Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Danvzare

#341
The Rumpus Room / Re: What grinds my gears!
Tue 28/06/2022 16:58:10
Quote from: Mandle on Tue 28/06/2022 10:38:27
When you mention a horror movie or that you like horror movies to someone and they say, with an air of superiority, "Oh, I don't watch horror movies."
Wow, I've never encountered that before. 8-0
Usually they just tell me that they don't like horror movies, probably because they don't like gory and/or scary situations. Which I can completely understand.

If I did encounter someone like that, I'd probably give them some equally stupid statements of superiority like: "Oh, you don't watch horror movies? How quaint. I personally don't watch soap operas, which is a far more inferior form of entertainment."
#342
This looks like it's going to be a lot of fun. The backgrounds alone, show that you've captured the humour.

Also, voice acting!  8-0
Good luck with that. I know it's quite the pain to include, but also worth it.  :-D
#343
I remember the first adventure game I ever finished on my own, because it was also the first game I ever finished on my own.
It was: Rugrats Adventure Game

Although to be fair, I only managed to finish it on my own, because I saw my dad play through it, and I remembered how to complete most of the puzzles.
My sister said it didn't count because of that.  >:(

Oh, and it's a pretty great game as well. I'd definitely recommend it to anyone who's a fan of the show. It's quite difficult to get it to play on modern PCs though.
#344
Time for an update.

I've been working on the scripting for the bedroom and the kitchen, so characters walk towards the things they interact with, say things when you look at something, that sort of stuff.
I've also been working on character sprites, object sprites (such as opened drawers), and inventory icons. Mostly in preparation to get that first act finished.
Lastly, I've also been working on the living room.



#345
Autumn of Death: Black Friday II is the sequel to my point and click adventure game, Black Friday.

It's been twenty years since the incident, but the killer scarecrow has finally come back. Will this brand new group of five teenagers be able to accomplish what their predecessors failed to do, and rid the world of this pumpkin-headed scarecrow once and for all, or will they end up barely surviving a traumatizing event that will haunt them for the rest of their lives?

A homage to the slasher movies of the 80s in the form of a point and click adventure game, with some gameplay elements reminiscent of the Clock Tower series. With multiple endings, longer puzzles, and a deeper story, this is sure to please any fan of adventure games, horror, or slasher movies in general.


Screenshots:







Current Progress:
Story--  100%
Puzzles-- 100%
Graphics--  100%
Scripting -- 100%
Music/Sound-- 100%


Release Date:
Depending on when I get feedback on the beta version, it could be anywhere from the end of this month to sometime next month. More info once I'm certain, but definitely soon either way. I'm aiming for the 28th of November though, and I think there's a good chance I'll make it.


Development Diary:
17th June 2022
I've made pages on both GameJolt and Itch.io to use as DevLogs.
I'm planning on making this my first ever commercial game, so obviously I'll need to up my game in terms of art and quality, as well as come up with a good price.
(Is it too ambitious to want to sell it? If you have any advice or if there's something I need to know beforehand, please share it.)

24th June 2022
I've been working on scripting, sprites, and the living room.

You can now open all of the cabinets and drawers in the kitchen!

1st July 2022
This week I've been mostly polishing up that first act. Drawing character sprites, refining backgrounds, making animations.

8th July 2022
I gave some of the animations and backgrounds a first pass.

I also finished Act 1. Other than a few missing animations (including graphics that need another pass), it's pretty much playable without issue.

15th July 2022
I've done all sorts this week, including giving the backgrounds another pass, adding interactivity to the rooms, making inventory icons, and working on yet more animations.

22nd July 2022
This week I finished the inventory icons, added lip syncing (although there won't be voice acting), and sorted out most of the room interactions.

29th July 2022
This week I worked on act 2, polishing up a lot of the cosmetic details.

There won't be an update next week as I'm going to be taking a short break. But there will be an update the following week.

12th August 2022
I worked on the ending cutscenes. But they still need custom animations for that extra bit of polish.

I also implemented a note that you can pick up and read.

19th August 2022
This week I've been working on the main menu and the credits screen, as well as the game's music. Also the microwave after you've put something inside it, and the character wielding the weapon they use to attack the scarecrow.

26th August 2022
This week has been about polishing and removing placeholders.

I've worked on the main menu some more, the downwards sprites for two of the characters, a proper pixel-art version of the logo, and the basement's fusebox.

3rd September 2022
I gave the fonts another pass, made and implemented an animation for the scarecrow, and started working on making the characters actually sit down on that sofa in the intro.

