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Random Project

›› Clock Tower

Published by ›› Human Entertainment
Published on ›› September 14th, '95
Platform ›› SNES
Genre ›› Horror Adventure
First Release ›› September 8th, '01
Current Version ›› 1.01
Released on ›› September 10th, '01

Clock Tower

Progress ~ As usual, I overestimate myself# Posted on December 27th, 2010 05:42 AM by Gideon ZhiSo it´s probably pretty obvious by now that we´ve run into some difficulties with the holiday release gambit thing. The playtest for the game I´d hoped to release last weekend hasn´t finished yet - it´s been slow going, and has been plagued by a *lot* of issues, crashes, and the like. The third game I haven´t even managed to start playtesting yet, and I´ve just uncovered a not insubstantial amount of text that still needs to be translated. The main story mode is done, but the rest of it... well. Might as well come out and say it - this third title was supposed to be Super Puzzle Puyo, Too. Along with the standard adventure mode (which I think we´re calling "Rulue´s Mad Grab for Power") it comes packed with the standard Endless Mode, a puzzle editor, a chain tutorial, and a message from Act Against Aids, none of which have even really been touched. Oops.

So, sorry. We tried! But I´m still hoping to release the second game ("something old") on or about the new year. At least two of my betatesters are at least halfway through, and the current build seems dramatically more stable than the last... er, six. Still hoping for a surprise on that one, so no reveal yet.

I´ll post some pictures of Puyo at some point, maybe, if I can find anything worth showing off that hasn´t already been posted. Most of the recent progress has been end-of-game dialog edits though, so I don´t know if extra screens will be possible.

I´m going to try to relax for the next few days. I´m supposed to be on vacation, and it´s been a busy week already. I need at least a few days to just veg and not have to think about anything!

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Progress ~ Announcing The Great Holiday Release Gambit# Posted on December 18th, 2010 06:21 PM by Gideon ZhiSo, in two weeks´ time, it will be the new year. Time flies! And unfortunately, Aeon Genesis STILL only has one release this year. This simply will not do! As such, I´m announcing The Great Holiday Release Gambit. It´s like an advent calendar, except there are only three doors and they open much less frequently.

I have three things I want to release by the end of the year. The first is Ancient Magic. Its playtest ended within the last few days, and I´m just now fixing up the last of the issues. I´m hoping to have it out in the next five hours or so.

The second game has just entered betatesting, and I´m hoping to have it out in a week´s time, give or take. The third, in another week. This last one I can´t make any concrete promises on; I still have about half the script to edit and a bunch more hacking to do before it´s done, but it doesn´t look like it´s anywhere near as beastly as the last few games have been.

Tonight´s clue is not so much "Something old, something new" as it is "Something old, something really old, and something waaaay older than even that last one, no, seriously." All three games are substantially beefy, and I don´t think many people will be disappointed with the results should the Great Gambit succeed.

See you in a few hours, hopefully, after the last Ancient Magic fixes are implemented! (Note: Screenshots unrelated.)
Screenshot Screenshot

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Progress ~ Ancient Magic betatest wrapping up Ancient Magic
# Posted on December 16th, 2010 01:53 AM by Gideon Zhi
Release is imminent. Like, within-the-next-24-ish-hours imminent. I hope. I´m still hoping to get three more patches out this year, and this is one of ´em! There´s still time!

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Progress ~ And now for a blast from the past. Super Puzzle Puyo, Too!
# Posted on September 3rd, 2010 03:39 AM by Gideon Zhi
So here´s one there hasn´t been any news on in a while! Years, in fact! Tonight, I did some tinkering with Super Nazo Puyu Tsuu (or, as we´ll probably be calling it, "Super Puzzle Puyo, Too!") I´d say that progress is astounding enough to warrant a full site update, and not just a twitter post. The full main dialog script has been inserted, whereas before only about two thirds of it had found its way into the game. The project has been brought up to date with current tools (instead of tools from, say, 2003 or earlier) and roughly half of the script has been edited. No work on the menu systems yet, though they shouldn´t pose too much of a problem. I´ve also added 23 new screenshots to the game´s project page, a link to which you can find at the top of this post. As usual I can´t say when it´ll be done, other than "soon, I hope."
Screenshot Screenshot

