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Messages - GooseKult

#2
When I tried using this it comes back with error : undefined symbol 'eFontNormal'. I'm rusty though so could be making a simple mistake.
#3
Hello I was told I could change the usual 40 FPS to 60 by accessing the game loop speed in general settings, but I can't find any setting like that. Its been a while so I might be very wrong too. Is this possible?
#4
Awesome, I've been waiting for this one! Will be picking up soon!
#5
Quote from: Rik_Vargard on Wed 04/09/2024 19:52:48
Quote from: Giacomo on Sat 31/08/2024 12:31:52I was also kissed by the Feen!

Ah yes! I also got that crazy moment  8-0  (laugh)

Ha I probably should have made it harder to activate! You just have to make the dog photo fall and then its possible once the right radio settings are dialled in.
#6
Quote from: Rik_Vargard on Fri 23/08/2024 15:50:05This was a very fun game to play. How can so many things happen in just one place? That was inspiring for me.
The whole ambient with the sound design was great and I liked very much the whole puzzle thing: there's always a hint somewhere, but you have to "get it".
Also the fact that you're never really in security makes you stay aware at all times.
I had a great moment playing this  (nod)

Thanks for your support Rik! I appreciate it!
#7
Quote from: Giacomo on Sun 28/07/2024 19:12:14Hello, I am going to play your game very soon!


Lemme know what you think! I am trying to improve! :)

Quote from: Roo on Sun 11/08/2024 01:41:45That was pretty neat. Definitely reminded me of some old escape-the-room games.

Thanks for playing!
#8
Beat 'Hoopoe's Inferno' yesterday, I really enjoyed it! Loved the art, animation and music and the intro sequence with the ember was very well done. The characters are pretty memorable too which is a feat since the game is so short (maybe I'm biased because I love animals tho lol) Good luck guys.

EDIT: Bonus question (sorry if wrong place) Is there a limit on how many people can work together on a team for MAGS?
#9
Quote from: michaeljp64 on Thu 08/08/2024 12:56:23hi
i have just started with adventure game studio snice being years away form it
i have been trying to do a walkbehind without any sucess
https://pasteboard.co/lmv7tImav5FD.png
https://pasteboard.co/4ByLU3yWz2Cq.png

i have tried setting the walk behind a diffrent colour

Did you remember to pull the baseline down from the top for each walk-behind region?
#10
Quote from: heltenjon on Thu 18/07/2024 23:37:22@GooseKult - Please add the game to the database. And while you're at it, we want Echoes in the Static in there, too!  :-D
Done! Thanks for reminding me!
#11
Quote from: WHAM on Tue 09/07/2024 19:40:20I have once more tried all the MAGS games and you can find videos of my attempts here. While I'll happily recommend you play them all yourself, if you just can't be bothered then this might be an option for you:

Carnival of Shadows
https://www.youtube.com/watch?v=F09kNNqCUPY

The Stew of Las Moras
https://www.youtube.com/watch?v=98KTtuVTP74

The Zoo
https://www.youtube.com/watch?v=1PpfSEzymzA

Thanks for playing Wham, I enjoyed your video and the critiques are helpful. I'm not too sure whats going on with the z-order and the font's or why jake didn't help you the first time.  Other than that its mainly my half-baked idea's that killed me, I was so scared of missing the deadline that I dialled things back too much and rushed other things. Going to watch the others now!
#12
Quote from: jwalt on Tue 09/07/2024 12:56:15Voted. Enjoyed all three of these!

Spoiler
My vote went to Carnival of Shadows, mainly because it's the one I enjoyed the most. Nothing wrong with Zoo. Stew seemed pretty far out there, and for me, it suffered as a result.
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Spoiler
Thank you for the vote ! I'm glad you enjoyed!
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#13
Quote from: OneDollar on Sat 06/07/2024 13:56:16Three games is a good turnout, and they're all really solid entries too!

