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Messages - Funkpanzer

#61
Thanks guys!

@Nixxon - I love how much movement you've crammed into that colour palette.

@Danvzare - He looks like he's going to throw dice at any moment. It's perfect!

I love how disparate everyone's ideas and approaches are every MAGS.
#62
I started this weekend and convinced a friend to help me write some of the dialogue and text as most of the puzzles will involve reading and dialogue. You play an android with the ability to jump between two points in time as they attempt to rewrite the present (or future depending on how you look at it!). So far it's like a very confusing cross between 12 Monkeys and Edge of Tomorrow without any of the action sequences. :-D




Writing about time-travel is haaaaaard!
#63
Great theme, Mandle! I like that this is the third MAGS theme dealing with changes in the last while and no less in a time where time-travel seems like the only way to fix things... :~(
#64
AGS Games in Production / Re: Rat Channel
Sat 04/02/2017 19:03:06
Came for the name, loving the art style!
#65
Quote from: Shadow1000 on Mon 09/01/2017 20:46:05
In a way it does in the sense that you start from home and then are given the task again. However, my problem was with the amount of money you lose. I quickly found myself below zero and then into the thousands of dollars below zero.

Oh no! I definitely put something in the wrong order there. Thanks for specifying!
#66
Thanks for playing!

Quote from: Shadow1000 on Mon 09/01/2017 15:23:51
Spoiler
I think my one problem that I had with Night Work was that once you are caught by the cop...
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When you are caught by the cop the game is supposed to start you at the beginning of that day/level. The same should be true for quitting to the main menu and selecting "Continue". I'll take a look to make sure that's working! I realize it's also not clear at all that once the player's cash starts flashing that they are to go back home to complete a level. I put a big effort into not holding the player's hand but maybe a bit too much of an effort...

This is what the police is supposed to do at maximum alert: https://twitter.com/defomort/status/812350348773982213

At least half of the characters had mechanics similar to how the dancing woman and the man on the bench behave where you would need to interact with them in some specific way to receive an item from them. Also, the reason you run out of items on Level 5 is it's supposed to go to World 2 at that point.

I wish I'd had more time to finish the game but I didn't want to fail a fourth MAGS in a row! On the 2nd to last day I had free the police script completely broke and I was never fully able to get him going again. :-D

#67
Due to a poor understanding of time, here is nearly a game.



WASD for movement, mouse for inventory management. It has been added to my nice little collection of unfinished MAGS games. 8-)

Very clear warning that I haven't worked on this at all since the 22nd...
#68
Quote from: Mandle on Thu 22/12/2016 15:01:55
[IMGZOOM]http://i63.tinypic.com/2h57fp2.png[/imgzoom]

This is looking awesome!

Thanks for the capture advice, obs ended up running best on my machine. :) Here's a quick tour of the game world!

https://www.youtube.com/watch?v=7CzSs1cPOVk

I'm bringing a copy of the game with me so I can avoid any political discussion with the inlaws and hopefully fix some of the bigger bugs. Not shown: Johnny Law who will investigate your suspicious activity and liquify your insides should he catch you in the act. :-D
#69
I was hoping to share a video of my progress but I can't get FRAPS to record AGS without stuttering like crazy. In lieu, here is a screenshot of a pickpocketing in progress!



I leave for the in-laws in six days so chances are this is going to be a mess! :-*

Is anyone doing a straight up adventure game this MAGS?
#70
The sun goes down at 4pm in Montreal right now. :(
#71
Got a simple idea for a game called 'Nightwork'.



For some reason MAGS always makes me want to force timers on players so they get a sense of what I'm going through. ;)
#72
Thanks guys!

selmiak was kind enough to lend a hand and try out the first act and made a lot of helpful notes and suggestions. I've made a lot of improvements and decided to reveal more of the story earlier and develop the characters more. So... this is now my third game that went from fun side-project to full on narrative that won't be done anytime soon! :kiss:

Here are a couple of new animations!

   
#73
Great submissions everyone!

Banana Racer

Spoiler
The art style in this immediately got me into it. Reminded me a lot of Ralph Bakshi's drawings. The hit detection was hard to understand but if this was fleshed out into a full game I'd totally waste a good chunk of time on it based on the art style alone! Lovin' that dog surfin' the bow-wow! :cool: Was there any significance to the rock and lifesaver in the bottom corners? I didn't see any controls for them and couldn't figure out what they were for.
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No Monkey's Banana

Spoiler
Very nice and polished monkey story generator! I played this last and had a hard time focusing but I could see this being really useful in a lot of places. It would be cool to see something like this used for branching storylines or generating NPC's in a gameworld. The game opened with "powered by ejaculate" and that alone kept me clicking. :sealed:
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Dr. Muttonchop

Spoiler
I don't know why but prying those dentures out of the mounted pig and high-tailing it outta there was immensely satisfying. I ended up solving a lot of this out of trial and error but I also never felt like I wasn't doing the right thing. The only thing I missed was a bit more backstory on how you got there and who Muttonchop was. It might  be fun to introduce a time or stealth element with that main corridoor if you ever do an update but that's just me!
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Rango

