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Messages - Babar

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Adventure Related Talk & Chat / Re: AGS in the media
« on: 03 Jan 2019, 12:21 »
AGS community specifically called out (and I bet he knew I'd react like this too :D): https://www.escapistmagazine.com/v2/2019/01/02/2018s-best-worst-and-blandest/

Recruitment / Re: Assistance MAGS January
« on: 01 Jan 2019, 19:55 »
Controversy!  :=
I too have no issue with how I've been credited, it's mostly Nr. 2698's baby, so it makes sense that he'd be listed as the "Game Author". Unfortunately you cannot have multiple people in that field, so in the absence of that, this way makes sense.

I should perhaps fix up the itch.io page to explicitly mention all the people who worked on it.

And so many people putting Loom in the lowest tier! I hadn't realised how wrong some here were :tongue:

Top Tier (unsorted because that is too hard):
  • Monkey Island 2: LeChuck's Revenge- Graphics, music, humour, feeling of adventure
  • Loom: puzzles, innovation, atmosphere, music-interlaced-with-story
  • Grim Fandango: Story, writing, characters (are all those the same thing?), music (although I'm not THAT big a fan of the style, so I wouldn't say music myself), and unfortunately horrible controls at the time
  • The Secret of Monkey Island: Possibly nostalgia speaking here, but I thought the graphics, music and insult swordfighting were great
  • Day of the Tentacle: The time travel puzzles

Middle Tier (solid adventure games that just weren't the very best of LucasArts)
6- Indiana Jones and The Fate of Atlantis: Possibly belonged in the Top Tier, but it was getting too big ;D. Lots of interesting interplay between Indy & Sophia.
7- Sam & Max: Hit the Road: Awesome humour, fun interactions between the two main characters, zany setting.
8- Full Throttle: Interesting setting, Pretty graphics, Fitting music and voice acting
9- The Curse of Monkey Island: Pretty graphics (I'd rate this at the end of the middle tier, though, but that could just be my "This isn't what Monkey Island is!" fanboyism speaking).

Bottom Tier (some rated low for simply being too primitive design-wise, not their fault, maybe at their time they were at the top of the game)
10- Indiana Jones and the Last Crusade
11- Zak McKracken and the Alien Mindbenders
12- Maniac Mansion
13- The Dig
14- Escape from Monkey Island
- Labyrinth: was never able to finish this game, so perhaps it is unfair to rate it 15th, lets just say "unmarked rank"

So what do you say? Agree? Disagree? COME FIGHT ME BRO
**List excludes remakes and desktop adventures**

Completed Game Announcements / Re: Blooded Fields
« on: 30 Nov 2018, 06:54 »
Glad you're enjoying it, lanchong!
Spoiler: ShowHide
You can leave the manor screen by clicking the lower edge of the screen. If you have the safe open or the painting off the wall, then you must put it back first. If you're still not being able to exit the manor screen, then that does appear to be a bug, and I'd be curious as to how you got there!

The description for this sub-forum mentioned not being technical, and I'm not sure this counts as non-technical, but it isn't as technical as something I'd put in the technical forum, and it isn't a problem that I'm looking for a solution for a specific project just now, either, so I figured it'd fit here. If it fits somewhere else better, I'm sure a mod will move it.

So, a lot of my recent projects are rush jobs for jams or MAGS, and as such, they end up with a lot of ad hoc checks which I know shouldn't be the way I did them if I had planned properly.
For example, if ((player.HasInventory(iThing) && (oPlant.Visible)) { dialog1.Start(); } else { dialog2.Start(); }

As you can imagine, things get messy, especially when considering conflicts and finding situations where something should or shouldn't work.
When there's no possibility of using a combination of such explicit conditions, I end up creating a global variable, so then my code is littered with numerous different bools or ints also included in these ifs. I don't feel this is a good solution either.

  • I remember there used to be a state machine module or something similar by SSH from years ago- but I'm not sure how usable it'd be today.
  • I also had a thought of creating a global array where each index would be a decision point, and the value at that index would represent what choice the player took- the problem here is that I'd have to remember or comment down what each index and each value at each index meant.
  • Another thought I had was to use the score, perhaps even multiplying prime values to it, and then checking the mod of the total score to see what actions the player had taken- same problem as the last idea, I'd have to remember what each value meant.
How do you handle tracking the exact point of progress the player is at for your games? Is there some standard way of doing it that I'm missing?

General Discussion / Re: Free Steam keys!
« on: 31 Oct 2018, 19:44 »

Full Throttle Remastered is pay-what-you-want in this bundle. Not free but $1 ain't bad.
Technically 1 cent if you want to be cheap.

Completed Game Announcements / Re: In Bloom
« on: 24 Oct 2018, 03:39 »
This looks something like the simple BG style I always tried for, but detailing always took over.
Participate in a jam, that'll help with time management :D. This originally started with programmer art, if you can believe that, with the final BGs done in the last 2 days.

Hope you enjoy!


AGS folk who entered this, don't forget to add your games to the AGS database!
Ok  :D

Completed Game Announcements / In Bloom
« on: 23 Oct 2018, 07:50 »
In Bloom

The Infestation is blooming, and time is running out. Will you be able to save humanity?
In the far-flung future, the earth is in danger: A malicious bloom has spread through the galaxy and will soon engulf the earth. You will be tasked with saving it, but in the end, you must decide how!

A short game with only a couple puzzles, limited palette, and hopefully interesting world. You play as the Scout, on a mission to save humanity from the encroaching infestation bloom. This game has nothing to do with the Nirvana song.

So back in September, I decided to participate in the $102 Adventure Game Challenge. Being my usual procrastinating self, the vast majority of my work on my entry took place in the last week of the jam. Still, it is a completed and complete-able game, so I figured I should share it!
This version has some improvements over what I submitted to the jam, but the walkcycle is still as janky as ever. I'll try to fix it when I'm less prone to frustration, but aside from that, it should be mostly complete.


* There's an immediate room transition in the overworld screen, the moment you click the exit. I have no idea how to fix that.

I got 6th place. Yay!
Obviously my transfer to CaptainD didn't make it through...

Someone once actually said "You make me wanna puke".
You know how I replied to that :grin:. It was glorious!

The Rumpus Room / Re: Who made Snarky moderator?
« on: 09 Oct 2018, 18:05 »
Alack, from whence came this foul tempest? I hereby challenge Snarky for his moderator hat. TO THE PAIN!

I really don't want to be a moderator, thanks

Critics' Lounge / Re: Beach Animations
« on: 09 Oct 2018, 07:31 »
For the first one, the further away something is, the less likely it would be that you'd see small movements. So I'd suggest moving the animated lines closer to the screen (or removing the ones almost at the horizon).

General Discussion / Re: World Suicide Prevention Day
« on: 05 Oct 2018, 12:39 »
A big reason the majority of suicide victims are men...
Isn't the other side of that stat that the majority of suicide attempts are by women? So it wouldn't really match your theory.

I see a 3rd AGS entry, using the old GUI template :D

And it is over! I see KyriakosCH put in an entry, any other AGS games?

My entry was In Bloom 3 minutes before submission :=.

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