I was trying to write feedback notes while I played through them all, and they accidentally turned into mini essays. Here's some heavily spoilery feedback (and some bug reports) for each game if you'd like it:

Carnival of Shadows
Spoiler
I liked the idea of multiple characters with different views of the world and different abilities, but I couldn't see any reason not to just have them all follow me constantly. It would have been nice to see this mechanic expanded on, like needing to leave certain characters in certain areas to solve a puzzle, or not being able to complete certain puzzles if a character was with you (like maybe you need to talk to a ghost but they won't appear around Tim the skeptic or something). It might have been interesting to have to ask/use specific characters to solve puzzles so that you have to think about their abilities and personalities, rather than them just helping automatically if they were with you. I liked that conversations happened differently depending whether characters were on screen or not.

The art feels like it's been pulled together from lots of different sources. There's different styles, and most noticeably different resolutions which can leave some of it quite blurry and unclear. It's definitely not the prettiest thing to look at, but I think it does fit well with the game's atmosphere. The music is a bit disjoined with some awkward loops, but again I think it fits the game quite well.

Adding riddles adds an interesting variation to the puzzles, though the game immediately gave me hints that I didn't need because Tim was on screen. I also think I would have preferred it if the game started dropping increasingly helpful hints after I got the answers wrong a few times, or gave me the option of asking Tim for a hint if I decided I needed one.

Most of the inventory-based puzzles in the middle were pretty obvious and didn't provide much of a challenge, either because it's clear from context (put fuses in the fuse box), or because the game outright tells you what to do (collect objects that appeal to children and put them on the bench). Again I think some of this could have worked better if the mechanic with the different characters was a bit more fleshed out. Needing Luna to tell you about the child ghosts wanting toys could be a good part of the puzzle chain, but at that point in the game there's no reason why the player wouldn't have Luna with them so it's effectively automatically solved. One inventory puzzle that I did think worked well was having to use the box on the dumpster, as that wasn't obvious and took me a while to figure out.

I liked the maze puzzle at the end, that was fun and again something a bit different to the standard inventory puzzles.

In summary I really like the setting and the concept. There's a lot of interesting ideas in the game, not all of them work as well as they could, but for me that's better than a boring game that doesn't try anything new. It's quite rough both in terms of graphics and bugs, but I still had a lot of fun playing it. I think I wrote so much about it because there's a lot that really works for me, and the bits that don't are interesting enough that I can see glimpses of how they could work with a bit more time to develop them. A really solid MAGS entry.

Bug reports:
I've got some bug reports for you, mostly because I ended up playing through a couple of times to see what would change if I did or didn't have characters with me at certain points.

Game breaking:
 - You already know about the bug with clicking on the fuse box a second time. I stupidly triggered this on my first play through, despite having seen it being discussed  :-[
 - I got a crash at the end after destroying the watch and freeing the ghosts: "The character 'Luna' could not be displayed because there was no loop 2 of view 33". I'm pretty sure this is triggered by causing Luna to follow you before clicking the watch (either by clicking Luna while she's holding back Mr Grins, or I think if you enter the final room without Luna following you she gets set to follow mode when she appears in the room)?
 - If Luna isn't with you when you place the last offering on the bench the game gets stuck in a loop of Maria saying "That's all of them".

Minor stuff:
 - You can use the fuses on the fuse box and turn on the power without needing Tim to open the door first (Maria will still comment that the door is closed after turning on the power).
 - I think the logic is backwards on the hint for the second riddle as you only get it if Tim isn't on screen.
 - I left my friends in the main carnival area (with the Ferris wheel). Exiting and re-entering the carnival by the main entrance makes them appear in the area with the carousel again. I assume this is a bug, though arguably they could have just wandered back there themselves :D
 - There's something odd going on with character baselines or z-depths or something as a character standing behind another will often be drawn on top of them instead - I'm not sure if this is an AGS bug or something in the game's code
 - Everyone comments on the newspaper even if they're not on screen.
 - The first time you click on the carousel it will spin and Luna will give you the explanation about offerings, this still happens even if you click on it after you've already placed all the offerings and moved all the ghosts.
 - Using the combined two end pieces of the key on the handle piece doesn't do anything, though it does work the other way around so the game isn't soft-locked.
 - One of the wrong doors in the maze at the end (I think heading south to the bathroom first then taking one of the two exits there?) takes you to the carnival entrance rather than the start of the maze (this might also be intentional?)
[close]

The Zoo
Spoiler
I haven't see The Twilight Zone, though the premise rings a vague bell so I might have heard of the episode before. Either way the game does a good job of quickly setting up the situation the player finds themselves in and the goal of escape.