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Progress ~ Ancient Magic finally reaches beta Ancient Magic
# Posted on August 24th, 2010 09:43 PM by Gideon Zhi
Ugh, this game´s programming is one horrible spaghetti mess! But it´s finally in playtesting, which means that the end is in sight. Have a copy of the new title screen, and of one of the tougher issues (fade-in sprite text stored nine times in the rom! Ugh.)
Screenshot Screenshot

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Progress ~ Ancient Magic: Script Fully Inserted Ancient Magic
# Posted on May 1st, 2010 03:35 PM by Gideon Zhi
A few days ago I finally managed to get Ancient Magic´s auto-format routine working nearly 100%. What this means, in effect, is that I add a single control code at the start of a string, and the game itself adds line breaks where appropriate. This is complicated by Ancient Magic´s text system for two reasons. First, there is no standard "line break" command like most games have; instead, the game has a "print cursor position" command, which takes X and Y parameter bytes. Second, the routine likes to recursively call itself, most notably to differentiate between the speech patterns of the male and female main characters. These have been fully retained in the text translation, and the routine is currently navigating said recursive jumps with about 98% accuracy. Of course we need 100%, but it´s really cool to see nonetheless.

The *nice* thing about the super annoying Cursor Position command is that it lets me tweak menus like crazy, and take advantage of the double-spacing that ten-ten marks usually occupy. I´ve also managed to add max hp and max mp indicators to the battle window, which the original game did not have!

I don´t know how much longer this will take, but I´d like to have it being playtested in a week or two. No guarantees on that, of course.
Screenshot Screenshot

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Progress ~ Tactics Ogre enters playtesting. Tactics Ogre ~ Let Us Cling Together
# Posted on March 27th, 2010 12:25 AM by Gideon Zhi
Yeah, that´s right! There are still two or three small things that need fixing, but things are pretty tight as it is. My testers are loaded with cheats and will hopefully run it pretty quickly. We´re hoping for a speedy test phase, followed by a release!
Screenshot Screenshot

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Progress ~ Tactics Ogre much closer Tactics Ogre ~ Let Us Cling Together
# Posted on March 6th, 2010 06:24 PM by Gideon Zhi
Attached below are screenshots of stuff I´ve fixed over the last couple of days. First one shows the finalized L-view character list, while the second shows an expanded S-view character portrait window and hacked "Start: Parameter" graphic. Expanding that window was a right pain in the arse, let me tell you - and it still doesn´t function 100% correctly when the screen scrolls up or down. I´ve since fixed some major crashes, some nasty non-crash glitches, and a lot of really bizarre stuff, including stuff that worked breaking inexplicably later on down the line.

All that said, it´s look a *lot* nicer, and aside from the introduction to politics if you let the game sit at the title screen twice, you can play up to the world map without encountering any Japanese or glitches. The Warren Report menus still need rather a lot of work, the dates still display in Japanese on the map, I haven´t really tested much of the intermission stuff and the aforementioned political introduction is still broken (it´s only displaying one line of four) but otherwise I think I´ve fixed most of the biggest issues. It´s certainly a lot more stable than it used to be!
Screenshot Screenshot

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Progress ~ Alpha Has an Editor Super Robot Wars Alpha
# Posted on February 23rd, 2010 01:56 AM by Gideon Zhi
Please welcome Antialias, recruited in desperation from the depths of /m on 4chan, to the SRW Alpha project. When he passed me these images two weeks ago he´d edited up through the route merge at scenario 6 (of 57.) So I´ve uploaded a bunch of the stuff he sent me to showcase his work! The two snaps below are now in the game´s gallery, along with nine more new snaps. Enjoy!
Screenshot Screenshot

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Progress ~ Tactics, Making Progress Tactics Ogre ~ Let Us Cling Together
# Posted on February 23rd, 2010 01:35 AM by Gideon Zhi
In the last 24 hours or so, I´ve fixed a couple of major issues. One of them was hopefully the last of the hiccups resulting from the conversion of the text routine into something that´ll accept a different format of text. Another was a crash surrounding the default name for your squad. This means you can actually play past the third map now without the game blowing up in your face.

There are still a lot of issues, though. One of the tutorials has a bad button press in its script, which is causing it to go out of sync and lock up. A lot of the interfaces need to be tweaked, windows moved and expanded, and every once in a while there´ll be a *really* horrible glitch with some of the graphics, though I have a feeling this is a result of a hook misfire with some of the code I´ve added to the game. I´ll have to double check.

Getting much closer, though.
Screenshot Screenshot

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