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Messages - Ghost

#21
General Discussion / Re: The beer thread
Fri 01/03/2019 14:10:41
Quote from: mkennedy on Wed 27/02/2019 09:57:57
Beer must be an acquired taste, when I tried a pomegranate flavored beer I didn't care for it, though it probably didn't help that the beer was room temperature instead of cold.

An argument can be made that pomegrenade is an aquired taste  (laugh)

Found this fancy little trio in a local supermarket.

Tasty stuff. Pretty strong for beer (around 7.5 revolutions), but man. Dark and tasty. I glued a cog to my glass to drink in style.
#22
Just to let you know, AGS has never been this sexy. And this comes from a man who refused to go beyond "the last CJ build" for a decade. Good stuff there, especially the camera functionality should be fun to play around with!
#23
You had me at "parser". And "Bequest". That's some fancy nostalgia bonus right there, and I'll patiently wait until all parts are released, and then play them, in order, while wearing a monocle. This looks juicy!
#24
AGS Games in Production / Re: Collateral Jelly
Wed 27/02/2019 08:03:03
Wham: Hugs to you :)

Cyrus: Glad you enjoy the retro switch! It really was the way to do this I think :)

Quote from: Cyrus on Tue 26/02/2019 22:24:36
1) Given that the main character is a mental patient, will there be "unreliable narrator" elements? For example, visual hallucinations (or could it be that the aliens themselves are a hallucination  ;) )?
There will be... something, that's just to be expected; rooms may look a bit different depending on your current state of mind, or an item might have different descriptions... maybe even uses. That's not quite "unreliable narrator"- it's more or less the
way a mind can work. Face a problem while you are already overwhelmed and see how it apparently scales up- face it with a calm mind and it can look quite different. Being wired wrong can be quite subtle and you won't even notice it yourself.
The aliens, though? They are not a hallucination, they are a hive mind. It's important not to mix that up.

Quote from: Cyrus on Tue 26/02/2019 22:24:36
2) I also remember Once Upon A Crime 2; have you considered reviving that one as well, or is it 100% dead?
For now, the goal is to make a one (1) teh game. Focus on one thing and get that done. I am quite hesitant to revive more of the old projects, actually (hells, next thing would then be Daemons in the Attic), and especially OUAC2 was doomed from the start. I wouldn't mind remaking the first game, though, bring the spriteart up to par and then add in some of the things that would've been "Part 2". Sort of a "deluxe version" of the original. But that's far in the future.
But no project is ever really dead, even if all it leaves is ideas to take from it :)
#25
The Rumpus Room / Re: The Big Blue Cup Gallery
Tue 26/02/2019 15:23:31
C'mon Tabby. Now I gotta download and PLAY my own stuff just to get screenshots???  (laugh)

Chance Of The Dead- most undead blue cup evers!
#26
AGS Games in Production / Re: Collateral Jelly
Mon 25/02/2019 23:21:04
Quote from: Kastchey on Mon 25/02/2019 21:58:20
You do that, I'd love to see it :) I vaguely remember your previous WiP thread but it was quite a while ago....

The old thread still exists but I had it locked, and all images are gone- it's super ancient. But an old dog never throws away his backups :D

Truth to be told, this has not aged well :D
#28
AGS Games in Production / Re: Collateral Jelly
Mon 25/02/2019 15:24:13
Thank you all for the kind welcome backs and good lucks!
And I'm glad to see the idea getting some interest. Stay tuned, I'll sail this one home at least :D

Dactylopus: The "break" wasn't exactly a voluntary choice but I can't say it hurt to take a couple steps back. i had too many projects back then, too much I felt needed to be done, and the fun started to take a backseat.
Especially  now where AGS has a couple of members who "made it big", it was very easy to get the idea that everything needs to be polished to higher standards. 
But right now I feel charged and have some distance from "old failures"- so yeah, altogether a good thing, in the end. And seeing you guys remembering the old Ghost and seeing comments on something I make, that is like giving your brain a nice, hot shower.

Kastchey: 640x480 was fun and i really liked having more room for details- but I think it doesn't lend itself too well to "manual animation". I never got it to look right. Still a sweet spot between low and high res I think. I'll dig out some screenshots from the old build. It was so garish it makes me smile :D
#29
AGS Games in Production / Collateral Jelly
Sun 24/02/2019 03:41:10
It's happening! Aliens are RIGHT here, PROPER alien invaders, and they are planning to take over Earth. Mean and green? Yes. Hatching their troops from gooey eggs? Oh, yes. And that whole thing with the plant pods, the body snatching, the screeching and
the acid blood, the telepathy and that invulnerable extra sphincter? Check, check and double check.


Lost Craft optimistically resurrects:


An alien fleet makes their home right under a ramshackle asylum because you gotta have a sinister home base. It's a matter of style. And they have a plan. An evil, secret plan, deliciously overcomplicated and with just enough wriggle room to fail.

Enter Willow, Earth's last- and best- hope.
She knows the plan. She can save us all if she plays her cards right. Unfortunately, she's several cards short of a full deck, and an ace up your sleeves isn't much help when you're in a straitjacket.

So, er. Hi. It's been a while... and here I am again, with an old idea and some fresh optimism. I recently got back into AGS; and what better way to properly get back than, you know, making a game maybe? It's a thing I'm looking forward to. t's really been a while.
Some of you may remember an old prototype of Collateral Jelly, which started life as a 640x480, hand-drawn point-and-clicky thing that never got anywhere. And I found a way to fix that- just going full retro. It's what I do best.

Some early WIP screens for your consumption- more to come. I'll make this a proper project with dev diary and everything.


