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Messages - Bavolis

#241
Go team slow-burn! I love confessions because, depending on the tone, they give the player permission to do naughty things.
#242
Not slowing down - just slow! Thanks :)
#243
Yes - there will be speech (and sound effects!). I'm not sure if I'll get those in for the first free "episode," but definitely when I stitch the whole thing together.
#244
Thank you :) I do wish I could move faster. I know exactly where I want to go and I work hours every night to get there, but it feels like running in slow motion.
#245
I've added a walkthrough of the first episode, showing some of the conversations and puzzles (spoilers of course). A lot's been added over the holidays, including the contrast/colors. I think it looks even better now.  https://www.youtube.com/watch?v=53lAznZweVQ

The Demo's been updated as well: http://knobblycrook.com/wp-content/uploads/2015/01/TheKnobblyCrook.zip
#246
This is a fantastic little Innsmouthian thing. You definitely nailed the atmosphere. Any chance of a full game?
#247
1. Going to push myself to get The Knobbly Crook Episode 1 out by the end of January.
2. Episode 2 out in the fall.
3. Try to figure out some more complex AGS programming with my muddy non-coding brain.
4. Write fiction much, much more. Stop sleeping on the bus ride to work and use it for writing time. 500 words a day. No excuses.
4. Watch the full run of Vikings.
#248
I've updated the demo - note that the sounds (other than music) have been removed, but many of the puzzles now work and their animated sequences are in order. Puzzles have not yet been hooked up to the Gummerlungs and once you figure out how to reach the stomach room, it's not ready yet (but you can certainly walk around in there and admire the organs). I expect to have the first "episode" ready by the end of January if all goes well - which has you finding a way off the boat. It will be 100% free.

Download the December Demo
#249
I don't agree at all that the best books and movies have little to no violence at all. Heard of Game of Thrones? Breaking Bad? The Walking Dead? Apocalypse Now? Jaws? Let the Right One In? Silence of the Lambs? Alien? Aliens? I could keep going but I'd start to look obnoxious, and that's not my goal. Violence has absolutely ZERO impact on the quality of the story if it's used correctly. As far as Minecraft being a top seller, sure, Notch struck gold. But let's not underestimate the Call of Duty and Grand Theft Autos, which are plenty violent.
#250
I'm just not clear on what people who find Hatred "problematic" (that word is being thrown around way too much this year) would like to see happen. Can we admit it's probably just a murder simulator? Yeah, sure. Do we have to buy it? Nope.

Personally, I've been a gorehound since I was a little kid. I had a high school software company dedicated to extreme, stupid gore, and it was even named "Bloodlust Software." I grew up loving GWAR and Troma. But I won't be buying Hatred because it just doesn't have a hook for me personally (needs humor or story or something). Maybe it has that and the trailer is just not a great trailer. We'll see.

So what do we do? Criticize it for being gory? They're counting on that because it's their only sales hook so far. The more outrage it generates, the more money they make. Send them a well-written message about how wrong they are? They'd keep it as a trophy. By being upset, people are marketing for them. If you want something to go away, you have to speak with your wallet. There is no other way. A bunch of alarmists tried to have it banned from Steam and it only came back stronger. If people still buy it and it succeeds, that's perfectly legal and perfectly OK. They have a right to sell it and you have a right to ignore it.

Just as I 100% defend any piece of art's right to exist and be shown, I also 100% defend your right to criticize it. I'm just curious what the end goal here is. Somebody making a game like that won't be convinced they are doing anything wrong - any outrage serves as more fuel. Anybody buying it already has a specific taste and they're going to ignore your advice anyway. If anybody on the fence decides to try it out - they'll form their own opinions. They don't need guidance on how they should feel about it.

Anyway, I think we're off topic from the original post, which was "is there an audience for gore," and yes, there most definitely is a large audience for gore. Bring it on :)
#251
If you buy your hamburger at a grocery store, you're going to get the same poorly packaged gray meat everybody else eats. It tastes mostly meat-like, and you know what you're getting. However, if you buy directly from a professional butcher, you're going to get shocking delicious red meat and you'll immediately taste the difference. Wait. What were we talking about again? I felt like I was making a good point and then--mmmmm, hamburgers.
#252
Thank you! How did I miss this game? It looks like something that definitely would have inspired me, had I played it. I will fix that problem ASAP. :)
#253
Update 2. (btw if I'm causing any problems doing the step by step posts, let me know. I find it interesting when other people do this online).




Update 3:

#254
It's ridiculous how much this pulls on the nostalgia strings.
#255
This weekend brought to you by meat. WIP, of course.

#256
These are some great replies - thank you everybody! I'm going to play around with each just as a learning experience and see what happens :)
#257
I have a *terrible* math and logic brain and failed basic programming in college, so bear with me. I've tried a couple of different angles on this one, but I have yet to get it working properly. I thought I was on the right track with a function and variables, but I'm having a hard time getting the script to wait for what I need. Here's the breakdown:

1. I have an engineer (not the player), who I would like to walk between three set "repair" spots and animate a "repairing" animation before moving on to the next, all done in the background and not interfering with the player. I'd like him to keep looping this cycle.
2. The player can interact with him, talk to him, etc., and afterwards, I'd like him to go back to that loop.

What I've tried:

1. I tried to repeatedly execute, but way points do not work because he doesn't care about the walk path and the walk function doesn't work because it keeps sending him the same command over and over.
2. I set up a variable for his patrol with 3 levels to the patrol.
3. I set up a function called "busywork" that I import into the room and then call - he goes to the first spot, but if I have him say "testing" when he reaches the coordinates, he says it before he walks. This would be solved by noEblock on the main character, but I don't want to halt the main script here. The idea was he'd get to the first point, I'd play the animation, then set the variable to the next and call "busywork" again, but I'm not sure how to make his own little loop wait for him to finish walking before executing the next part.

I'm guessing my approach is completely wrong, so feel free to scold me for bad scripting. I'm sure I'm guilty of much worse in my code so far, too :)

Any help would be tremendously appreciated. Thanks!
#258
AGS Games in Production / Re: Troll Song
Sat 22/11/2014 16:57:35
These guys demand an Abbey Road poster. The game looks fantastic!
#259
Coogal the Calculator:

#260
Thanks!
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