Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Topics - Blondbraid

Pages: [1] 2 3
Hi, recently released the game Commissar's Contrapasso, a dialogue-heavy adventure game set in WW2,
and I'd like to have the game reach a broader audience by having it translated in several languages, with French and German being my top priority.

Hints & Tips / Commissar's Contrapasso hints and tips
« on: 11 Jul 2018, 15:38 »
Here's a thread for hints and tips for the game Commissar's Contrapasso.

Completed Game Announcements / Commissar's Contrapasso
« on: 10 Jul 2018, 18:40 »
Commissar's Contrapasso is a story about an arrogant soviet commissar
who follows the official doctrines of the party with little regard for the simple soldiers beneath him, until he finds himself caught alone behind enemy lines that is.

What follows is a darkly humorous adventure with many strange turns. Whether or not the commissar will make it out alive depends on you, the player.

This game is set in the same setting as my previous games Sniper and Spotter being patriotic, Sniper and spotter serving the motherland and Fallen soldier,
but it is a standalone title which can be played and enjoyed without any knowledge of the previous games.

If you want to look more at the development process of the game, follow this link.

Click here to download the game!

I didn't think any of the fonts in the SCI fonts pack suited my current project, so I'm wondering if anyone here knows where I can find other AGS-ready fonts to download.
I'm also looking for a font that has French and German letters in it so I can have the game text translated without worrying about missing letters.
Any good advice?

Hi, I tried to import this Smooth scrolling module ( into an AGS project, but the game keeps crashing during the intro cutscene I've programmed,
every time the dialogue script reaches this command:
Code: Adventure Game Studio
  1.  player.LockView(9);
  2.  player.Animate(3,4,eOnce,eBlock);
  3.  player.UnlockView();
  4.  player.SetIdleView(0,0);
the game crashes and I get this message:

How do I make the script work and implement the smooth scrolling module in my existing AGS project?

The theme this time is the MacGuffin, an object which exist to drive the plot forward of the story it appears in. A person or creature cannot be a MacGuffin, it is an object with no explicit will of its own. Instead the MacGuffin inspires the characters around it to take action, weather it is to find the MacGuffin, steal it or destroy it. Some common examples of MacGuffins are the holy grail, the ring from the Lord of the Rings or the watch from Pulp Fiction, but any object that has an affect on the story and it's characters can be a MacGuffin.

The rules are simple:
1. The MacGuffin has to be an inanimate object.
2. It must play an important role in the story.

The entries will be judged in following categories:
Best Writing
Best story
Best MacGuffin

Deadline: March 18th

Good Luck!

Hi, I've been experimenting with trying to make text for hotspots appear near the mouse when players move it over the hotspots, the script I use is:

gGui1.SetPosition(mouse.x + 10, mouse.y + 10);

under repeatedly execute in the global script. It works and looks fine until I move the mouse too close to the edge of the window, because then the game crashes and I get a message saying that the GUI.Y co-ordinates are out of range, how can I prevent this?

I'm sorry for the delay with a new background blitz, and I hope you will like the theme I picked. Since Halloween is coming up, I thought it would be fun to pick a theme that lends itself to horror and ghost stories,
and I think the Gothic style does that very well by being so closely linked to medieval castles, old churches, catacombs and mausoleums in addition to featuring heavily as background settings for many horror classics.

The background can depict anything from a majestic cathedral, a gloomy crypt, the silhouette of a castle in the distance or something else entirely, as long as it incorporate some form of Gothic design elements.
For those unfamiliar with this style, the by far most recognizable and common trait is the pointed vaults and archways, and Gothic buildings are dominated by triangular shapes pointing upward.
Other common design elements include gargoyles, crenellations, lattice windows, spires and tall towers.

Voting will be in the following categories:

Concept: your background should tell us something about the place you have depicted.
Playability: does it have clear walkable areas, things to interact with, etc?
Artistic Execution: what's the feeling of the place? Does the image convey the wanted atmosphere?

Deadline is November 4th.

Critics' Lounge / A thumbnail for gamejolt
« on: 18 Oct 2017, 16:16 »
Hi! I'm working on a game called Commissar's Contrapasso, and I'm planning to add a devlog to Gamejolt, so I'm going to need a thumbnail for my game.
The thumbnail is supposed to convey the tone of the game as well as make people want to play it, and since the game is about WW2 I tried to make it look like an old Soviet propaganda poster.

I'm a bit worried that it looks empty, but at the same time I don't want to take away focus from the title text. Any thoughts, opinions and feedback is welcome!

<< Coloring Ball: Princess >>

The theme of this coloring ball is princesses, and the task is to design a royal young lady.

You can color the outline and flip the image, but not rotate or resize it.

Deadline is October 28th.

Commissar's Contrapasso is a story about an arrogant soviet commissar
who follows the official doctrines of the party with little regard for the simple soldiers beneath him,
until he finds himself caught alone behind enemy lines that is.

