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Messages - Matti

Pages: [1] 2 3 ... 109
1
What Cassiebsg said. Using a different room is definitely less tedious than changing backgrounds, areas, objects etc.

2
This looks very good, nice work. I love it when horror/suspense movies center around a ship and/or the (ant)arctic ;-D

Very professional indeed!

3
You could put this in the repeatedly_execute_always():

Code: Adventure Game Studio
  1. if (IsInterfaceEnabled()) Button1.NormalGraphic = 1; // or whatever the button name and sprite slot number is
  2. else                      Button1.NormalGraphic = 2; // or whatever the button name and sprite slot number is

4
The button is not distorted, it's greyed out. In general settings under "Visual" look up "When player interface is disabled, GUIs should" and change it to "Display normally".

5
Competitions & Activities / Re: Artjam Thread
« on: 29 Aug 2018, 11:33 »
Edit: Weird, the dithering looks terrible here on the forum - is this just my Firefox messing it up?

I noticed this too. All the pictures in the forum are messed up for some reason. It's sometimes more, sometimes less noticeable.

6
I agree with Danvzare too.

7
Completed Game Announcements / Re: Forms
« on: 14 Aug 2018, 09:25 »
Ok, I've completed it too :)

Add spoiler tag for Hidden:
Like selmiak I didn't think of combining the items - despite doing that in adventure games all the time (roll). I guess the misdirection in the last room confused me too much ;)

Nice game. It's quite short but I definitely see some potential there.

8
Completed Game Announcements / Re: Forms
« on: 12 Aug 2018, 17:46 »
My ads get blocked and I could download without problems.

I figured out the first puzzles, then got stuck, maybe it's a bug:
Add spoiler tag for Hidden:
I think I was supposed to get the numbers (132) and put them in the equation, but I wasn't able to pick them up.

9
If you open game.agf, search for "<Dialogs>" and scroll down you should see all the dialogs.

10
Yes, definitely B, I always prefer a fixed hotspot label to a hovering one. It's a very nice font btw :)

Good luck with the final stage(s) of the game!

11
Adventure Related Talk & Chat / Re: Picking up objects..
« on: 20 Jul 2018, 11:07 »
I agree that exploring a room is (or should be) a vital part of adventure games and highlighting all possible objects in a room defeats that purpose. I'm also very annoyed if games have rooms full of interesting stuff but only a few hotspots you can look at or interact with. Sometimes it's ridiculous and frustrating how some objects strike out and catch your eyes just for you to realize that you can't even look at them! I've had that a lot in games recently.

As for the pixel-hunting: The point is not that you have to find useful items yourself or work out which of them are useful. The problem with pixel-hunts is that sometimes you have to either systematically scan the whole screen for hotspots or be lucky to randomly find a certain object somewhere. Pixel-hunting results from something not being clearly visible, and that's why it's a bad thing ;)

12
I'm really excited about the editor improvements both in this version and the upcoming 3.4.2.

+1

Great work. Many thanks for the updates!

13
Competitions & Activities / Re: Coloring Ball: W.O.W.
« on: 11 Jul 2018, 22:44 »
So many great entries.. only three votes... okay okay, I'll make it quick:

1st: 4
2nd: 5
3rd: 12

Great coloring ball! Thanks for all the fun, everyone :)

14
Critics' Lounge / Re: Strategy game models
« on: 02 Jul 2018, 16:38 »
I think those models are meant for Civilization III, and the Civilization series doesn't really care about the history of civilizations ;)

15
Completed Game Announcements / Re: I Want Out!
« on: 28 Jun 2018, 15:46 »
I played the game a few days ago and I really enjoyed it! It was even better than I expected :)

Nicely done!

16
But you'd use hotkeys for things you often use (like cut, copy, paste..). Otherwise it would drive you crazy!

I'm not a fan of verb coins either, but they can be done in a way that isn't frustrating. It really depends, in some games I find them quite annoying, in others I don't care too much. Then again, I haven't played many games that use the verb coin, and I think there's a reason why they're not the preferred design choice.

17
Competitions & Activities / Re: Coloring Ball: W.O.W.
« on: 26 Jun 2018, 11:31 »
It's also awesome to see what's going on behind the window :-D

Nice coloring ball!

18
That really isn't fair. The panel reviewer obviously neither read the comments on the game page nor the one's in the hints & tips section of the forum. They also could've contacted you. It's quite obvious that the game is playable.

On the other hand you should have updated the readme that comes with the game, it's common to state how the controls in a game work anyway. And maybe you could've made the verbcoin pop up faster, given that several people said they didn't know what to do at the beginning of the game.

Anyway, the game looks nice and I will try it out soon :)

19
Uhm... you have to have a BG, even if the BG is just a black image, you still need it. 8-0

I thought so too. Have you tried importing a background?

20
It seems to me that you want to have manual saving but also some sort of autosave in case the player dies. Then my suggestion would be to have two savegame slots. One is used if the player saves manually, the other is saved to automatically in on_event/eEventBeforeFadein in every room like Khris described. Then when the player dies you could let them choose whether to load the autosave or the 'normal' savegame.

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