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Messages - Funkpanzer

#41
Critics' Lounge / Re: World map art
Thu 13/07/2017 19:12:22
An alternative to adding more trees, etc. could be making all the location markers a bit larger so it's easier to see the illustrations.
#42
I played through everything with my partner over the weekend and we had a blast! I have a strange urge to thank everyone for making these...

Rosaura Docelestial
I'm impressed by how quickly you managed to finish this and I was really into how earnest and sympathetic the story was. The accents were the only off-putting thing, and made the game a bit difficult to read. Your characters are interesting without them! I hope you'll revisit this at some point because I think it's a really pretty story.

The Robolovers
Absolutely gorgeous on every level! I love the dialogue and especially anything to do with iGore. It all had that nice lived in smell to it.
Spoiler
My gripe is how dark the game got at the expense of sex workers for humour or tension. The game never really took itself seriously until you meet the janitor and he starts talking about robots being beaten. I know they're just robots but you have such a fun, empathetic game and it bummed me out way more than I think was necessary.
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Bustin' the Bastille
Spoiler
I have a recurring nightmare. At first it's the sound of a bird's wings or distant gunfire. I try to run the other way but still it gets ever closer and louder until I have my eyes clenched shut and my palms pressed to the sides of my head. I scream but it's not my voice I hear… my lips flap and my tongue flicks violently but all that comes out of my mouth is a thick, wet “POP!”
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HangOn
The muted palette and friendly puzzles were just what I like on a lazy afternoon. 8-)
Spoiler
The one thing that bugged me though… the stalactite! I have a ski pole! I'm gonna whack that thing, or jam it in the crack I made! Why couldn't I just grab the cog with it? I think it would help alot if items could be lost or if there were explanations for why certain combinations didn't work but the amount of polish on everything and the fact that the solutions were still logical in some way made up for it.
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The Rotary Club
This shit got me PUMPED UP! I didn't get very far but we laughed the entire time. It reminded me a lot of 90's Apple shareware (in a good way!). I don't know what the solution is for the difficulty and those of us that aren't good at these things but I would definitely spend more time with an updated version that skipped the menu and instructions after a crash.

Terror of the Vampire!
I walked through that gas lantern just to see it distort everything so many times… I love the amount of care that went into this game's visual style. My favourite part is the "Psychoanalyze" animation, I just wish it played every time!

Between the dialogue often filling the screen and the high-contrast of the text, I got lost and never quite knew what I was trying to do. Because the game is so dark, it might help to have the text UI background be a slightly darker colour. I'm also going to have to agree with cat for some of the characters. I ended up skipping through some dialogue and got stuck while trying to avoid him telling me I couldn't leave again.

All that said, I played Terror 2nd to last and I'm excited to do a fresh headed play-through this weekend and finish the game with a better idea of what's going on!

Forgotten City
There are a lot of fun ideas here and I'm pretty damn excited to get my hands on Neofued while you expand on this. I also really appreciated your live dev streams. The art style really sells the dark future, everything looks like it would be sticky and smell terrible.
#43
Quote from: cat on Mon 10/07/2017 19:53:59
Spoiler
I should give Ernie a special item but I don't have anything beside my comb, the hotdog, a can of soda and a few coins. On the beach there are two new girls but I can't interact with them.
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It is both a bug and a dead end!

Spoiler
You need to be more careful with your money.
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#44
@Hobo
Spoiler
You're supposed to be able to give him food but it appears I completely forgot to link that option up...
[close]
@Cassiebsg: Oh no! Thanks for all the notes!

If you click the upper-right corner it brings up the menu but for some reason the button is invisible. I'm sure it's something simple.

Thanks for all the feedback. I'm glad you're all having fun with it, it's really motivating!

edit: It turns out the script that opens and closes the fannypack was conflicting with the script that hides the fannypack and menu button.
#45
Quote from: Riaise on Thu 06/07/2017 14:35:18
Spoiler
Nice graphics, with really good animations and sound effects which worked very well. The puzzles are bit simple, although the solution to finding the code was a neat idea, and the story itself is sweet. It would have been nice to have had a proper ending, but I understand you wanted to leave it open so you could link up the events with an existing game. Overall, great work!
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Thanks for the feedback! I ran out of time and couldn't add in the last two scenes! selmiak very kindly pointed out that I needed to give in and just post what I had at a certain point.

Yes to the spoilers please, not everyone will see that scene!

edit: Could selmiak be added to the Bury Me credits? He made himself available for a lot of testing and took on some of the animations I didn't have time for. My bad for not making that clear!
#46
Quote from: Stupot+ on Wed 05/07/2017 04:51:04
I've got a theory...