For the curious, the title refers to the term Contrapasso from Dante's Inferno, wich means "suffer the opposite",
and is used to describe punishments reflecting the sins of the one getting punished, and will hopefully reflect the themes of this story.

I first came up with this idea back in January, and much like my previous games in a WWII setting this game will feature some dark humor and deal with a few heavy subjects,
but my hope is that it overall will be a worthwhile experience. While the main focus is on dialogues and puzzles, it will be possible for careless players to kill the protagonist.


It took me a while to come up with a new idea for a sprite jam, but I hope this one will be fun. At first I thought about doing something with Lovecraftian horror, but since the last sprite jam was about aliens it felt too similar, so then I thought, what about Liefieldian horror? :)
This Sprite jam will have a tongue in cheek focus on an all to common trope in Sci-fi and fantasy, namely, weird and unwieldy weapons that would never, ever work in real life.

The task is to draw a sprite of some sort of fantastical weapon, and entries will be judged on three categories:

Most difficult and cumbersome to use

Most likely to injure the user

Most tacky design

Here are some pics to show what I'm talking about, and I hope you have fun coming up with weird wild ideas for odd weapons. Deadline is September 10th.

General Discussion / What breaks your immersion?
« on: 25 Aug 2017, 22:34 »
I thought about starting a discussion on what breaks the immersion in movies, books, adventure games,
these sort of things that makes you groan "No way, that isn't how it works!" whenever you see that
thing pop up in a work of fiction.

For example, one thing I've noticed in a lot of fantasy and historical movies is when we are told that the heroes are travelling through a wild forest,
yet all the trees are exactly the same size and the same species, and planted in square formations, so it's obviously a modern planted forest.
Once I've seen it, I can't unsee it! Just compare the images below:

Since the last theme for the Fortnightly Writing Competition was a Faustian bargain, I thought about taking it in the opposite direction. The theme this time is redemption.

As English is not my first language, I find the word Redemption a fascinating one in how it encapsulates both divine absolution but also personal amends, making it a very broad term, yet simple concept.
The task will be to write a story about the atonement of someone, and how they are, or try to be, redeemed.
Deadline is August 3rd.

Hi, there appears to be a problem with showing which games I have and haven't worked on on the AGS database game pages,
it says I have worked on Sons of Gaia 21 times, but I have never worked on that game, and certainly not 21 times!
Can anyone fix this problem?

Hints & Tips / Sniper and spotter serving the motherland
« on: 01 May 2017, 09:38 »
If you have any questions on how to complete Sniper and spotter serving the motherland,
post them here!

Ivan and Olga, two soldiers in the red army, finds themselves tasked with preventing a small village from falling into enemy hands. Their orders are simple, destroy the bridge and poison the food and water supply before the enemy soldiers can reach the village and destroy the bridge or poison the food and water supply...

Get the game here!

Sniper and spotter serving the motherland is a standalone sequel to my previous game Sniper and spotter being patriotic.
If you like this game, there is also another short game in the same setting called Fallen soldier.

The AGS games in production page for this game can be found here.

The year is 1676 and Sweden have claimed the region of Scania from the longstanding enemy Denmark. Yet not all Scanians are ready to accept the Swedish supremacy,
and some of them have taken to the woods where they lay waiting in ambush for Swedish troops passing by.

This game deals with the Snapphane rebellion in late seventeenth-century Sweden and can be played in both Swedish and English.

The Snaplock was created for MAGS in March 2017 with the theme "size matters".

Download the game here

What I'm trying to achieve is a scene where a character who is not the player walks from point A to B, and if they reach point B, the player loses the game,
so that the player has to be able to interact with the character before they reach that point.

But all scripts and functions I find are about the player character, so I wonder if it's possible
to have a script trigger when a specific non player character cross a region or walkable area?

Ok, I really hope the theme that I've picked isn't too narrow and specific, but I chose a subject which deeply intrigued me;
The Gerum Cloak

It is a cloak found in a peat bog, preserved from the iron age from around 360-100 BC which I once saw in a museum, and I've remembered it ever since.

The reason this cloak caught my interest is that it contains several holes after knife-stabs in it and traces of blood in it, meaning that a man was likely murdered while wearing it.
The cloak was then neatly folded together around a few small stones to weigh it down, and hidden in a bog, where it was left for more than 2000 years.

Who was murdered, and why was their cloak, and only their cloak, folded and buried in a bog?
We may never know what truly happened, but this Fortnightly Writing Competition will be about writing a story on what could have happened that led to the cloak getting stab marks and ending up in a bog.

Since it's a writing contest and not a history contest, it's ok to speculate and make your own interpretation.
I hope you find this theme interesting and inspiring, and if not, please let me know.

Deadline is April 15th.

Pages: [1] 2 3