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Messages - SpastikChuwawa

#1
Quote from: TeitakuCoubri on Wed 16/01/2019 03:20:17
Seems like a nicely done game, haven't been able to complete it as of yet.

I just wanted to mention a strange thing I noticed - the musics are ripped off from the LucasArts Games game called "The Dig".

As I love that game's extraordinary musics, it feels a bit cheap to have them ripped off for an AGS game. Couldn't the author have played some chords themselves and recorded that instead?

It feels a bit 'off', when I am playing a ghost manor game and keep being reminded of the otherworldly environments of The Dig. It takes the player out of the game, so to say. Plus, it's a bad form to rip off other people's musics anyway (though I am a bit guilty of the same sound-effect-wise, and design-wise - my game has 'visual copies' of someone else's creations, but at least I pixelled them in higher resolution by myself instead of just blatantly ripping them off).

The walking animation looks a bit weird, the foot raises a bit too much, perhaps. The grey, black-outlined text on a white background is also unclear and hard to read, I recommend never to use white background when it comes to computers, as white is the brightest color, and thus it's like a lamp shoved up your face. White is good for paper, but not for computer monitors, as monitor consists of light, so white is like the brightest light the monitor can output.

The graphics seem a bit simplistic and cartoony, there's not much depth or dimension about them, but it kind of fits this type of game,   I suppose. The 'interactions' thing that many people have mentioned, is indeed the core of adventure games in my opinion, so I tried to put at least some of those in my game, and it would've been more fun to be able to get more remarks and manipulate the objects further.

You game is competently scripted, though, unlike mine, hehe.

There's also a weird 'bug' (?) - every time you go from one room to another, there's garbage on the screen before the new room appears. In any case, it's a cool game, I'll go back to try to solve it, and then maybe I can write a better review. 


Thank you for the great review, Teikatu. I totally agree on the music, I was pretty shameless about ripping music for things back then (it was especially bad in my YouTube animations), definitely something I wouldn't do nowadays.
#2
Quote from: SarahLiz on Tue 15/01/2019 00:17:34
I just played this game for the first time, actuallyâ€"I believe I had had trouble getting it to work on an earlier computer way back in the day or something, I'm not sure.  But I noticed it again with your post yesterday, so I was finally able to download it today.  I don't know what I was expecting, but it was actually witty and quite fun to playâ€"I enjoyed it quite a bit, more than I even thought I would.  A nice way to spend 30 minutes or so before I had to get back to the usual hum-drum of the day.  Thanks for re-sharing.  ;)

Thanks Sarah! It's pretty rough, but I learned a lot making it. :)
#3
*Last Bump I promise*

I uploaded the game to itch.io to make it more easily available. :)

https://chuwawa.itch.io/a-g-g-ghost
#4
Quote from: Mandle on Thu 12/07/2018 01:28:44
This is all from before my time but I just wanted to say that I'm going to play this game! It looks awesome!

And quite the original idea to replay your own game 9 years later. I hope you also put it up on youtube. I want to watch after I've had time to playthe game first!

I'm definitely planning on posting it to my YouTube channel and archiving it on Twitch. :)
#5
*BIG BUMP*

Hi guys! It's been a minute. How're you?

This Saturday is the 9 year anniversary of my first game, and I thought it'd be fun to do a stream where I play through the whole thing and cringe at all the mistakes I made while designing it! Should be a romp.

Saturday, July 14th, 6 PM PST. If you dare...

#6
 I'm starting to suspect there's not enough object interactions in the game. I dunno, what do you guys think? ;]

Inanity aside, glad you guys like it.  The next game is pretty much finished, aside from some graphics and animation.
#7
 Well, there goes my morning.

Yay for free things.
#8
 Sorry for the double post, but I finally found a way to submit the game (of course it was in tiny print on the bottom of the games page...*cough*). Have at it:

http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1187
#9
 This is pretty n00bish, but I couldn't find how to add a game to the Games page anywhere. It's probably pretty obvious, but alas.
#10
Quote from: Puddleglum on Fri 17/07/2009 01:04:24
Congratulations and HURRY UP AND MAKE ANOTHER ONE!! ;D  :=

Will do. :P
#11
 Very good points. You're right about there not being enough interactions - when the game was nearing completion I was ready to get it out there, and didn't spend more time adding interactions. I'll definitely remedy this in the next game (or if I make a new update).