You are correct and you absolutely made my day.

I've been chipping away at what's left and hope I can have a working beta by the end of voting! :-D
#47
Thanks for playing!

Regarding the inventory, I think I know how you ended up with six items and that is definitely a mistake.

Spoiler
Ernie is not supposed to give the player a whistle unless they've lost theirs. Or did you find another way to have six items that I didn't think of? :P
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The dialog options not appearing is because I seem to have made a big mess of the end of the first act but I think I found the error.

Spoiler
Do you remember what you did during the fight with Gilda?
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#48
I've upadated the MAGS version to let you know when you've reached the current end of the game and fixed Pierrette's dialogue giving the wrong instructions! :-[
#49
Soooo apparently having players wander around aimlessly until I tell them "Oh yeah, this is as far as I got with programming..." is not a very good way to get people to enjoy your game! I've added a little "To be continued..." pop-up in place of the missing ending and fixed some game breaking bugs that people have found. I hope that's alright!

Congratulations to everyone for getting in these amazing looking games!
#50
AGS Games in Production / Bury Me in the Sand
Mon 03/07/2017 00:17:34

It's the last day of summer and there's only one thing on your mind. Growlton local Ernie has caught your attention and with a do like that, who could blame you? You've spent the whole summer edging closer and closer to sealing the deal and with only one more day of summer the pressure is on! Will you be able to cultivate your budding romance, all while keeping a cool head, and serving your duties as Growlton beach's most helpful lifeguard?



Bury Me is a prequel to my main game project, Fish Life. I thought it would be a fun exercise to flesh out some of the background characters with a story like this for MAGS and I'm pretty happy with how things turned out! Props to selmiak for helping finish the walking animations and testing all month!

I'll be posting an update to fix the endless myriad of bugs and the last few scenes once voting for MAGS is over.

Progress:
Story 100%
Scripting 70%
Sound 90%
Music 100%

Spoiler

v1.9.5a - July 3rd 2017, 9pm EST
- Fixed a game breaking bug that stopped the player from starting the George questline
- Pierrette dialogues fixed (again)
- Buying items doesn't break the inventory anymore!
- Removed potential duplicate items
- Fixed missing Ernie dialogue in 2nd act
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#51
This is definitely not how I wanted people to experience this story but I still feel really good about what I managed to make in a month! Thanks for letting me work out my bugs until the end of the day Stupot+, and thanks for your help selmiak! I'll post version 2.0 at the end of the day in the game thread but feel free to judge based on this version.



Bury Me in the Sand v1.9a

Regarding anyone trying to play to the end:
Spoiler
Once you're told to look for Christopher, the game is basically over until I can link up the rest of the events. :~(
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edit: Game thread!
#52
Aieeee! Great job everyone! I've still got a ways to go before turning this adorable little mess in and will probably be on it until midnight EST if that's alright!
#53
Here's a riveting screenshot to keep this party going!

#54
Quote from: SilverSpook on Sun 25/06/2017 21:39:16
Man, I'm going to be the last one finished aren't I!?

I promise you that will be me. I "wasted" a whole day adding X-Ray specs to my game because of your fancy schmancy mechanics!  :P

@Pilchard: Your game looks gorgeous! Congrats!

#55
Quote from: Mandle on Wed 21/06/2017 01:45:34
What's this "HQ render"? An engine feature?

If you use the DirectDraw 5 driver you can set the Filter mode to Hqx in setup after the game is compiled. I don't know if you could change it while the game is running though, that would be pretty sweet.

Glad to see you're joining the fray, Mandle! Looking forward to accidentally flying that helicopter into a mountain. :-D
#56
I've fallen madly in love with the HQ renderer. It looks like a pad-print!

#57
1. xBranex
2. Rocchinator
3. selmiak
#58
Quote from: Ponch on Fri 09/06/2017 16:38:22
That game looks great, Funkpanzer. But I don't recall giving you permission to use my likeness as a model for the fellow with the umbrella. :=

I may have taken one or two liberties with your private life... :sealed:
#59
These entries are looking sick, I can't wait for the end of the month! :-D

I have all of my set pieces and backgrounds roughed out as of last night and the story seems to not be completely confusing according to one other person. Here is the player standing by the ocean while an unsuspecting beach-goer snoozes...


#60
I'm working on a short mellodrama currently titled "Bury Me in the Sand" about a young studly lifeguard on his last days at the beach.



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