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Messages - Cogliostro

#261

Glad to hear you're finishing up the third game.  I enjoyed the first two a lot.  Hope you're close to finishing up this one.

- Cogliostro
#262
Captain D:
Thanks for the kind words.  When I'm scrambling to find a reason to keep plugging away at this game, compliments help.

Next for Tramponline & Tabata:
Despite my best intentions to work on other projects, I can't stop working on 9H2D.  Most the actual problems listed have already been addressed.  There were a few points I wanted to talk about directly.  Normally, if the game doesn’t explain itself, I change the game.  However, I’m going to make an exception here.

Tramponline:
The one-room side trek where Astrid checks the cupboard to see if there is any food, really only illustrates one point.  Jack, Sal, and Astrid have had different experiences.  Sal and Jack can both check the cupboard, but Astrid never did.  So, for the moment, I'm inclined to leave a one-room side-track in place.  If someone wants to argue against this, I could be persuaded.  Excellent observation about what Astrid should be thinking on her way to and from the car.

Tabata:
The rain plug-in has a delay, so when you head into the house, it continues to rain for a moment.  When you head out, it takes a moment to start.  In order to resolve that problem, I’d have to create a new plug-in.  This is NOT on my list of things to do.

The chairs are missing from the dining room because most of the furniture is replacement furniture.  Sal goes on and on about this just before the beginning of HOUR 3, as you pointed out.  So, for the time being, this is my excuse for not bothering with any chairs.

You also brought up the point about the balcony.  When Jack goes up the stairs, we sees the hallway with three doors.  That’s the balcony the overlooks the grand room.  The same desk is visible at the end – where you find the flashlight.  Since it wasn’t apparent that was the balcony, I’ll be adding the railing to the room and some of the lower wall.

Finally, during the mini-game the flashlight was already dead.  So, the bubble of light around Jack was because his eyes adjusted to the darkness.   I added some comments to clear that up.

Mini-Game:
Spoiler

Apparently the mini-game was rather easy because I made a colossal mistake.  For all of my testing phase I had a white dot streaking between the wolf and Jack.  If the dot hit Jack, then Jack was seen, the wolf howls, and the chase was on.  Once testing was over I replaced the white dot with a transparent dot and thought all was good.  Except, the transparent dot could never overlap with anything since it was transparent!!!  This problem has been addressed and the mini-game should get harder.  As a result, you should have to throw the flashlight or the shears in order to distract the wolf.

[close]

- Cogliostro
#263

Okay, updating the photos is going to take a bit of time, but most of the changes are already done.

Tabata - You did ask a number of translation questions that I thought I'd answer directly:

coed = slang for a female student, derived from the term co-education.
Earth = The planet we live on.
earth = dirt
The word was supposed to be "quintessential" which translates to: quintessenz.  The tools work so much better when I spell the words right.   :P
dyke = offensive slang for lesbian

I've got to tackle some other projects, so I probably won't be uploading and updates until next week.

- Cogliostro
#264

Okay, NOW the update will work.

- Cogliostro
#265

UGH!

I mentioned a crash which cost me two days of work.  Well I went back and retestd everything there are at least four bugs that make the current version unplayable. 

Should have it cleared up soon.

- Cogliostro

#266

I left a piece of debugging code in the upload I did an hour ago and just corrected it.  Those of you who find it will have a good laugh.

Spoiler

When the monster caught you, instead of a death scene, the monster said, "Wow!  This tastes just like chicken."

[close]

Also, here are two more updated character photos.  I need to give them an expression, but you can see where I'm going with this.


 
 

- Cogliostro
#267
Okay, the 7th Hour has been completed.  The reason why it took longer than anticipated should be readily apparent by the time you complete this hour.  The following is an actual hint/spoiler.  Don't read it until after you complete the 7th Hour or if you get stuck:

Spoiler

During the game of hide-n-seek it is possible to throw the shears and flashlight to distract the wolf.  Did I provide sufficient hints?  Or did you need to read this spoiler?

[close]

Also, when I started this game I dove straight in and started coding.  Certain aspects were easy to upgrade later and I decided not to worry about them too much.  It's time to start correcting that.  Jack's face is REALLY starting to bug me.

Everyone's talk-image will receive a similar upgrade, but here is Jack:


 

If I can't get everyone (humans at least) improved to a similar level of quality, I probably won't go ahead.  But this has been added to my list of things to do.

