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 - Dualnames

#481
The Rumpus Room / Re: *Guess the Movie Title*
Sat 01/08/2015 06:31:18
Alright, so, if anyone wants to take my spot, please do, I don't have an idea for a movie right now, so, plz take my spot by force and post an image.
#482
I'm no longer part of the AGS Blog, btw, I left in December, and I have absolutely no intention of coming back to it. Reasons concerning my leave, I'd rather keep personal. So concerning the blog, since I'm no longer affiliated with it, perhaps you should bug SSH about it.
#483
I don't mean to force a situation, but I know how hard it is to work on something and have no financial support, and what I'm trying to say, is I, personally, wouldn't mind sending money your way, whether you're opting for that or not, it's something I feel would be right, knowing you'd spend so much time working on this. I'm not saying you're a money kind of guy, or that you would do this only for money, i just feel in this case, money would work as a facilitator, making things easier. If it's pictures of cat you want instead, I would gladly take pictures of my kittens, if that helps you in your task.

I appreciate all your efforts so far, and you've given so much, and i'd like to give something back, whatever that is.
#484
The Rumpus Room / Re: *Guess the Movie Title*
Fri 31/07/2015 20:19:26
Konstantine, or however that keanu reeves movie is written.
#485
I would wholeheartedly donate monies your way.In fact I'm sure that the community could rally behind Snarky's suggestion.
#486
Aren't you missing something grok? :cheesy:
#487
"Bright lights, big city", was something that he has caught a numerous amount of times, being uttered. Confusingly enough, however, it meant the world to him. It wasn't about being able to boast about it to his friends back home. To any other kind of man, that would be the one and sole perspective, but he was different. Unique as two objects that look the same. Identical, but diametrically different to the eyes of someone that doesn't get bedazzled easily. Like two drops of water, he was alike to others, but fundamentally unique, yet it didn't matter to anything for him. Low self-esteem and completely no confidence had ruled over his pitiful and uneventful life, like a lover he was fully surrendered to his emotions. Every night the closer he'd get to living, was by lighting up his LCD screen. But that was also his way out of it. Through observation, he begun creating of an ideal image for experiences actively denied by his own choices. Everything, was beginning to take its toll on him. Finding excuses became a hobby, a necessity to cope with his own inefficiencies. By justifying his actions, at least, it was possible for him to cope with his routine, a cage masterfully created throughout the years, a cage he has imprisoned himself in.

I WILL EDIT THIS MORE RESERVING SPACE THIS IS UNFINISHED.
#488
oh wow, WOW MODS THANKS A FUCKING EURO <3
#489
I'm baffled honestly i've been reading what you wrote a couple of times, and I can't make any sense. At least in first, the } and { need to be removed. And this: player.AddInventory(iAleMug) needs to be player.AddInventory(iAleMug);
#490
Also a silly way to solve this is by doing the most common checks. Rectangle checks.

So you can do this, not very advised when regions exist, but here it is anyway.
Code: ags

function repeatedly_execute()
{
  //this will constantly run a check on a 40x20 rectangle area.
  if (cEgo.x >= 50 && cEgo.x <= 90 && cEgo.y >= 100 && cEgo.y <= 120)
  {
    //do ur thing
  }
}


#491
I think the best idea is when someone makes a wrong post, issue a warning to m0ds. If m0ds gets 100% warning ban him. problem solved.
#492
@DaveGilbert: <333333 Thankies Dave
@Cassiebg: Things have changed a lot from that MAGS game, like I said keyboard support has been added and so has controller support.
Most importantly, there was a high difficulty curve on the MAGS version of the game, and with the controls it made lots of people give up, so that has been fixed as well.
#493
All 3 games deserved to win honest.
#494
@xil: The 12 chapters are going to be released on the first release, probably will plan more later, depending on the reception.
@Elephant: Thanks Amelie <3
@Midian Design: Why, thank you sir.
@CaptainD: <3

@Fitz: Whilst, it begun, as heavily inspired by HM, I've tried to deviate (in a good way) from the norm of the first game. I thought a lot about licensing tracks to be honest, but I've tried to get ahold of two tracks, and they're a bit quiet about it, so I gave up on that idea 6-7 months ago, so I ended up working on the music myself.

