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Topics - SeamanNaranja

#1
Completed Game Announcements / Hjarta
Sun 13/09/2015 23:04:43
HJARTA
An Eight Bit Skyline game

The Cosmonaut
and how he said Farewell
to his Friends and travelled beyond
and into the Unknown.

The Prisoner
that was sentenced
to the Abyss
of Despair.

The Martyr
and how she found Freedom
and saved the Universe.

New release trailer:

[embed=750,422]<iframe width="750" height="422" src="https://www.youtube.com/embed/A_oq23_Y1HE" frameborder="0" allowfullscreen></iframe>[/embed]

What is HJARTA?

  • Hjarta is a word from old norse language and it means 'heart'.
  • Hjarta is a collection of short stories.
  • Hjarta is a point-and-click adventure game.

Screenshots:




Download from AGS archives!

Technical information:

  • Version: 1.0
  • Download size: 125 mb
  • Installed size: 720 mb
  • Supported systems: Windows

Huge thanks:

  • Extra animations, puzzles: Navidad
  • The wonderful testers: NickyNyce, Creamy, selmiak, MyEakinBack, Superkumi!

Websites: Official / GameJolt.com / Itch.io
#2
Recruitment / Beta testers for "Hjarta"
Sun 28/06/2015 21:25:22
I need people to beta test my new game, Hjarta. The first beta is almost ready!



The game is freeware, so there's no money in it, but I'd be really grateful! 8-)

It's a short story game with three different characters set in a science fiction setting. I'm hoping to release it sometime in july or maybe august!

The game has an in production thread here: adventuregamestudio.co.uk/forums/index.php?topic=51747.0
It also has an official website here: hjarta.eightbitskyline.com

All feedback is good feedback, but especially stuff regarding code, typos/language stuff is needed.

Interested? Send me a PM! :)
#3
AGS Games in Production / Hjarta
Sun 15/02/2015 18:08:43
HJARTA
by Eight Bit Skyline



The Cosmonaut
and how he said Farewell
to his Friends and travelled beyond
and into the Unknown.

The Prisoner
that was sentenced
to the Abyss
of Despair.

The Martyr
and how she found Freedom
and saved the Universe.

Teaser trailer:
[embed=750,422]<iframe width="750" height="422" src="https://www.youtube.com/embed/-i9qq0FispM?rel=0&amp;showinfo=0" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:




What is HJARTA?

  • Hjarta is a word from old norse language and it means 'heart'.
  • Hjarta is a collection of short stories.
  • Hjarta is a point-and-click adventure game.

Progress:
Graphics: 100%
Animation: 100%
Scripting: 100%
Music: 100%
Sound: 100%

Release date: 13th September

Websites:
Official / GameJolt.com / Itch.io
#4
Completed Game Announcements / Providence
Sun 04/01/2015 17:15:05
Eight Bit Skyline presents
Providence

Providence is an interactive short story drama about three people who share a common destiny, and how they come to find it.

The game is developed with the Adventure Game Studio engine for Windows PC. It features a Frédéric Chopin soundtrack from The Free Chopin Kickstarter by MusOpen. Find out more about it here.

Providence is freeware.

Notice: Providence runs in 720p and this can cause slowdowns on older computers. If you experience this try tweaking vertical sync and/or resolution in winsetup.exe.

Trailer:
[embed=800,450]<iframe width="800" height="450 src="http://www.youtube.com/embed/MjAwjyZDRgQ" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:



Download from AGS archives!