Spoiler
I always love when someone manages to tie up a complete story for MAGS, especially when it makes with the feels... I liked how every time I was thinking "No way!" the story would go there. I managed to save Rango's papa and after reading Mandle's review it was great to see that you actually do have a choice! Mandle, you've gotta let go of those grudges! :grin: Congrats on including the minigame (I think I may have missed the second one?) it really added to the tension and made me feel like I was actually involved.
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Monkeys to the Moon

Spoiler
I ended up playing this the longest and was amazed by how much you guys did in a month. I really loved the look of this game, and the rate at which things unlocked was perfect and kept me playing. The thing that kept me from finishing a playthrough was the resource and monkey management and I had a lot of trouble knowing what the mouse would select when I'd click. The music was also a bit repetitive; it totally fit the game but five minutes in I wanted to hear a different loop or at least be able to turn it down a bit.
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#74
Quote from: Nixxon on Thu 08/09/2016 23:50:19
The Lucifer Chronicles: Hell's Kitchen

Help Lu make a nutritious complex carbohydrate conscious breakfast from scratch.

Note - This probably won't get made ;) Unless someone wants to script.

Looks like there's some amazeballs entries this month.
Please find a way, that art style is gorgeous!

#75
There's always the "don't sleep for a whole month, most likely shortening your lifespan a handful of years" option!

#76
I'm in with a terrible game called 'Pith'! The storyline is finished and 2 of the 4 main puzzles are scripted, hopefully giving me more time to focus on sound and animations! :-D

Really looking forward to seeing where everyone takes this theme!
#77
I was weary of posting this while working on so many other AGS projects going but I'm glad I did!

Here's a sketch that might get reused as "box art":

#78
AGS Games in Production / Space Residents
Wed 31/08/2016 19:00:41
*UPDATED November 15th 2018*

Space Residents puts you in the role of three characters travelling the known galaxy collecting data and artefacts from abandoned settlements and facilities, attempting to piece together the events that fractured human civilization as you complete missions for unseen AI employers.


As of now the character select system, item swapping, and shop systems are complete. I've also got near completed backgrounds for the shuttle and most of the main space station. Gameplay will be focused on exploration, simple puzzle mini-games, and keeping your crew alive. You'll have a main goal in each location but will (hopefully) be encouraged to take your time and explore.


This game is still very early in production. The story and primary questlines have been written but there is still a lot of art, coding, and music for me to do so please be patient. :)

  • Story: 99% (roll)
  • Scripting: 10% (UI, main hub and shopkeepers working!)
  • Graphics: 10%
  • Sound: 5% (UI and inventory sounds are complete)
  • Music: 0%

If you're interested in the original OP and concept:
Spoiler

Research resident Garth Bolon and his team are sent to planet Barokk and tasked with retrieving a mysterious alien sample from a remote research facility. Upon arrival it's clear that something has gone awry and it's up to Garth and his team to save the day! Will these intrepid heroes make it out alive, and when they inevitably do, will they make a safe return to Orilum space station? When they make it back to the station will some item from their initial quest wreak havoc on their lives and all those they hold and cherish? At that point will they, through ingeniously combining seemingly unrelated items that they have acquired through their travels, find some way to save the day but through a cruel twist of fate reveal an underlying evil that threatens to destroy the cosmos!?


  • State of the art 160x100 EGA graphics!
  • Gripping adventure spanning 3 floppies!
  • 3 new and exciting locales!
  • CD quality music and SFX!

I still haven't decided if I will be releasing Chapter I in three mini episodes or as one mid-sized story but at this point the first act is completed, FMV's and all!

  • Story: 90%
  • Scripting: 33%
  • Graphics: 50%
  • Sound: 10%
  • Music: 15%
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#79
Space Resident started as an easter egg game within a game and now turned into a mid-length EGA nightmare that is almost ready for a beta!:




Spoiler
Concept art for a yet to be named space ecology game:



Concept art for Wrong Planet, a short survival horror game that I need to finish:



The Farm, which I am currently overthinking and should probably just tidy up and release:



... and finally Dagstadt, a sci-fi mystery adventure I am in the process of completely redesigning:



I'm starting to think I have too many things going on at once. :-[
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Edit: Looks like I completely misunderstood this concept!
#80
Critics' Lounge / Re: Sprite style comparison
Wed 17/08/2016 20:30:20
Quote from: Danvzare on Wed 17/08/2016 10:39:34
That sure is a lot of iterations for just one year.
She sure has changed a lot.
That third version (the first big one) is really scary looking.

I have a lot of pixelart tutorials to thank!

Quote from: Kumpel on Wed 17/08/2016 14:44:02
I liked the shoes in your fifth version a bit more, as they were the only thing that showed me visually, that Baley is a girl.

One of the main reasons I wanted to redesign Bailey was because the old player model (and outfit) didn't fit with the way I wrote her character. She is meant to be on the athletic side of things; ready to outrun a foe, or jump a fence at a moment's notice. Her hips still come out from her body, but they're in line with her chest. Here is what her silhouette looks like without the outfit:



In the context of the game, especially once she is thrown in with all the other characters, she will definitely stand out as a woman regardless of what her player model looks like. That being said, I felt like the hips were low as well and fixed that, thanks for pointing it out!
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