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Messages - CaptainD

#41
In addition to Babar's suggestions, whilst it's not the biggest repository, I'm quite fond of https://freesfx.co.uk/

You can also try https://freesound.org/
#42
Critics' Lounge / Re: Photos as background
Tue 18/06/2024 17:32:25
You could even go the whole hog and have the character graphics based on photos...

https://www.adventuregamestudio.co.uk/site/games/game/354-duzz-quest-an-egotistic-adventure/

But yeah, the example you've put up looks pretty decent, obviously there is a slight disparity in the style of the character and background but it's not too glaring.
#43
I enjoyed your game, Morfy!  ;)

BUT...

I demand a sequel in which Lucy gets her comeuppance!!!!  :grin:
#44
AGS Games in Production / Re: Solus Ascending
Mon 10/06/2024 09:38:28
Does the title indicate a parody of Jupiter Ascending, or is that just coincidence?

Your previous games have been fun so hope you find time / motivation to make this one!
#45
Progress has been slow recently due to pesky real-life stuff, but I'm slowly getting to the point where the game will be playable from start to finish, and another round of testing can start before final polish and voice acting added, all Steam achievements implemented, and the final round of testing begins.
#46
I played the game last night and it was a great bite-sized experience!

The review I left on Itch:

This is a really lovely little game! Despite the minimalist design in many aspects, it really drew my into the world and felt like a little slice of a richly detailed game world. The few animations that there were really added to the game, and the music was superbly chosen. Not many puzzles, but still a bit of work for the old grey cells wrapped up in a genuinely intriguing narrative experience.. Would love to see more adventures by our failed but somehow successful apprentice mage!


Well done mate, everything game together really well in this game.  ;-D
#47
This looks truly intriguing! All the best with developing the bigger game. I love it when people do stuff completely outside of what's expected with AGS. (Albeit that's quite hard these days because so many non-adventure games have been made with it.)
#48
Quote from: Sludge Entertainment on Mon 01/04/2024 09:53:02will consider verbcoin but i do like the classic sierra feel, wounder if it would be feasible to make it so the user can pick what they would like to use? i mean with that being said i have explored the possibility's of that, but maybe it would be a cool thing?

Yeah giving players the choice of what to use is always nice, I guess if you created the on_event handler in the right way it shouldn't create much (or any?) extra work in coding the rooms themselves. I don't know a huge amount about that side of things but there are plenty of super-helpful and very knowledgable people who would answer your questions on the technical side if you get stuck.
#49
I really like the backgrounds, were they rendered in Blender or something and then made to look a little more pixelly (yes I know that's not a real word, but hopefully you get my meaning!)

I have to admit that I'm not a fan of verb coins, although there are several games I've really enjoyed that use them. If you want to go for a Sierra feel though perhaps that more classic style of Sierra interface would work better for you?

Just out of curiosity, because of your username, have you created any adventure games with SLUDGE in the past?
#50
Er... probably a rubbish guess but...

Spoiler
Greenday? Admittedly all I'm going on is the association with the colour green, I don't have any ideas how the "fake" element could come into it.
[close]
#51
I may consider adding a tiny bit more to the timing if a few people ask for it, but I'm a bit reluctant to as it's inherently a large part of the challenge.

Ramon has posted an image of getting 100% on every level apart from the final one (99% on that one)and Lukasz has posted similar scores for many levels, so it's definitely possible. I do feel having a mouse compared to a trackpad makes a massive difference to the playability of this (and Snow Problem), not sure if that's affecting you.



EDIT - Ramon is officially the first person to 100% complete every level!! Congrats Ramon!
#52
Quote from: lafouine88 on Sun 31/03/2024 08:26:58my characters seem to struggle quite often to walk to my player.character when they're chasing him(making a lot of detours^^). So I definitely believe this is part of the problem.

(Note - the below won't work if you're using the Follow command, you would need to add a function to compare the player's and NPCs xy positions.)

Just out of curiosity, how are you moving the enemies? If their movement is causing lag / freezing, the following are worth checking:

- If you are using Walk but they don't need to be animated, you could use Move instead.

- If you are using eBlock you could change this to eNoBlock (unless you actually want the blocking)

- If they can move anywhere you could use eAnywhere instead of eWalkableAreas.

These are just some general things that may be worth trying, from what I've understood of what you're trying to do and without seeing the code. I realise you may already have tried these things but thought it was worth mentioning them just in case!
#53
Thanks Khris! Glad you enjoyed it.

Aurgh no it shouldn't do that, I need to add another check. Thanks for letting me know!


EDIT - v1.01 released which fixes the issue. Also added visual cue when you pass the 80% mark to beat the level.
#54


I'm not likely going to have time to develop this any further and since the game itself is fully playable with 20 levels plus random level generator, I've released it. It's a fun little puzzle game, absolutely no frills (also no sound), but beating all the levels should give you a solid challenge.

For those who've played Snow Problem this is obviously a similar concept, but with water, and levels built on equations instead of hand-crafted. I struggled to optimise the code enough for a realistic water flow effect, but I don't think it's too bad.

https://www.adventuregamestudio.co.uk/site/games/game/2741-flow-problem/

#55
Belated congrats on the release!  ;-D
#56
All the best with development! I love making AGS do non-AG stuff. 7 days is a really tight deadline though!
#57
Quote from: heltenjon on Fri 16/02/2024 21:26:09
Quote from: Sinitrena on Fri 16/02/2024 19:52:26While we're on the topic of explaining jokes; Can anyone explain Dinner for Two, or maybe One to me?
I guess it's no fun for the Captain to explain his own joke, so I'll try.

The first merge is Hungarian actress + Gungan + wild pig = Jar Jar Gab Boar (Zsa Zsa Gabor/Jar Jar Binks/Boar). She says "How rude!" like Jar Jar does in Star Wars, then marries and divorces like Zsa Zsa did some times.

The second merge is Samuel Barber + Elle McPherson + Jackfruit = Samuel L. Jackson.

(Hope I got it right.)

Yes you got it right  :-D , sorry been so busy at work this week I haven't been keeping track of the forums.
#58
44? Not sure if it's my bad memory but that seems better than the last couple of years already?
#59
It's a really good chart as long as you definitely want to stick with that exact structure. Personally I tend to change my mind about specifics as I go along so my puzzle dependency charts tend to be more about actions that depend on each other rather than "pick up x to do y to allow z to happen". But that's just me, if this works for you then that's great. My view is that game design is a rather organic process and that it needs room to breathe, as it can be difficult to know what really works until you try it out.

In my day job I sometimes create system process maps, which is a similar but much more rigidly structured process because you probably want - in fact need - things to happen a very specific way. When designing games I prefer a somewhat looser structure to work from. However again, that's just the way my mind works. If you're not sure (since you say this this is your first game) maybe try mapping out a smaller section (perhaps a closed-loop section of what you've already made) and making it to see if you're comfortable using such a detailed design to make the game from or not. (I do also appreciate the value of a detailed plan for keeping track of everything, which can be valuable.)
#60
"What has a nose and is attached to the ceiling?"  (roll)  (laugh)
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