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Messages - Danvzare

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1
Critics' Lounge / Re: Verbcoin Interface
« on: Today at 19:35 »
or you can make the verb coin appear, and have the use command pick it up so you can use it, thus annoying the hell out of you since you always have to click twice to use an item.
But every single interaction with the verbcoin is already like this- you always have to click twice to use do anything at all. Why would it being in the inventory bother someone more?
Because you're clicking more.

Think of it like this, on the 9-verb interface, to open a door you click on open, then you click on the door. That's 2 clicks. To use a key on a door, you click on a key, then you click on a door. That's also 2 clicks. In the worst case scenario, you click on use, then you click on the key, then you click on the door. That's a maximum of 3 clicks.

Now with a verbcoin, to open a door you click on the door, then click on open. That's 2 clicks. But to use a key on a door using your interface, you have to click to open the inventory, click on the key, click on the use button, click to exit the inventory (because if the inventory automatically closed, you wouldn't be able to combine items), then finally click on the door. That's a maximum of 5 clicks. You could lower it down to 3 clicks though, by having the inventory pop-up like in a BASS interface, but would that be enough?

It seems as though your way of doing it, is probably the best way of doing it without using the right mouse button. (Because the way I suggested earlier would get rid of the look command.) The question is, is it important for us to only use the left mouse button? I think so based on the problems people have with the BASS interface. By using only the left mouse button, we're giving the verbcoin a pretty strong benefit. But I could be wrong. I'd love to hear what everyone else thinks.

2
Firstly, I love the concept, and those backgrounds are incredible! The sprites are a bit bad, but I'm sure they'll be improved later.

Now, as for the potential legality of this.
This is cutting it close. Fan remakes are always illegal as far as I know, but most fan remakes are for game that are quite old, and so no one really cares if they're remade. Thimbleweed Park was released last year!
Buuuuuuuuuut, assuming this fan remake is ever finished, then by the time it is finished, Thimbleweed Park will be getting close to ten years old (I mean just look at how long Night of the Meteor and Meteor Mess 3D are taking). In which case I think Ron Gilbert would be glad for the free marketing of the game he made that no one is buying anymore. Heck, by that point in time, I bet Thimbleweed Park would have been given away in a giveaway on GOG or something.

So I wish you guys luck.
Keep us updated.

3
The Rumpus Room / Re: The 4 word story thread
« on: Today at 11:06 »
chest is opened, you

4
I don't think that's a Grim Fandango reference. Although this film should have had a Grim Fandango reference.
I'm still slightly sad that there isn't one.

6
The Rumpus Room / Re: Name the Game
« on: Today at 11:00 »
Little Big Planet?

7
The Rumpus Room / Re: What's on TV?
« on: Today at 10:59 »
Star Trek?

8
Yeah this is actually something I'm worried about. I don't know if the taunting as you call it will be funny to the player or if they will see it as annoying and pretentious writing. I guess I will wait until I have a lot more of my script done and ask people to critique it. I'm not worried about them rage-quitting I'm more worried about if it's hacky writing. 
Yeah, don't taunt the player for attempting what seems like a stupid solution. If they thought it was stupid, they wouldn't have tried it. It's very disheartening, and it has certainly put me off a few games.
A better idea is to have the character call themselves stupid for not being able to figure out what solution the player was thinking of.

As for how to write a point and click adventure game. I personally just make it up as I go along, writing directly into the game code. I suspect that this would only becomes a hassle when the programmer and the writer are two different people.

9
Critics' Lounge / Re: Verbcoin Interface
« on: Today at 10:46 »
Ok, after a lot of thought, there's one problem with verbcoins, that I can't figure out, which no one seems to ever mention. The inventory.

If you use the left mouse button to bring up the verb coin, then what happens when you click on an inventory item?
You can either have the item be picked up like the BASS interface, thus preventing you from brilliant puzzles like using bubblegum with a talk command, or you can make the verb coin appear, and have the use command pick it up so you can use it, thus annoying the hell out of you since you always have to click twice to use an item.

Alternatively you could use the hold left mouse button to bring up the verb coin, but we've all already established that is a terrible idea,

Lastly you could use the right mouse button to bring up the verb coin, but I think that's only slightly better than holding the left mouse button in.

