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Messages - Danvzare

#1221
The Rumpus Room / Re: The 4 word story thread
Tue 24/07/2018 14:08:44
fabled Monkey Island. Hitherto
#1222
Who's Hitler?
#1223
OH MY GOODNESS!
I literally thought this game was never going to get released. Actually, I thought that it was cancelled!

I remember this being one of the first things I found when I first got onto the internet, since I looked up to see if there was or ever would be a Day of the Tentacle 2.
Back then, I didn't know it was a fan game. :-[
#1224
Quote from: Retro Wolf on Sat 21/07/2018 14:25:00
Poirot Junior is on the case! Fun game to play, I advise using a notepad to make notes, and wear a detectives hat.
I make about a dollar a year in ad revenue on GameJolt, I don't do anything with the credit so thought I may as well pay your asking price.
Well done!
Oh my goodness, thank you so very much! :-D
You have no idea how much this means to me. Thanks again! :-D
#1225
Thanks so much everyone, it means a lot. :-D

Quote from: Mandle on Fri 20/07/2018 15:26:56
Oh, I noticed a typo:

"I think saw" should be "I think I saw" when you ask about proof.
Also, thanks for pointing out that typo for me. I just fixed it and reuploaded the game.
#1226
I'm more inclined to B, because I believe that you should find the door before finding the key. I do not like picking up an item at the start of the game, whose use is only at the END of the game. I would much prefer it if I could only have acquired that item at the end of the game. I remember Thimbleweed Park having a few items like that, which was jarring since Ron Gilbert was the one who came up with the concept of finding the door before finding the key. As a matter of fact, I think it was a literal key as well. ???

But as everyone else has been saying, it can be really weird when a character will refuse to pick up one item, saying he doesn't need it right now. I suppose it can make a nice joke if you do it once, but otherwise you'll want to make that item unavailable in some other way. So that people will know for certain when they can pick it up.
#1227
The game is now FINISHED!
Find the completed game thread here.
Feel free to close down this thread.

Damn, is it stressful to release a game. I'm just glad it's over. Here's hoping nothing went wrong. :undecided:
#1228
Private Detective




Click here to download.

Summary:
Private Detective is a procedurally generated murder mystery game, where you must solve randomly generated crimes by finding leads, questioning suspects, and gathering evidence from the crime scene to compare with samples found in the homes of the suspects. It plays a lot like an adventure game, but with a lot more deduction and a lot less inventory object puzzles.

Details:

  • Two-click interface: left-click to interact, right-click to examine.
  • Contain mild references to violence, alcohol, and tobacco.
  • Cases take six minutes on average to complete.

Specs:
320 x 200
32 bit color
d3d
#1229
Critics' Lounge / Re: Verbcoin Interface
Wed 18/07/2018 19:35:52
Quote from: Babar on Wed 18/07/2018 12:32:31
Quote from: Danvzare on Wed 18/07/2018 10:46:34
or you can make the verb coin appear, and have the use command pick it up so you can use it, thus annoying the hell out of you since you always have to click twice to use an item.
But every single interaction with the verbcoin is already like this- you always have to click twice to use do anything at all. Why would it being in the inventory bother someone more?
Because you're clicking more.

Think of it like this, on the 9-verb interface, to open a door you click on open, then you click on the door. That's 2 clicks. To use a key on a door, you click on a key, then you click on a door. That's also 2 clicks. In the worst case scenario, you click on use, then you click on the key, then you click on the door. That's a maximum of 3 clicks.

Now with a verbcoin, to open a door you click on the door, then click on open. That's 2 clicks. But to use a key on a door using your interface, you have to click to open the inventory, click on the key, click on the use button, click to exit the inventory (because if the inventory automatically closed, you wouldn't be able to combine items), then finally click on the door. That's a maximum of 5 clicks. You could lower it down to 3 clicks though, by having the inventory pop-up like in a BASS interface, but would that be enough?

It seems as though your way of doing it, is probably the best way of doing it without using the right mouse button. (Because the way I suggested earlier would get rid of the look command.) The question is, is it important for us to only use the left mouse button? I think so based on the problems people have with the BASS interface. By using only the left mouse button, we're giving the verbcoin a pretty strong benefit. But I could be wrong. I'd love to hear what everyone else thinks.
#1230
Firstly, I love the concept, and those backgrounds are incredible! The sprites are a bit bad, but I'm sure they'll be improved later.