9th September 2022
This week I finished off the introduction, the animations for the endings, and started going over all of the backgrounds and improving them, having just finished the basement.

Lastly, I finally added the game over screen.

16th September 2022
This week has been all about improving the artwork for the rooms. I've been adding objects, shadows, and foregrounds, among other things.

The game looks way prettier now.

23rd September 2022
This week I spent all of my time coding in responses for everything I drew in the rooms last week.

I also made a credit sequence, to give the game a bit of extra flair at the beginning.

30th September 2022
This week I fixed a few problems, such as missing sounds and animations. I also improved art used in the last game, so it's more consistent.

I added an extra step to one of the puzzles, and been working on an easter egg.

7th October 2022
I've been working on the smaller stuff this week, such as bugs and missing art.

Next week I plan on brushing up the menus and GUI elements, and finally make some icons for the game. Then it's testing time.

14th October 2022
This week I've been prepping myself for entering the polishing phase by doing up the GUI elements and making an icon for the game.

I'm very proud of how the icon came out. It took me an entire day to make it though.

21st October 2022
The polishing phase continues.

I've been fixing more than just bugs though. I've also put hints into places where someone might try a solution, correcting and improving artwork, and just generally polishing everything up.

28th October 2022
The polishing phase continues apace. It's taking a lot longer than I expected, but I should "hopefully" be out of the pre-alpha stage sometime next week and into the alpha stage.

4th November 2022
This week I finished spellchecking the script, and I'm now alpha testing.

I've fixed a few minor problems already, a missing hint here, a bigger clickable area there. I also added an additional puzzle.

Next, beta testing.

11th November 2022
This week I fixed up problems found during alpha testing, and have sent the beta off.

Now to wait to hear back from them. If there's no update next week, it's because no progress has been made as I'm still awaiting feedback.

22nd November 2022
I've finally uploaded a trailer announcing my game's release date.

28th November 2022
Fixed up some more things according to feedback from the beta test phase, and uploaded the finished game.
#346
It inevitably gets us all. I'm glad it hasn't hit you as hard as it's hit some people.
Get well soon.
#347
Quote from: Babar on Tue 14/06/2022 09:10:23
Thanks for the interesting comparison! I can definitely see images where the EGA art was made to utilise the the limitations in cool ways, and the VGA update simply "Filled in the inbetween lines" and ruined it. Sad that they didn't go back to the "lineart" and properly make use of VGA.

Still, I get the feeling that a general preference to one or the other is almost completely based on nostalgia and what you grew up with. I'm guessing that Darth and LimpingFish are a couple years older than me, and their "formative" games are the ones that initially came out in EGA. For me, while I caught the tail end of the EGA train, most of the "formative" games I played in childhood were VGA, and I really like the oomph the extra colours bring.

I couldn't agree more on everything you just said.  (nod)
#348
Shantae and the Pirate's Curse is currently free on GOG for the next 40 hours or so.

#349
I feel like emergent gameplay is something that's actively avoided in modern games, to the point where I've noted instances where it's been patched out.  >:(
Such a shame too. Games from the 80s seem to have had this dream where they could simulate the world if they tried, but they just didn't have the computing power to do it. But that dream seems to have all but died.  :~(

The only adventure game I know of with truly emergent gameplay is The Hobbit (1982), and I highly recommend you looking it up and seeing what I mean, specifically Wilderland.
I'd love to see a modern adventure game that took on and expanded on those ideas. It's a little beyond my abilities though.
#350
Basically what Babar said.
It's also quite common to use sketches and test sprites as placeholder artwork while you program your game, but before you've finished your artwork. That way you can just replace the artwork as needed.
#351
The Rumpus Room / Re: *Guess the Movie Title*
Mon 06/06/2022 20:36:57
Well it's obviously St Trinian's (2007), but since Snarky more or less got it, I think he should take the next turn. (Besides, I don't have any ideas for a movie to use.)
#352
The Rumpus Room / Re: Name the Game
Fri 03/06/2022 13:02:23
Quote from: Frodo on Fri 03/06/2022 12:45:06
Iru?
That's right!  :-D
Your turn.

By the way, how did you manage to figure it out? Have you played it before?
#353
The Rumpus Room / Re: Name the Game
Fri 03/06/2022 12:35:16
Some good guesses, but all wrong.

#354
The Rumpus Room / Re: Name the Game
Thu 02/06/2022 18:24:13
This one should be a lot more difficult:
[imgzoom]https://twentyquidamusements.thecomicstrip.org/files/name_the_game/namethegame04.png[/imgzoom]
#355
Looking through them all, while there are a few where the EGA version clearly looks superior, I personally think on the whole, the VGA versions look better.

