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Messages - Glenjamin

#81
My game should be done tomorrow. Not really scary like I planned but it's interesting enough.

But it's got monsters! It's got aliens! It's got an overly dramatic ending that doesn't fit the tone of the game at all! Oh yeah!

QuoteLike I said I'm a little embarrassed about asking, does anyone know? :-[

I know this isn't the place for it but...

You can circumvent this by having the player not say the dialogue choice, but having a cego.say("&152 Seeya!"); directly after the option is chosen.
#82
As usual I start with a good idea and it ends up a weird bloated mess (wrong)

Time to break out the whiteboard and fix this!
#83
QuoteI am willing to bet someone will make a goth chick in a leather trenchcoat.

Maybe not goth but trench coat got me thinking...

[imgzoom]https://i.imgur.com/2jj6WSy.png[/imgzoom]

Goblin princess
#84
How about "Fear of running properly"; when you run the setup wizard it crashes (laugh)
#85
QuoteConsidering character vibrating, I may propose to move the code into "late_repeatedly_execute_always" and see if that helps. IIRC that helped me in the past.

This worked perfectly! animation is smooth and the camera movement works.

Thanks!
#86
Quoteyou could put in Rep_Exec:

This works the same as what I had, however the character still vibrates while moving horizontally.

I'm fairly certain the problem is in the SetViewPort function, not where the function is.

Is it possible to set the Viewport Y without setting the X?
#87
My game has a tall 400px background.

I want to lock the ViewPort's Y depending on what half of the screen the player is on, so the half of the background is only in view.

I moved the Top and bottom edges to the center of the screen, and added this:

Code: ags

function room_LeaveTop()
{
  SetViewport(player.x - 160 , 0);
}


and

Code: ags

function room_LeaveBottom()
{
  SetViewport(player.x - 160 , 200);
}


This works like a charm, except it makes the player character vibrate when moving horizontally which is a deal breaker.

Is there a way to only set the Viewport's Y, and have X behave normally so it scrolls with the player?
#88
Tricky topic. I FEAR NOTHING. 8-)

I think I'll give this one a shot. I've got a decent idea.
#90
QuoteAny news about making it DRM-free?  :smiley:
GOG is the best option, but Direct Download or Humble Bundle are also good. 
Please don't restrict it to steam.

I should've been more clear about this.

PBH is definitely coming to ITCH, so DRM free is a guarantee.

We've looked into GOG, but it turns out we're too cool for them to handle 8-)

We'll check out Humble Bundle too. If anyone else has a preferred platform we'll look into it.

Also I'll be sure upload a direct download link for the demo once it launches.
#91
Hey everyone,

Project Beach House still needs help beta with testing and proofreading.

If anyone would like to give it a shot the offer still stands.
#92
Critics' Lounge / Re: Monster in a jar
Sun 27/08/2017 16:26:55
I didn't put too much thought into the importance of lighting.

I'll give it another go with some new lighting effects.
#93
For me the worst thing is when movies and games use misinformation/disproved theories in their stories

e.g There was that movie called "Lucy" that used that "We only use 25% of our brain" meme. Are you kidding me? Yeah I guess those super powers not only evolved into humans but also decided to be dormant for no reason.

Another thing that gets me is when two characters meet for the first time and then IMMEDIATELY after become love interests even though they've shared 2 lines of dialogue.
#94
Critics' Lounge / Re: Monster in a jar
Sun 20/08/2017 16:54:05
I put some work into making the creature more defined

Original>Darker outlines>Darkened image>Full black

#95
Critics' Lounge / Re: Monster in a jar
Sat 19/08/2017 23:55:26
Really awesome feedback guys.

I'm gonna try darkening the silhouette,as well as making a new pose where it's crammed into a skinnier tube, making it stand upright.
#96
Critics' Lounge / Re: Monster in a jar
Sat 19/08/2017 16:55:26
The creature's head and eyes are based of the eyes of the Barrel eye fish.  Look it up, it's wild!

Now we reach a design impasse.(at least for me) This is going to be in a horror game after all, so does not being able to make it out well make it creepier?

#97
Critics' Lounge / Re: Monster in a jar
Fri 18/08/2017 22:09:40
I redrew it in the fetal position. Feels more natural and a bit more unsettling.

#98
Critics' Lounge / Re: Monster in a jar
Thu 17/08/2017 18:59:14
Here's the original unscaled.



No restricted pallet, but the color scheme is all there. Do whatever you think looks good. (nod)
#99
Critics' Lounge / Re: Monster in a jar
Tue 15/08/2017 17:05:06
I also tried distorting it using the liquify tool and other methods. It didn't work out too well because of it's pose.
#100
Critics' Lounge / Re: Monster in a jar
Tue 15/08/2017 17:01:50
I've fixed the rim of the jar. Such a small change made such a huge improvement!



Something I should've pointed out is it's size.

I've raised it so the creature looks like it's floating. But this is a very heavy creature. Probably +300 pounds. Would it still float? I guess it depends on the fluid too.

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