you’re on the floor because” you just had an accident<br /><br />OLD MAN SPRITE - add zzz’s<br />KENNY/RIKO- riko worried look, kenny ill look<br />RAGE GUY- first load of dialogue is missing<br />BARTENDER //(check for first dialogue), bleeding/plaster sprite<br />RAGE GUY remove the [] from dialogue<br />KEMI, black screen, no sprite, remove []<br /><br />ENDING CUTSCENE<br />Audio SFX missing when the shadow appears<br /><br />Colour ice cubes and towel.<br /><br />Cutscene visuals is again very fast.<br /><br />[Audio from OP to train, train could be lower in pitch]<br /><br />2nd playthrough with downloaded swf file<br />Guard- clicking on other areas (I should give the guard my ticket….)<br />-DISAPPEARING CARRIAGE<br />DAY2: Kemi phone call - you’re able to click on the bg before Yu talks to Kemi, make sure to disable the bg for this.<br />[Getting a lot of state errors?]<br />- Drawing pad to bar audio fade in<br />- //Actually maybe leave the dialogue for Kenny after Yu starts feeling sick. It’s fine.<br />- GM Cutscene still doesn’t sync up - visuals are still way too quick :/<br />- Slower fade in after the cutscene<br />[AUDIO SUCCESS FOR DEFIB]<br />[Audio ambi fade in after the defib]<br />-Rage guy skips first dialogue<br />- //Change dialogue for rage guy after you talk to him and before you give him the ice pack - it repeats the 2nd part of the dialogue to him asking for the ice pack.<br />-ENDING is still too quick<br />- If you actually click on the movie parts, it delays the cutscene by a frame or two.<br />- Even after waiting for the cutscene of the easteregg, tis’ still too quick.<br /><br />——<br />For some reason when I play it on my Macbook, I click on the button for the 2nd page on the first blogologue and nothing happens :s<br />---<br /><br />EXCELLENT WORK MAN!! Can't wait to see this all tweaked up and ready to go! Also bare in mind these comments are just some ramblings. Call me soon then I can talk you through them and prioritise them. THANK YOU! Please don't mind that I link your work back in my journal as I might as well send my new watchers that way for beta testing. WOOP.Anonymoushttps://www.blogger.com/profile/07053286002172760448noreply@blogger.comtag:blogger.com,1999:blog-5256555025906670054.post-64857559052746088502011-10-18T20:08:50.191+01:002011-10-18T20:08:50.191+01:00- Cutscene missing some full stops: My name is Yu,...- Cutscene missing some full stops: My name is Yu, Incident at A&E, Well here I am.<br />- Name tag (same font/size as Inventory)<br />- Inventory menu tweaking<br />- What happened to the arrow button for the dialogue box XD?<br />- Audio transitions fade in/out in bar, visual fade in of bar is missing<br />- Character sprites fade in/out? <br />- Phone rings - it on loop until Yu exits the bar. Clicking on the other characters (I should answer my phone).<br />- After Kemi’s phone call - going back to I-C change dialogue to drink<br />- Going back to room - black screen for some reason (after Kemi's call, before getting drink)<br />- After choosing the drinks menu - fade out a little longer to make it pause. [Day2 start?]<br />- Phone call [CU close up phone, answer YES/NO]?<br />- Bracketed dialogue font colour change<br />- Talking to old man - darken the bg? Implement for all dialogues with sprites. I've noticed that when you read the dialogue you don't look at the sprite's expressions as much so a darkened bg is needed to compensate.<br />- Bring the old man down in height a bit<br />- Audio cue for Ghost Month<br />- [For me] CHANGE AUDIO FOR BAR<br />- [For me] CHANGE DIALOGUE (I looked around and saw that the Old Man was staring at the empty seat across from him) to (seat next to him).<br /><br />- Kenny theme for Kenny. Actually no it works where you put it, GOOD JOB.<br />- DRAWING = AWESOME AWESOME AWESOME<br />- Mother’s sprite - no crying yet, just sad. Looks weird when she’s suddenly looking alright lol.<br />- NO option= Goes straight to “okay big bro” <= should be “I’m really sorry Kenny but that won’t be possible. Script doesn’t make a lot of sense when this is left out.<br />- Talk to Kenny again = show drawing with giraffe<br /><br />- Rage guy = missing sprite on blocking the signal<br />[Is there a way to stop people from spamming the dialogue?]<br /><br />Clicking on Kenny = dialogue ends with ‘not feeling well’ ← delete kenny’s dialogue so that <br />It keeps things the same with the other characters. Actually no, keep this then we can keep looking at our drawing lol.Anonymoushttps://www.blogger.com/profile/07053286002172760448noreply@blogger.com