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Messages - Glenjamin

#121
We're very close to releasing the first public demo of PBH!

In the meantime, we'd like to show you the main players in the game after level three...

Introducing the first cult...




“There's a reason why the 1% remain the 1%.”

Marshall was an extremely successful entrepreneur, and is considered to be the person who set the entire cult movement into full swing.

Upon purchasing a modest private island, he noticed mysterious artifacts routinely washed upon the island's southern shore.

One of which, ‘The Mask of the God', gave him an unnatural amount of luck. It seemed like every business decision he made from then on was fruitful, and his finances quadrupled.

The mask began to be known as a symbol of wealth and power. Marshall's friends and powerful world figures began to revel in their wealth, hosting lavish parties.

Ever since, Marshall has led The Opulence Regime, and financed research on the artifacts, as well as the other cults.

He's the most rational of the leaders, and doesn't seem entirely happy with the overly religious way things turned out. You might want to talk to him first.


#122
QuoteGreat job guys!  Very Thimbleweed Park-esque.  Good luck with Greenlight!
QuoteHah, I imagine people now have a new game in the list of titles to compare other games to, along with Maniac Mansion, Monkey Island and King's Quest :).

You guys are just a little off. Shoutouts to "I have no mouth but I must scream", one of the sp00kiest adventure game ever (laugh)

Quote from: Frodo on Mon 01/05/2017 11:25:37
The game looks great.  :grin:
Any plans for a DRM-free release?  Making it steam-only will prevent many of us from playing it.  :sad:

Good thinking Frodo!

We'll look into platforms like humble bundle and itch.io.

If you or anyone else have a preferred or recommended platform we'll gladly look into it!

#123
AGS Games in Production / STEAM GREENLIGHT
Fri 28/04/2017 20:29:11
It's a big day for PBH everyone!

We've made our steam greenlight page : Link

Come check us out and drop a vote, every view counts!

#124

The first ever Project Beach House public demo is right around the corner!

But first, we have to finish making the final section of level three: Ascension



Premise:

Dan's just about to escape the winding halls of level three's abandoned laboratory when he's faced with his final challenge.

The only thing separating him from from sweet freedom is a rusty freight elevator.

Surprisingly it works just fine. It would be smooth sailing from here if it weren't for the giant otherworldly creature chasing him.


Gameplay:

As the elevator begins it's slow ascension Acrimony will continually leap onto it, stunting it's progress.

It's up to you to be on the lookout and time your attacks perfectly, or you'll plummet to your demise.

How it looks currently implemented In-game:



Final mockup:




Q&A

Quote(And if and when you need testers...drop me a line!)

We're still considering whether to have the public demo an open beta, or polish it first and release it in it's finalized form.

We'll keep you posted!

QuoteI second Mandle re testing. Are you considering spoken dialog?

Project Beach House will most likely feature full voice acting.

We aren't quite up to that point yet, However feel free to PM me about it if you're interested regardless.

More updates coming soon!
#125

Check out the free demo, and the first release here:

The Project Beach House itch page








Dan and Sarah arriving at the beach house



Dan and Sarah in the beach house living room



Dan meeting one of level three's monsters


Dan fracturing his leg after a long fall


#126
Hey everyone,

The Project Beach House team needs YOU (explicitly you, in the pants and the human skin) to help test and proofread PBH.

Here's the project: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54689.0

Let me know if you're interested!
#127
I'm working on a game that has mechanics based upon random outcomes.

Essentially, every time the game is opened, it will have a small chance to randomly spawn an entity.

So basically every time the game loads there's a chance it will be a slightly different experience.

What is the simplest way I can execute this?

Thanks guys!
#128
In my game, picking a dialog option causes a string of events.
I currently have the if statement in the room's repeatedly execute function.
This is problematic, because once the dialog option is chosen, it repeats the event forever.

Here is my code.

Code: ags


function room_RepExec()
{
if (ddanger.HasOptionBeenChosen(1)){
   ddanger.SetOptionState(2, eOptionOn);
    ddanger.SetOptionState(3, eOptionOn);
}
if (ddanger.HasOptionBeenChosen(3)){
   cego.Walk(45, 60, eBlock, eAnywhere); 
}
}


How can I solve this problem? Thank you!
#129
Recruitment / Re: Offer Your Services!
Sat 11/06/2016 17:58:06
Let's keep things simple

I'm Glenjamin, here's my voice acting portfolio.

https://soundcloud.com/gfreezie/voice-acting-portfolio

PM me if you want my help as I'm always happy to.
#130
Quote from: Gord10 on Fri 22/04/2016 18:22:19
Is
Code: ags
cdoormonster.Walk(181, 138, eBlock, eAnywhere);

the part where monster appears?

The monster starts out outside of a walkable area offscreen. That event is to move him into the walkable area so he can attack.

I will also check my variable triggers and ensure everything works fine of that end.

Thank you!

#131
Hello everyone!