As for the spider, it was just a goofy joke that wasn't meant to be integral to gameplay. Originally, you'd find the spider's cave after a long item-hunting sidequest, and it turns out to just be a red herring. The vase was just pointless vandalism. :]

(Hmm, I have a few ideas. ;])
#12
  I agree the sudden death was maybe a bit too cruel. As a side note, 5Days was the game that inspired that particular puzzle. (I always thought it was funny how you can knock out a hulking psycho killer by tripping him with a rug.)

Hah, This Game had the type of feel I wanted my game to have: short, but challenging, and not too serious. I think that's where I got the blender idea from, too.

I have an idea for a sequel, but I probably won't get started on it till I work on some other projects.
#13
 Hullo, chaps.

I was toying with the idea of making an AGI text parser style game next. I was curious how to adjust the character's walkcycle so that it "stays" on the last frame it was on when the player releases the movement key, instead of stopping on it's standing frame? I tried searching the forums to do this, but I couldn't find anything.

Muchas gracias.
#14
 Thanks! Glad you're enjoying it. :]

Hmm, renaming the file back to "verbcoin.exe" should do the trick. Sorry about that.
#15
 After several weeks of work, I'm proud to present my first proper AGS game, and hopefully not my last, A G-G-Ghost!



Your name is Doug McBlandface. You're out for blood. Ghost blood, that is. Your father was killed by a no-good ghost you've dubbed as simply The Ghost That Killed Your Father. After a long journey (and several ill-fated love interests) you've finally found the hideout of this son-of-a-ghoul. But is there MORE THAN MEETS THE EYE? Robots in disguise?



Oh mah lawd, what's that 'round the bend?

A G-G-Ghost! is a point-and-click adventure game where you get to point at things, AND click them, too. You also get to 'splore a Haunted House and read a bunch of text. Sometimes you'll find some crap and combine it with other crap to make brand new crap. It's a serious game for serious people. A G-G-Ghost! even features a revolutionary soap-eating feature:



Mmmmphgh


UPDATE 7-14-09: Fixed the tutorial at the beginning (it said right-click was for verbcoin, left was for inventory. It's really the other way around). I also kept the file name as "verbcoin.exe so that the setup feature will work properly.

Download .zip file (11.4 MB) Version 1.0.2

I hope you guys enjoy it, and lemme know if I should quit while I'm ahead.


http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1187
#16
 Thanks guys! That seems to have done the trick, Khris.
#17
 I've run into yet another snag. I made a function that doesn't seem to be working.

In the game, the character has to collect three items. When he collects each one, 1 point is added to the Materials global variable (Materials ++,). When he collects all three, I want a Display to show up telling him he collected all the items and whatnot.

Here's my function code:

function All_Materials(EventType event, int data){
if(Materials==3){
 Display("You found all the materials!");
}
}

At the bottom of Global Script.asc I placed:

export All_Materials;

Then in the Script Header in Global Script.ash, I put:

import function All_Materials(EventType event, int data);

But when I play the game and get all the necessary items, the function doesn't pop up at all. I made sure all the items have a Material++ at the end of their Interaction functions, yet it still won't work. Any help would be mucho appreciated.
#18
 Yeah, I was messing around with the code some more, and it worked once I plopped it in repeatedly_execute. Thanks for the help though, guys. :]

#19
 I've been working on my first real AGS game after messing around with the program for a few years (!), and I came across a programming problem I can't seem to figure out.


In my sorry excuse for a puzzle, the player plants a banana peel on the ground so that the enemy walking towards him will stop in his tracks and slip.

Here's my code, the chef is the enemy character:

cChef.Walk(cChex.x+150,cChef.y, eNoBlock, eWalkAnywhere);
if (oBanana.PPCollideswithC(cChef)){
Display("He slipped!");
}

The problem is that the Chef walks right over the banana and goes on his merry way. I'm thinking the problem may lie with the Walk command, but I'm not sure. Any help would be mucho appreciated.

Oh, and I'm using the pixel perfect collision module.
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