Finally, over the weekend the game crashed completely and I lost two days of work.  If you made a suggestion and I did *NOT* act on it, please comment again.  I may have made the change and then lost it.

- Cogliostro
#268

The title gives us a pretty good guess as to what the game might be like, but I think we'd all still appreciate both a screenshot and a description of the game.

Cogliostro
#269
I  planned to have everyone describe objects and things differently.  In some cases peoples basic reaction will over ride this.  So, some things get simply labelled: "Door to kitchen"  or "It's a *MASSIVE* window."

In most cases I _thought_ I let people's personalities come thru with the description.  One object had three different description depending on who was looking at it:

Ghost Hunter =   "I'm here to hunt ghosts, not cook!"
Sal = "Cooking is women's work."
Jack = "I'm convinced the stove runs on the same propane as the heater."

If I'm getting you guys correct, I need to INCREASE how many spots/objects can be looked at, and make sure that I vary the descriptions for each person.

UPDATE: I just changed the icons, and finished including the Pixel Perfect Collision Detection which leads to this teaser/spoiler:

Spoiler
  This adventure game will include a life-and-death version of hide-n-seek.
[close]

Should be done by Friday with the sixth hour.

- Cogliostro
#270
Trampoline -

That heart-attack-in-the-kitchen even caught me!  And since I knew it was coming you'd think I'd be immune to it. 

In order to give each character their own voice, I used stereotypes, but, I have to admit, somewhere along the line I forgot I did that.  So, thanks for the reminder.  I'll have to make sure that those characters who have an epiphany/revelation/near death experience (and who survive) will break out of that stereotype, at least a little.  I believe I even started to do it a little.  In the brief period between storming out on everyone and being possessed, Sal expresses regret for being such a prick.

Catching bugs and typos is great, but watching for story and character development points is awesome.  So, again , THANKS!

One question for you, during the 3rd Hour / Camcorder / Greenscreen: The ghost hunter is definitely *not* Jack.  The ponytail was supposed to clear that up.  Did you think it was?  Or was that a typo?


-----------------------------------------------------------

Tabata -

EYE & HAND icons in the shed....  I used the any-click command in the shed and didn't give it any thought at the time.  My typical game-play says that if I walk into a room like that I take everything the game will let me and move one.  Clearly I should go back and add some details.

3rd Hour / Camcorder / Greenscreen: You're right, the ghost hunter is definitely *not* Jack.

-----------------------------------------------------------

Rascal -

I hadn't given the hotspots on the icons any thought, but I'll clear that up this week.

-----------------------------------------------------------

Everyone -

Thanks for catching all the bugs.  I have been immersed in creating the 2nd half of the sixth hour.  Since I deviated from the standard point-n-click format to create something that should generate a lot more tension.  As a result the 6th hour is at least twice as long as any of the others.  That's about all I can say without spoliers. 

Question 1: One tester has pointed out that immediately after the accident I jump ahead to the point where   Gordy's leg has already been bandaged.  Is everyone okay with this?  I idea was to skip ahead to character-developing scenes.  Does this work, or should I include a bit of dialogue about patching up Gordy's leg?

Question 2: Should more of the game have "look" and "interaction" respones?

Next udpate should be posted by the end of the week.

- Cogliostro
#271

Upgraded the pictures, added a few rooms, a lot of inventory items, completed Hour5, part way through Hour6. 

- animation 50%
- graphics 70%
- puzzles 80%
- scripting 70%
- music/sound 90%
- story 90%

- Cogliostro

#272

Okay, I just uploaded the most recent changes.  But I won't be able to do any other updates for a week or so.

There are currently four different characters that are controlled at different points during the game.  Most people should be able to complete the part I've done in an hour or two.   I'm hoping I've made a game that's heavy on atmosphere and character development.  Currently the puzzles are on the easy side.  Though I've planned a few tough ones near the end.

Tabata - Please keep commenting on the petty stuff.  Sometimes it's things I've forgotten to do - like the main room in the cabin.  Other times its stuff I completely overlooked.  Either way, the little things help build atmosphere and that's what I'm after.

- Cogliostro
#273
Okay, I cleared up all of the problems that Tabata found, and uploaded the newest version.  If anyone else wants take a peak, I'd appreciate that. 

I will be finishing the game.

- Cogliostro
#274

Tabata -

THANKS!  This is EXACTLY what I needed.  I've been staring at the screen so long I can't see the mistakes any more. 