Which means the best way to handle the inventory is by not being able to interact with inventory items using the verb coin. Which in my opinion, defeats the purpose of having a verb coin. :-\

Does anyone have any ideas?

10
The Rumpus Room / Re: The 4 word story thread
« on: 12 Jul 2018, 19:19 »
across the heavens to

11
Alright, this is silly request, so feel free to ignore it. But I would rather like to be able to move my character via the arrow keys when I'm not writing anything, and when I am writing something I would like the arrow keys to move through the text.

My reason being that I sometimes like to turn around, and clicking to get into the perfect position all the time can be quite fiddly.

But there are no doubt much more important things to address, and I suspect this would be difficult to implement. So once again, feel free to tell me that this is a stupid request. :)
I had to at least ask it though.

12
AGS Games in Production / Re: Private Detective
« on: 12 Jul 2018, 19:06 »
I've added more variety to rooms by making the wallpaper and carpet randomly change.
I've also added the possibility of pictures appearing on the wall. I'm currently using scaled-down colour-decreased versions of the sample pictures that comes with Windows 7. They fit surprisingly well, and I'm even considering keeping them in there. But maybe I might take a few photos just to make sure everything in this game is 100% mine. Some feedback on this would be appreciated.
I've also changed the city background, making it look much better.
You can also get a game over if you falsely accuse someone three times in a row. In other words, if you end up with three unsolved cases in a row.

But the most recent change has been the addition of cutscenes. After 10, 25, 50, 75, and 100 cases, you'll get a small cutscene with the bartender. This eventually culminates in an ending of sorts. I don't expect anyone to try and complete 100 cases just to see that ending, I just added it so anyone enjoying the game, has an excuse to keep playing the game.
There are also two endings, one if you solve every single case with no unsolved cases, and one if you get at least one unsolved case. The "good" ending is quite lackluster, but I had to include it, because the "bad" ending wouldn't make any sense if you solved every single case without problem.


13
The Rumpus Room / Re: The 4 word story thread
« on: 10 Jul 2018, 12:58 »
they told me to

14
AGS Games in Production / Re: Private Detective
« on: 08 Jul 2018, 13:46 »
Are you aware of this module?
Well that would've been very useful to have before I began. (laugh)
Unfortunately, it would probably be more effort to start using seeded random numbers at this point. But thanks for pointing me towards that module.

15
AGS Games in Production / Re: Private Detective
« on: 05 Jul 2018, 19:03 »
I haven't updated this thread in over a week. Time to update it again. :-D

I've added "Meetup" locations, which are locations where one of your suspects wanted to meet up with someone. You can usually find a few items there, including a stashed weapon.


I've also been adding some variance to objects you find in rooms. I'm hoping to add a lot more varieties, and even include some variations for items you pick up.


As you can see, I haven't gotten around to adding a possible picture to the wall, or even variations of the wallpaper. But that's next on the agenda.
You may notice that something else has been added to the clock though. The game now keeps track of the day of the week, and gives you a timelimit of one week to solve a case. I still need to do some testing to make sure a week is enough, but based on how the game works, a case should take a maximum of five days in the absolute worst case scenario. Still, testing is important.

16
The Rumpus Room / Re: Can you solve this riddle?
« on: 05 Jul 2018, 12:11 »
Neverwinter Nights?

17
Competitions & Activities / Re: Coloring Ball: W.O.W.
« on: 05 Jul 2018, 11:40 »
1st: #6 (Because it's detailed, and it's animated, and it utilises the palette brilliantly.)
2nd: #21 (Because it's an ingenious design.)
3rd: #5 (Because it looks incredible!)

If I had to buy one though, it would definitely be #21. That thing could come in useful during one of my adventures. :-D

18
The Rumpus Room / Re: Can you solve this riddle?
« on: 05 Jul 2018, 11:35 »
The Hobbit? (I'm fairly sure the answer is at least a Text Adventure, I just don't know which one.)

19
The Rumpus Room / Re: The 4 word story thread
« on: 04 Jul 2018, 13:00 »
realised they were actually

20
The Rumpus Room / Re: The funny pics thread? :)
« on: 04 Jul 2018, 12:55 »
Some shameless self-promotion. Although it's related to adventure games, which is why I'm posting it. :-D


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