The presentation is very good. Clear, black and white pixel art and good music. I'm not sure if the main background loop comes from The Twilight Zone or not, but it fits very well with the atmosphere. It's a consistent world and is interesting to explore.

There's some OK inventory-based puzzles. The fire setting puzzle was a little odd - the books are inflammable for some reason, so you soak them with alcohol, but you can't light the alcohol directly on fire or pour it over the couch and set fire to it with a cigarette or something. It seemed a little convoluted to me. I got stuck for a while figuring out what to do with the burning book - I assumed I'd have to put it in the fireplace then block the flue somehow to make smoke in the room - but after taking a break to play one of the other games then coming back I found it almost straight away. Otherwise interactions and puzzles generally made sense to me. I wondered if it would be possible to softlock by not taking the sign, so I tried it on a second play through and the answer was no. Kudos for handling that. I also appreciated there were two different endings to the game.

My main critique of the game would be that there's a lot of objects and hotspots, but many are missing interactivity for some, if not all, of the cursors. Some of these are especially confusing, for example there are four cupboards in the kitchen but you get no response when trying to use any of them. I find the lack of feedback a bit immersion-breaking as it makes me question whether I misclicked the object. There's a hotspot for the kitchen wall, but I couldn't see why this would need to be interactive and couldn't find anything to do with it. Conversely there's other objects in the background that look like they should be intractable but aren't. There's what looks like a doorway on the north wall of the living room, but it doesn't do anything, and there's a door in the hallway next to the kitchen which again can't be clicked on. In my opinion adding some extra interaction text, even if it's along the lines of "It's empty", "It's out of reach", "It's locked", would help a lot with keeping the immersion and justifying why the interactions aren't available.

The other part that feels a little odd is the score. You get points for solving the puzzles, and there's some more for actions that aren't strictly necessary which is a nice way of fleshing out the interactivity of the world. I like this and think it's fun. The main puzzle chain isn't that long, so having extra items and hotspots that aren't just red herrings but give you bonus points is a great idea. In theory it also adds replayability for players who want to try and find all the points. However from what I could see the game doesn't ever tell you the maximum number of points, or give you any kind of score recap at the end, so there's no way of knowing whether anything was missed. For the record I think my highest score was 13.

Overall it's a good little escape room puzzler with a cool setting and atmosphere. It feels a little unfinished in some areas, but otherwise it's a well put together game, and definitely worth playing.
[close]

The Stew of Las Moras
Spoiler
What immediately struck me about this game was the world building. I love the idea of this ancient stew that 14 stew masters have overseen, the collection of bizarre characters lining up to eat, and the villain who's content to just stand there and laugh while you try and clean up his mess. Oh, and Moby is here too.

The artwork really shines too. It uses a stylistically limited pallet with a good colour choice and everything is clear to read. I really like the character designs too (and that whale is incredible) and I appreciate that while there's very limited amounts of actual animation the characters bob about while talking. There's other small touches too, like after the scouts leave the other characters move up a place in line. It's stuff like that show a lot of effort went into the feel of this game. There's also quite a bit of (I assume) custom music in the game. I like that talking to some characters will give you different music tracks.

I like the puzzles. They make sense in the context of the game's world, but they do need a bit of thinking about. I particularly appreciated the desert sequence deaths - failing it gives you a fun narrative about what went wrong and, most importantly, you're given a retry button rather than just ending the game.

It's a fun game with a great sense of world building and is very funny too. It does something interesting and unique with the theme, and kept me engaged and guessing where the story was going.