I'm making a game where the player needs to hide in a closet to avoid a monster.
This event is based on three variables:
Turning on the lights which triggers the event,"Lights"
The amount of time it takes for the monster to arrive, "Timer(1)"
And whether or not the player is hiding, "Hiding"

Here is my code so far.

Code: ags

function room_RepExec()
{
if (lights == true && IsTimerExpired(1) && hiding == true)
  {
     cdoormonster.Walk(181, 138, eBlock, eAnywhere);
     SetTimer(3,500);
     //timer(3) is for when the monster leaves the room after a certain amount of time
  }
else if (lights == true && IsTimerExpired(1) && hiding == false){
  cdoormonster.Walk(181, 138, eBlock, eAnywhere);
  cdoormonster.FollowCharacter(cEgo, 1, 10);
  }
}


The issue I'm having is, the monster only appears when the player is hiding, and if the player were to leave the closet whilst the monster is in the room, it would not attack.

Thank you for your help!



#132

The Quiet Chronicles needs YOU!
The Quiet Chronicles is having some difficulties being fully realized, as I'm currently disposed on other projects.
All we need is an animator and a coder to make this project complete. Under my direction, this project will take a relatively short time to complete, and result in a fresh and satisfying spin to the original.
For more information, please PM me. All skill levels acceptable! Thanks everybody!

Visit the thread here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52838.0

Visit the original thread here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52757.0
#133
The great boardwalk has been revealed!
(Sort of)

This is the first completely put together mapping of the first level of the quiet chronicles! This Level branches into two paths, dictated by the red-outlined stairs.
The two paths are the Boards, and the strip! There's plenty of room for more shops, stores, restaurants, or exclusive goat dealerships.
Be sure to submit your ideas ASAP, because Tutorial Hobo and the fat man are ready for some fun in the sun! (In mid November)



#134

I went a little Gung-Ho on these two shops.

Sorry, but I couldn't work the ZELDA(Not link) shirt into the employee of button mashers. They didn't have any in 4XL. Also I gave him a glorious mane instead of being bald. We all have our own behind-the-counter Jabba the Hutt who deals with our monthly transactions, so here's mine.

As for the second one, I've abridged "Pepo the Clown's kids toys" into "Pepo's kids". We all have that one kid's store in the neighborhood thats all "___'S kids". Isn't that wierd? Like, is it THEIR kids? If I go in there and I am also a kid does that mean I qualify as THEIR kid? Whose kid is who's? Or is it Whom's. Whatever.

Pepo is watching you
#135

Ladies and gentleman, (K)Night Wash is complete!
I'm proud of how it turned out.


Just a quick note, I got some major school tests, AND my driving exam this week, so posts on the game may slow down for the next 3 days. Feel free to keep adding more store ideas and your opinions in the meantime, I see it all! Thanks and stay happy! ~Gfreezie(A.K.A Glenjamin)
#136

Let's keep this going! We got a lot of boardwalk to fill!
#137
GET INVOLVED IN THE QUIET CHRONICLES


Have you ever wanted a custom drawn boardwalk store in some random video game? Now's your chance!
Make a store about your dog! Make a store about your mother! Make a store that would actually have a chance at succeeding in today's vicious economy! It's up to you!



Here's a template of what your suggestion should look like:
Store name:
Store color:
Store detail:
Store logo:
Description of employee:
Store's event: (What would happen to the player if the store's event is triggered)






Feel free to add anything else you think of! And remember, be creative and have fun!
#138
THE QUIET CHRONICLES


We're back again baby!
The votes are in, and it's been decided. The Quiet Game is getting a FULL version!
The issue is, we still haven't decided between 3 or 6 levels yet, so be sure to vote at:

Let's mix it up!
We've been debating how we can make such a one-time idea into 3-6 levels. We found the answer by analyzing the way people played the original Quiet Game.The entire idea behind the game was that the main character would be mean to you, thus giving you incentive to hurt him with environmental hazards. However due to the humerous dialogue, we've noticed most players wouldn't hurt him, just so they could hear it. As a result, we've shifted the meta!
         
In some levels, you'll  be asked to hurt him, other times you'll need to protect him from incoming hazards, and some other currently confidential ideas.


Here's some features you can expect to see in The Quiet Chronicles:

  • 3-6 levels with branching paths
  • Over 30 minutes of dialogue
  • More fluid, slapstick inspired animations during events
  • At least 3 cut-scenes
  • Free-Roam mode where you can explore a level freely with no goal or time limit
  • Tutorial hobo levels! Play as everyone's favorite lowlife

SCREENSHOTS
For your viewing pleasure

Happy Holloween
#139
THE QUIET GAME PATCH IS NOW COMPLETE!
He's back and better than ever! Everyone's favorite pink jerk is now rambling on in a glitch-free world!


To download it from our site:
Download the game from Gvodevo.org
The direct download link:
Download the game here!
#140
AGS Games in Production / Re: The Quiet Game!
Tue 20/10/2015 00:24:21
IT'S TIME
10/21/16
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