Some tracks:
Main Menu song
Some chapter's song, i don't recall where this one is used exactly. :P
Not the official trailer yet, this is some draft we're pondering about (it features the song in the link above)
#495
@Chicky: Yeah, gamepad and controller are available, so you can switch to them, and forget about the mouse. :P
@Shaun1991: I can't say how much of a great person Shaun is on twitter, guys, this guy has shown me and everyone he can so much support <3
#496
xil, that was nice, very short, but 5-20 minutes well spent <3

Sound design is spot on, and generally very creepy atmosphere and nicely drawn.
#497
@qptain_nemo: Awwwwww <3 That support goes so appreciated.
@kconan: ^__^
@MiteWiseacreLives: Several stuff, I've gathered from personal experience, others from articles, tutorials, videos, you name it. An awful lot is observation and implementation of said observation. I wouldn't mind doing a post-mortem or sharing code snippets at all.
#498
I may be incredibly dumb right now, but i don't understand what exactly this does.
#499
@AnasAbdin: <3 Thanks, I have to say Andrea is one of the finest guys to collaborate with.
@LostTrainDude: ^_^
@selmiak: We want to deliver the best game possible, honestly. We are currently on the beginning of chapter 10, and it takes about 1 month or so per chapter. Both me and Andrea, don't want to rush things and get this out, just to get the game out. We've put so many hours on this game, it'd be stupid not to spent time polishing and re-fining things.
#500
-------------------------------------------------------------------------------
>> GAME IS RELEASED - GET IT HERE! <<
Visit the link above to find details on the completed game!
-------------------------------------------------------------------------------

Wormwood Studios Presents



Until I Have You, is a story-driven, fast-paced, retro-aesthetic platformer. Engulfed in a cyberpunk setting, sunk in 80s synth pop melodies. The game is heavily influenced by movies such as Blade Runner, Brazil, Perfect Blue, anime like Neon Genesis Evangelion, and games like Snatcher, Hotline Miami, Strider, Megaman and Canabalt.

Driving you to the edge of your seat as you hit n' run through enemies it aims to recount a thrilling story of regret, love, corruption, and things gone haywire, under the strong, vibrant neon lights of a city that just, doesn't give a damn. This is the story of the ARTIST, a talented thief, who in his attempts to quit business finds himself in a situation he can't back out from. His wife, Emily has been kidnapped to extort him. Through the acquisition of an exoskeleton, he will lead a suicide mission to get his wife back. The catch is while the exoskeleton offers him all this power, it comes with a cost. Hallucinations, caused by the use of the suit, have a dominant role in the game, as they slowly create a trippy/dreamy world engulfing the player, making them unable to separate real life and dream.

How much of himself is he willing to sacrifice to get her back?

"When you gaze long into an abyss, the abyss also gazes into you."






Always feeling that games have gone too soft on us, we're attempting to create a game that rewards character skill and allows you to exploit the game mechanics and physics based on this fact. The possibilities are practically endless, provided you can execute them. Also, we've decided to limit the weapons of the game on usefulness rather than ammunition. So that means while there's no limit to how many times you can shoot a weapon, it doesn't mean that you should, or that it's overpowerered. We've balanced things through circumstances, not by cheaply removing ammo.

FEATURES:

  • A game that evolves as you progress, passively increasing your ability to play it.
  • A unique interface, but also offering full keyboard and controller support (for those that don't have a mouse, or prefer to play the game differently)
  • 12 Chapters planned, each chapter being consisted by 5 stages. So in total: 12 boss fights - 60 levels.
  • Strong atmosphere.
  • Cinematic cutscenes.
  • An arsenal of futuristic weapons
  • 16-BIT Era Graphics blended with various visual effects
  • Parallax Scrolling beyond your wildest dreams.
  • Rich and Diverse Soundtrack

RELEASE DATE:

We're under contract with Digital Tribe Games, and so, the release is set around April of 2016.


TEAM:

James Spanos - Programming, Music, Design

"I've worked on several games most famously known for The Cat Lady, where I coded the interface, Downfall, where I fixed the interface, and Primordia, where I coded the entire game, plus the interface. I've been a huge fan of games such as Megaman, Strider and always wanted to built a platformer that deviates from the norm and gives the ability to the player to perform extraordinary stunts and tricks, if he masters the controls, and that it should feel limitless, as if he's bending the world to accommodate his skill. That is why I've started working on this with Andrea Ferrara. We share our passion for challenging games, and old school graphics."

Andrea Ferrara - Graphics, Design

"Before becoming an active member of the Adventure Game Studio community I used to work alone on games; writing, programming and making the art. I worked on a couple of indie adventure games released as freeware that became quite well known in the net, such as “Donald Dowell and the Ghost of Barker Manor”. When a couple of months ago James showed me a very early WIP of “Until I Have You” (made with placeholder graphics), I instantly realized the huge potential of that game and told James "you just have to let me make the graphics for this!".


For more screenshots, you can check our website, which is rather under construction.

http://www.untilihaveyou.com



And follow me or andrea on Twitter.
SMF spam blocked by CleanTalk