Quote from: LimpingFish on Wed 01/06/2022 21:17:47
I'm not sure if it's a nostalgia thing, though.
The problem is, I'm not sure if my opinion is affected by nostalgia either. My earliest gaming memories are of an Amiga, which is much closer to VGA than EGA. As such, I'm fairly sure I have a preference for anything that looks or sounds even vaguely like it could be on an Amiga.

I also didn't play any adventure games until my dad got a Windows 95 computer, mostly because he's always been more into his platformers and he didn't have any adventure games on the Amiga.
#356
The Rumpus Room / Re: Name the Game
Thu 02/06/2022 15:36:58
Quote from: Frodo on Thu 02/06/2022 14:34:48
This will probably get guessed straight away.   :grin:

[imgzoom]https://i.imgur.com/vi9eIhA.png[/imgzoom]
You're right, someone will guess it straight away.
It's The Hobbit, specifically the 2003 game adaptation.
#357
If you're making a school project, then I agree that BASS is probably the best choice. Keep in mind that you don't necessarily have to use the right mouse button. You could have both buttons do the same thing, and only have the character examine objects that they can't interact with.

I personally wouldn't recommend that you use the other templates.
You need to know what you're doing with those, and be willing to make puzzles that incorporate all of their functionality.
Your first game shouldn't be too complex.

Each interface has it's own pros and cons, and you can find some debates on this forum about which is considered the best.
The best way to find out which one you prefer though, is by trying them all out. Preferably in some classic games that they were used in. So a good selection of games to play would be... Beneath a Steel Sky, Space Quest 4, Curse of Monkey Island, and Day of the Tentacle.
#358
Quote from: Babar on Mon 23/05/2022 09:18:17
I was asking for some recommendations of courses, especially stuff that would be related to developing adventure games.
I doubt you're going to find anything on there about developing adventure games specifically. It's way too niche of a subject area.
But you could probably find things that could indirectly help you in developing adventure games. For example, I remember finding this Youtube video that introduced you to the basics of music theory, that was really useful, and it was also meant to serve as the creator's advertisement to a collection of videos you could pay to get access to. It wasn't SkillShare, but it was functionally the same site.
So what I'm trying to say is that you could probably find something useful about making music or writing stories. I have no specific recommendations though, because I've never used the site.

If you really want to find something related to adventure games specifically, I'm afraid the best you can probably do are articles that people have written down. Whether in blogs or even in peer-reviewed articles.
Surprisingly if you look up adventure games on Google Scholar, you'll find quite the plethora of articles. But of course, those don't tell you how to better make adventure games, but rather what makes them appealing or unappealing (which you can then use to influence your design decisions). Although I'm pretty sure after twenty years, you already know how to make a decent adventure game.
If you ever do decide to go that route, I'd highly recommend anything written by Clara Fernandez-Vara, because she truly gets the genre in my opinion. The dissertation she wrote for her PHD is well worth a read. It's basically an entire book describing adventure games and why some people find them enjoyable.  (nod)
#359
General Discussion / Re: Star Wars Movies
Tue 17/05/2022 16:40:13
Quote from: milkanannan on Tue 17/05/2022 11:46:13
I'm sorry to bring the thread back, but I just want to talk about upcoming Obi Wan and just generally all things 'Star Wars'. Hope nobody minds taking the discussion that way.

So...who else is stoked about Obi Wan? 10 days countdown now. I can't wait to get some additional background on Anakin/Darth's relationship with Kenobi and maybe even some background on Luke and Leia's upbringing. Hopefully they do something to help flesh out Ahsoka's place in the universe too because at the moment her story feels a bit disjointed between the movies, Clone Wars, Mandalorian and Book of Boba Fett.

Personally, I'm not going to watch it unless I hear it's worth watching, like with The Mandalorian. I've come to realize that just because it has "Star Wars" in the name, doesn't mean it's automatically going to be good.
I've recently learnt that about all major franchises now. It turns out if you pick and choose the good stuff rather than trying to consume it all, you actually have a much more pleasant experience with those franchises that are constantly pushing out new content on an almost monthly basis.
#360
I remember once encountering a tech demo made in Flash that showed off bump-mapping. The light source followed the cursor, and it was very cool, especially since it was entirely 2D (this IS Flash we're talking about after all).
After spending a little time looking for it though, I can't seem to find it. But it's no wonder, I think it was about 6 years ago when I last saw it, and Flash has been discontinued since then.
SMF spam blocked by CleanTalk