Bug reports:
 - Unlocking the right case in the gift shop plays the bending down animation, but not the standing back up animation and breaks Moby's walk cycle.
 - Pretty minor, but if Moby has to walk through the gift shop to interact with something (e.g exit the stew scene, then use the water trough) the gift shop wall will start but not finish fading away as he walks through, leaving it in a semi-transparent state.
[close]

When the poll is open I'm going to vote for:
Spoiler
The Stew of Las Moras. I really enjoyed all three entries, but the combination of world building, artwork, puzzles, and humour swayed it for me.
[close]

Thanks for playing Stupot!

I use gimp and a broken mouse to make my assets and I'm not an artist so my visuals are a bit limited! I have switched to aseprite for my latest project, and I'm learning about how to make proper pixel art at the same resolution, it is something that bugged me as well. I guess most of the downsides can be blamed on the amount of time it takes me to get the script side of things working... A couple months ago I didn't know what an if else statement was! But I will persevere and hopefully improve!
#14
Quote from: heltenjon on Thu 04/07/2024 00:36:03I used the mouse, too. But I found it fiddly to go to the next room, so I used the cursor keys for that. Didn't notice the signs, sorry.
It's my fault if you didn't notice the signs! I guess I am kinda bored of clicking to walk and prefer the feel of actually controlling the player so I designed it primarily around the WASD controls. I remember when 'The Cat Lady' came out, I was disappointed that it wasn't click to walk lol, now I am the opposite.
#15
Quote from: heltenjon on Tue 02/07/2024 17:02:43That was fun! I got some FnaF vibes here. The graphics are eerie, especially the dark child spirits. The music is frantic and fits the story well. My main gripe was the controls. I'm not used to keyboard movement, and I needed it to be able to switch rooms. I also repeatedly accidentally ditched my friends and had to go back and get them to follow me.

So, what does
Spoiler
NG+ unlocked
[close]
mean?

Thanks for playing!

You can click to walk and click on doors if you prefer, also I put the signs in so you can click on them to quickly switch rooms( in the carnival part ) but maybe there are some dodgy hotspots that I missed!

If reference to the spoiler tag, it's just a stupid joke.
Spoiler
it stands for new game plus
[close]
#16



Made for MAGS June 2024!

Carnival of Shadows: https://goosekult.itch.io/carnival-of-shadows

Can be downloaded or played in browser (Though it seems kinda laggy).

Story:

A group of four unlikely companions arrive at an abandoned amusement park, drawn by the promise of a unique experience. They quickly discover that the park is haunted by the restless spirits of those who perished in a tragic accident. To escape, they must solve puzzles, confront supernatural threats, and uncover the park's dark history before they too become part of the shadows.




#17
Quote from: jfrisby on Mon 01/07/2024 19:57:44
Quote from: jwalt on Mon 01/07/2024 17:07:09Trying to play them. Made it through Zoo but currently stalled out on the other two. Made it into the Fun House in Carnival but seem to be stuck there. I suspect I've missed something. Also haven't hit on the right combination of stuff in Stew.


If you know what you're missing, I can give hints!

One general hint:
Spoiler
A couple things require that you right-click 'look/examine' them to trigger progression.
[close]

Both of our games start with riddles lol! Very original...
#18
Quote from: jwalt on Mon 01/07/2024 18:20:35
Quote from: GooseKult on Mon 01/07/2024 17:45:53I don't think you've missed anything, just pay close attention to what the guy on the couch says! Thanks for playing!

That was the nudge I needed. And thanks for making a very enjoyable game! May be a bug if you click on the fuse box a second time after getting the Ferris Wheel to move. Seems to lock up the mouse movement and stall the game.

Glad you enjoyed and thanks for the info. I will look into fixing it after the jam ends!
#19
Quote from: jwalt on Mon 01/07/2024 17:07:09Trying to play them. Made it through Zoo but currently stalled out on the other two. Made it into the Fun House in Carnival but seem to be stuck there. I suspect I've missed something. Also haven't hit on the right combination of stuff in Stew.



I don't think you've missed anything, just pay close attention to what the guy on the couch says! Thanks for playing!
#20
I use ffmpeg without issue so far. You'll have a lot more options than an online converter.
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