Now, as for the potential legality of this.
This is cutting it close. Fan remakes are always illegal as far as I know, but most fan remakes are for game that are quite old, and so no one really cares if they're remade. Thimbleweed Park was released last year!
Buuuuuuuuuut, assuming this fan remake is ever finished, then by the time it is finished, Thimbleweed Park will be getting close to ten years old (I mean just look at how long Night of the Meteor and Meteor Mess 3D are taking). In which case I think Ron Gilbert would be glad for the free marketing of the game he made that no one is buying anymore. Heck, by that point in time, I bet Thimbleweed Park would have been given away in a giveaway on GOG or something.

So I wish you guys luck.
Keep us updated.
#1231
The Rumpus Room / Re: The 4 word story thread
Wed 18/07/2018 11:06:41
chest is opened, you
#1232
I don't think that's a Grim Fandango reference. Although this film should have had a Grim Fandango reference.
I'm still slightly sad that there isn't one.
#1234
The Rumpus Room / Re: Name the Game
Wed 18/07/2018 11:00:07
Little Big Planet?
#1235
The Rumpus Room / Re: What's on TV?
Wed 18/07/2018 10:59:25
Star Trek?
#1236
Quote from: timewizardstudios on Wed 18/07/2018 02:48:49
Yeah this is actually something I'm worried about. I don't know if the taunting as you call it will be funny to the player or if they will see it as annoying and pretentious writing. I guess I will wait until I have a lot more of my script done and ask people to critique it. I'm not worried about them rage-quitting I'm more worried about if it's hacky writing. 
Yeah, don't taunt the player for attempting what seems like a stupid solution. If they thought it was stupid, they wouldn't have tried it. It's very disheartening, and it has certainly put me off a few games.
A better idea is to have the character call themselves stupid for not being able to figure out what solution the player was thinking of.

As for how to write a point and click adventure game. I personally just make it up as I go along, writing directly into the game code. I suspect that this would only becomes a hassle when the programmer and the writer are two different people.
#1237
Critics' Lounge / Re: Verbcoin Interface
Wed 18/07/2018 10:46:34
Ok, after a lot of thought, there's one problem with verbcoins, that I can't figure out, which no one seems to ever mention. The inventory.

If you use the left mouse button to bring up the verb coin, then what happens when you click on an inventory item?
You can either have the item be picked up like the BASS interface, thus preventing you from brilliant puzzles like using bubblegum with a talk command, or you can make the verb coin appear, and have the use command pick it up so you can use it, thus annoying the hell out of you since you always have to click twice to use an item.

Alternatively you could use the hold left mouse button to bring up the verb coin, but we've all already established that is a terrible idea,

Lastly you could use the right mouse button to bring up the verb coin, but I think that's only slightly better than holding the left mouse button in.

Which means the best way to handle the inventory is by not being able to interact with inventory items using the verb coin. Which in my opinion, defeats the purpose of having a verb coin. :-\

Does anyone have any ideas?
#1238
The Rumpus Room / Re: The 4 word story thread
Thu 12/07/2018 19:19:21
across the heavens to
#1239
Alright, this is silly request, so feel free to ignore it. But I would rather like to be able to move my character via the arrow keys when I'm not writing anything, and when I am writing something I would like the arrow keys to move through the text.

My reason being that I sometimes like to turn around, and clicking to get into the perfect position all the time can be quite fiddly.

But there are no doubt much more important things to address, and I suspect this would be difficult to implement. So once again, feel free to tell me that this is a stupid request. :)
I had to at least ask it though.
#1240
I've added more variety to rooms by making the wallpaper and carpet randomly change.
I've also added the possibility of pictures appearing on the wall. I'm currently using scaled-down colour-decreased versions of the sample pictures that comes with Windows 7. They fit surprisingly well, and I'm even considering keeping them in there. But maybe I might take a few photos just to make sure everything in this game is 100% mine. Some feedback on this would be appreciated.
I've also changed the city background, making it look much better.
You can also get a game over if you falsely accuse someone three times in a row. In other words, if you end up with three unsolved cases in a row.

But the most recent change has been the addition of cutscenes. After 10, 25, 50, 75, and 100 cases, you'll get a small cutscene with the bartender. This eventually culminates in an ending of sorts. I don't expect anyone to try and complete 100 cases just to see that ending, I just added it so anyone enjoying the game, has an excuse to keep playing the game.
There are also two endings, one if you solve every single case with no unsolved cases, and one if you get at least one unsolved case. The "good" ending is quite lackluster, but I had to include it, because the "bad" ending wouldn't make any sense if you solved every single case without problem.

[imgzoom]https://orig00.deviantart.net/2cdb/f/2018/193/5/2/cutscenes_by_danvzare-dch0r9n.png[/imgzoom]
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