Alien body snatchers, teleporter mishaps, and offscreen flying saucers- the 80s called; they want their tropes back!


Meet Willow- a perfectly fine lass with impeccable fashion sense. Cotton never goes out of style!

Proper Progress Percentages:
Story - 95%
Scripting - 30%
Graphics - 10%
Sound/Music - 0%
Collateral Jelly will be available for puny human earthling enjoyment end of 2019.

Developer's Diary - Febuary 24
The game's  reached a point where it's worth showing around. It's basic stuff but robust, reliable and I even found my favourite speech fonts on an ancient USB drive.
I got back into scripting by making a custom "BASS" once more, just to see if I could still do that. The boilerplate stuff is out of the way, there's two rooms and some objects to play around with, and at least static views for the main characters. It's looking promising, and this time I do have a simple plot with a couple of interesting challenges that come from the nature of the protagonist. Willow has only limited inventory space and can logically not fully use her hands, which makes for logical restrictions I'm really happy with; restrictions like that lend themselves to really, really oldschool stuff like stashing items somewhere, and having to convince people to help. I have also set up the code for a "mood system"(which I already played around with in the first build)- Willow will react to alien invaders and everyday challenges mostly depending on her current state of mind, so there is a lot of room for puzzles that are not your traditional use x on y.
All said and done, this has really got me excited again. Coming back after such a long time, I feel like a noob again, and just making and not caring too much for "perfection" seems the way to go.

Developer's Diary - March 03
The week has been good- I got most of the plot sorted into a nice sequential order and the first "chunk", which serves as intro and tutorial for the game, is completely scripted. I'm playing it very safe here and included different types of puzzles to showcase how some stuff in the game is non-traditional (and hopefully fun!). I know that I tend to be very, very wordy and did my best to hand over control to the player as soon as possible, too.
The whole process is still very "rough-and-ready"- I don't make final graphics for rooms and that means there's not too much cool stuff to show yet.
Made a nice little speechcycle though; take a gander!
[imgzoom]https://i.imgur.com/OeqkHeG.gif[/imgzoom]

#30
General Discussion / Re: The festival of death
Mon 05/11/2018 19:37:45
And pumpkin is delicious!
#31
General Discussion / Re: The festival of death
Sun 04/11/2018 15:39:52
To be frank, Germany just took it as an excuse to get candy, drink weird stuff, and get a stab at cosplay.
Not complaining :D
#32
General Discussion / Re: Free Steam keys!
Sun 04/11/2018 15:38:14
Quote from: Ubel on Wed 31/10/2018 19:30:51
Also I have an extra key for Hollow Knight if anyone wants it.

I'd gladly take it!
#33
The Rumpus Room / Re: Group hug!
Thu 25/10/2018 17:12:50
Quote from: Ali on Thu 25/10/2018 13:51:28
Obviously, I would never hug someone in real life.

Can we at least hug your beard? Just a little?
#34
I see a lot of very smelly stuff in my job. I like to go in there claiming, "I can hold my breath for ten minutes."
No-one gets it though. F*kken CoD players... :=
#35
The Rumpus Room / Re: Group hug!
Thu 18/10/2018 09:16:26
Quote from: Kastchey on Mon 15/10/2018 23:33:38
[imgzoom]http://i68.tinypic.com/28lz7u8.png[/imgzoom]

I'm really chomping down on that dino tail, eh?

It's huggable AND delicious! (laugh)
#36
Sounds like fun and it didn't take to long to find, but! For a true plug, always provide a direct download link. Always make it easy for people to get your stuff :)
#37
The Rumpus Room / Re: Group hug!
Sun 14/10/2018 14:28:32
Quote from: Mandle on Sat 13/10/2018 13:53:34
Funny how it kinda looks like we are all trying to kill each other though...

It's a group hug sir. Some sacrifices must be made. Now get in there again!
#38
The Rumpus Room / Re: Group hug!
Fri 12/10/2018 18:26:13
Quote from: Ben X on Fri 12/10/2018 17:43:44
Quote from: Danvzare on Fri 12/10/2018 12:53:58
I would gladly contribute in any way I can as well.

Great, you do the coding and the art!

I volunteer to do voice hugging!

Also: Hugs, guys!
#39
My coding's a bit rusty but IIRC the problem is that you attempt to change a cursor mode ON clicking. AGS is a bit finniky in tht respect: You are in a mode when clicking and then you change to another mode which is then not processed because you already clicked and triggered the event.

Instead of setting the mouse.mode, try the command ProcessClick(mode), where mode would be eModeLookAt or eModeUseInv. The latter actually selects the inventory item. Should work alright.
#40
Quote from: Mandle on Sun 02/09/2018 03:19:59
DUDE! Apart from "Hausu", which I've never heard of, unless you meant "House", all of those films are on my favourites list!

Hausu is asian oddball splatter crack at its finest. Basically the asian version of Evil Dead, only instead of the TREE there's a PIANO.

Watch, and learn :D
https://www.youtube.com/watch?v=7CBmFek97f4



I'm gonna go and steal Ponch's checklist:

Curses/witchcraft: The Witches (1990)
Possession/demonic: Poltergeist
Undead (zombies/vampires): Poultrygeist (No, really, that is a movie. Classic Troma flick. It's awesomesauce with extra kibble!)
Ghost stories: Mama
Slasher flicks: Nightmare on Elm Street (1984)
Psychological horror: Oculus
Creatures/monsters: The Fly (1986)
Comedy/parody: Beetlejuice
Miscellaneous horror: The Call
Miscellaneous not-necessarily horror: The Thing (1982)

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