Technical information:

  • Version: 1.1
  • Download size: 120 mb
  • Installed size: 600 mb
  • Resolution: 720p
  • Supported systems: Win XP/Vista/7 (tested)
Official website: Providence.eightbitskyline.com

Press:
IndieVault.it: Providence: tre destini si mescolano, sulle note di Chopin (4.2.15)
Welt.de: Intensiv interaktive Kurzgeschichte (26.1.15)
Freeware-Empfehlung: Providence (23.01.15)
RockPaperShotgun.com: Freeware Garden: Providence (22.01.15)
Gamer.no: Ta en titt på dette norske gratisspillet (21.01.15)
NiveloCulto.com: Providence: La inevitabilidad del destino (16.01.15)
KillScreenDaily.com: Providence takes you down the dark, noir journey of everyday life (15.01.15)
GameJolt.com: Featured Game: Untangle three entwined destinies in the narrative platformer "Providence" (13.01.15)
Warpdoor.com: Providence (Eight Bit Skyline) (09.01.15)
P911-magazine.com: Jouons sur du Chopin (06.01.15)
#5
AGS Games in Production / Providence
Sun 13/07/2014 15:32:12
Decided to take a break developing the next game after Skumring and made this little solo project...

Tagline:
An old man isolated in retirement in a high-rise building outside of town. A little boy living on a farm out by the mountains with his father and mother. A young assassin after targets fed to him by a mysterious stranger. Uncover all the pieces of the mysterious puzzle and find out how they are connected in...

Providence!

Features:

  • An interactive thriller spanning several decades.
  • A story about life, death and destiny, with alternative solutions.
  • Three playable characters.
  • Varied locations, including a functionalist retro villa and a sun bathed hotel by the coast.
  • All set to a soundtrack consisting of classic tunes by Frédéric Chopin.

Trailer:
[embed=640,360]<iframe width="640" height="360" src="http://www.youtube.com/embed/MjAwjyZDRgQ" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:


Progress:
Graphics: 100%
Scripting: 100%
Music: 100%
Sound: 100%

Expected release: Fall 2014

Beta testing:
The game is currently finished!

Official website:
Providence.eightbitskyline.com
#6
Tried to find an answer for this in the manual and on the forum, but I'm not sure what the best way to do it is. :-\

I'm trying to get text to display while my character is standing on different regions.

  • I am using keyboard only for my game
  • Regions are used as interaction points (example: while standing on a region beside a lamp the player can hit space and interact with it)
I want to display non-blocking text at the bottom of the screen while standing on the region. Something like this:

"SPACE: Interact, 1: Use screw driver, 2: Use gun etc"

Should I use a text window gui? Or something completely different? And how would I integrate it?
#7
Eight Bit Skyline presents...


Introducing the Extra Noir Edition! Now you can play the ultimate version of Skumring!

Port Horizon 1951. A city on the verge of collapse. Moral collapse. Crime. Corruption. Greed... Money. Join private eye Cooper Chutney on his mission of truth in a city that reeks of lies, deceit and go-go dancers. Solve puzzles and interogate bartenders as you make your way through the city while the sunset comes ever closer.

Trailer:
[embed=610,360]<iframe width="610" height="360 src="http://www.youtube.com/embed/kwG2Kp-e4CQ" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:



New features:

  • Black and white noir graphics!
  • Drastically reduced filesize!
  • New and improved cutscene system!
  • Removed critized voice acting!

Features:

  • 3 act, a prologue and an epilogue
  • 30+ locations
  • 15+ fully voiced characters
  • 2500+ lines of dialogue
  • 40+ inventory items
  • Varied soundtrack (jazz/classical)
  • 3-5 hours of gameplay

Official website:
Skumring.eightbitskyline.com

DOWNLOAD NOW!
(You can still find the old version on the official website, if you're into amateur voice acting!)

Download size: 180 mb
Installed size: 900 MB
Supported systems: Win XP/Vista/7

Stuck in Skumring? Here's the walkthrough!
#8
I have a problem that I've been trying to figure out, but I'm finding it hard to solve, probably because I'm such a bad programmer :)

I'm using a "thought bubble gui" for the "Say" and "Think" commands in my game. I also have characters that talk seemingly random nonsense in the background. I have used the SayBackground commmand for this, since I don't want it to block the gameplay. Is it possible to assign the same "thought bubble gui" for the SayBackground command? Alternatively, is it possible to use "unblocked" "Say" and "Think" commands for this?
#9
AGS Games in Production / Skumring
Fri 13/07/2012 13:51:31
>> THE GAME HAS BEEN RELEASED! <<
(click the link above to visit the Completed Games thread to download)

Eight Bit Skyline presents


The Official Website:
Skumring.eightbitskyline.com

The Story:
Port Horizon 1951. A city on the verge of collapse. Moral collapse. Crime. Corruption. Greed... Money. Private eye Cooper Chutney thought he was the exception. When a beautiful dame in distress enters his office he is ready to show that someone still cares about something in this wretched town. But as he soon will learn everything can change during a cold Port Horizon night...