Of the mistakes you mentioned, only the NOTEBOOK was intentional.  And of course, HOUR 5, as you could easily tell, was barely begun.

- Cogliostro


#275
AGS Games in Production / Nine Hours to Dawn
Fri 15/10/2010 16:02:33
"Nine Hours to Dawn" is about five strangers who - due to a car accident - find themselves trapped in a cabin, in Northern California, during a storm.  As they try to survive the elements and each other, they become increasingly aware that the cabin is haunted.

The game I originally designed was HUGE!  I finally admitted that's an awful way to begin a project, and thus I created this prequel.  It's given my main character a lot more background and has allowed me to get familiar with AGS. 









*********EDIT *********

- graphics 100%
- puzzles 100%
- scripting 100%
- music 100%
- sound 30% (I *MIGHT* go back and add more sounds.)
- story 100%

The beta testers are going over the game now... should be released in May.

*********************

This game annoucement thread turned into a development  thread.  So if you're at all interested in downloading and playing the game.... you probably don't want to read any further.

EXPECTED RELEASE DATE: FRIDAY THE 13th!!

- Cogliostro
#276
When I give feedback I like to comment on what I thought was good and suggest areas that could be improved.  Feel free to ignore ny or all of it if you want.

I just completed the game and one word: WOW!  The game sucked me in and I played it until I finished.

In your INFO page you claim not to be able to draw, but I thought the graphics were quite good.  The scope of the world was amazing!  I couldn't believe you went all out like that.  The sound effects were all right.  Great use of Nikola Tesla.  Too often we (indie game makers) are making it up on the fly and it shows.  Research goes a long way to making it all believable.  The reference to "The Prisoner" helped sell the empty world, but it you didn't really capture the *atmosphere* of the empty world.  I'd prefer to offer up some creative suggestion as to *how* that could have been accomplished, but I got nothing.  The puzzles were about right.  I had to get over the idea that if there was a locked door, then at some point I was going to be able to open it.  Personally, I would have like to see the time travel had been used to do more than deliver messages.

Finally, background music would have added a lot to the game.  I've been using: http://incompetech.com/m/c/royalty-free/  It's all free and it sounds great.

Be seeing you,
Cogliostro
#277
Hints & Tips / Re: Lightning Master
Wed 22/09/2010 19:42:18
Okay new set of problems...

Spoiler

In the silo, started generator and turned on batteries.  Setup lightning rod on Castle Rock.

Got the device fron under the manhole cover, set it up at the church.

I cannot get upstairs in the silo.  Am I supposed to know what the password is?

I cannot get into the lighthouse.  I have the capacitor.  The handle on the windmill shows unlocked.  The combo on the windmill looks good.  But the windmill isn't turning and thus no power for the door.

[close]

- Cogliostro

EDIT

Spoiler

I swear I tried that password three times before it worked?!

[close]
#278
Hints & Tips / Lightning Master
Wed 22/09/2010 16:56:09
Old Guy,

Spoiler

Okay, I have delivered two letters.

I can get a lightning rod started at Castle Rock but cannot seem to complete it.  At the moment all I have is a big copper rod stuck in the hole.

I've put two "spheres" into the sculpture in the garden.

I was able to get to the silo and start the windmill there, but the one at the lighthouse will not start.  At the lighthouse the combo is already entered correctly and the brake is off, but no action out of the windmill.

*I ASSUME* that I'm supposed to find actual circuit board components to plug into the various locks that I've found and not wing it with plastic bottles and tin foil (neither of which I've actually found.)

So far I haven't been able to unlock a single door.  Haven't found a use for the shovel either.

Possessions: knife, keys, message, letter, baseball, duct tape, jumper cables, shovel, and notebook.

Hmmm... I think you'd say I'm stuck.   Any general hints?

[close]

- Cogliostro


EDIT

Of course the minute I post the request I find the spot where I can...

Spoiler

Go behind the Masonic Lodge!  Got my hands on two keys and am now in the silo.
[close]
#279

Downloaded it and playing it now.

The scope is amazing.  I can't believe how many different locations you worked up for the game.  I also suspect that the choice of "Many Happy Returns" was something more than coincidence.  The intro makes it obvious that good old Tesla is the title character. 

So far adding up to an awesome game.

- Cogliostro
#280

Short, fun, silly.  Where was your head when you came up with these puzzles?

- Cogliostro
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