SKUMRING features 30+ locations, 15+ fully voiced characters and 40+ inventory items. It will also feature a varied soundtrack, consisting of traditional jazz and original interpretations of classical music.

The Latest News:
  • 24.04 - Release date set to 28.04.13.
  • 18.03 - Because of a minor hiccup with the soundtrack and the very confusing copyright rules surrounding music in general, I have changed the soundtrack drastically. This means the game will be pushed back one or two weeks. Based on this I have set the release date to some time in april. I'm VERY much ready to get this thing released, but there are still a few big fixes before it can be done.
  • 15.02 - Integrated over 2000 lines of dialogue/monologue in the game. The last session will take place next week. Besides that there's fixing bugs from the beta testers. The game is weeks away from a launch.
  • 31.01 - Sorry for the lack of updates. I've been working steadily with fixing bugs and leading the voice recording. Yes, I have decided that the game will be fully voiced and we're already gotten a good way. There are over 1500 lines of dialogue/monologue in the game, so it will take a couple more sessions for it to be completely finished.
  • 2.11 - Betatesting is moving steadily forward. Over a 100 small nibbles have been reported and sorted out. New beta for testers soon. We've also planned some voice recording this weekend. Voices will be optional in the game, since not every one find pleasure amateur voice acting. If anyones interested send me a message.
  • 16.10 - Added a demo of the beta version! Download at the top of this post.
  • 1.10 - Quick update just to say that the game has gone into the final testing stages! Ambient music is the only thing missing right now, besides the odd bug. Hopefully the testing phase will fix the latter, while I venture into Logic Pro to do the first.
  • 27.09 - Been doing a lot of fixing lately and the game is (seemingly) nearly finished! The big area of work left is the audio department. Even though the recorded tracks for the game are ready, I'm still working on ambient music. Most of the sound effects are in, but there's still some to go there as well. Other than that the remaining parts are the following: A complete main menu, some gui fixes, final scripting (after feedback from the beta), end credits and an issue with the SayBackground code.
  • 19.09 - So the game has finally gone into beta testing! Some good friends have started the process, but if anyone is interested just send me a message! I'll be adding a trailer later this week (hopefully) so that you'll be able to see the game in action.

The Trailer:

[embed=320,240]<iframe width="320" height="240" src="http://www.youtube.com/embed/CboOmsBDtnU" frameborder="0" allowfullscreen></iframe>[/embed]

Better quality available here!
Black and white version here!

The Screenshots: (Click on them for full size)







Some animations:



Progress:
Story: 100%
Scripting: 100%
Graphics: 100%
Sound: 100%
Music: 100%
Voices: 90%

Expected release: April 2013
#10
Ok, so I have an inventory with working ScrollUp and ScrollDown arrows. There's just one problem. If I select an inventory item from the first row of items and try to click myself downwards with my InvDown button the item gets deselected. That means that I can't use an inventory item from row 1 on an inventory item on row 4.

I tried to look this up, but I could't find the answer anywhere. This is my code:

Code: ags
function btnInvUp_Click(GUICONTROL *control, Mousebutton button) {
   InvCustomInv.ScrollUp();
}
#11
I have a problem with the coding of my first game. I reckon this is beginner stuff, but I couldn't find anything about it in the manual or on the forums.

I'm using Sierra-style speech for dialogues in my game. At the same time I use the Think-function when my character interacts or looks on something outside the dialogues. I have a thought bubble over his head for this. But when I assign the thinking view to him the animation of him thinking pops up as a character picture in the sierra dialogue!  ??? It looks like this:



I have drawn and assigned animated sequences for every loop in the view, so that's not the problem...
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