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Messages - Khristian Cammilleri

#41
Quote from: Phemar on Mon 24/06/2013 22:39:59
Hi there! This game looked really promising from the trailer and I was quite excited to start playing it... however!

The next bit might sound quite harsh, but here a few thoughts so far.

1. I haven't managed to get past the first puzzle. I'm guessing the combination is under a floorboard, but I've tried EVERY single plank there is, to no avail. There's nothing else I can do in the room, so it has to be there somewhere, right? I think it's really unfair to force a puzzle like this on a player (especially a first puzzle). I ended up rage-quitting after 20 minutes of non-stop clicking.
Also, why did he move the painting right in front of the door? And is there another room to the right, or is the illusion that there is just a red herring?

2. I'm guessing English isn't your first language? You should really ask for some help proof-reading before releasing your game. There are quite a few typos/grammar mistakes I picked up, even in the first few rooms.

3. Sometimes bad interface design can be excused in lieu of excellent gameplay/storytelling (as in the Chzo quadrilogy), but the interface here was far from intuitive. It's really annoying to have to cycle back to a walk cursor just to move the player (because for some reason he's not cursor invisible, even though clicking on him results in no action), just because you need to click on a hotspot he's in front of. I know you can walk with the WASD keys, but in a primarily point and click game this is rather redundant.
Also, having to switch back to a pointer mouse just to select an inventory item will get tiring very fast.

4. The inventory should be more easily accessible, or at least show more than just two items at a time.

All that being said, I was really looking forward to this as the trailer looks really cool. Congratulations though on finishing a project of this size, I know it can be quite a daunting task.

And I apologize if I sounded mean, I'm only trying to be constructive. And I guess it's better to know what gripes your players had for future improvement, right?

Spoiler
1.Flowerpot on floor
[close]
#42
Site & Forum Reports / Re: Bug reports
Mon 24/06/2013 22:14:14
Quote from: JimMakesGames on Wed 19/06/2013 17:14:24
I recently added my game to the database (Shitty Quest) but there doesn't seem to be any way to add images for it. There's no option for it in the fields on the edit page. I hope I'm not just missing something obvious. Thanks.
I'm experimenting the same problem:Pizza Nostra
I hope that you fix it soon!
#43
Oh... Many thanks Crimson Wizard!
#44
Released! 24/06/13

pd: When I add my game to AGS database... where's the option to add the main screenshot??
#45




    [embed=425,349]<iframe width="560" height="315" src="http://www.youtube.com/embed/IP0DKDd5Y04" frameborder="0" allowfullscreen></iframe>[/embed]
    Pizza Nostra!
    Part I
    Chicago 1930, Joe Matone a petty thief, is caught by the police in a confusing episode.
    A desperate police officer with a serious problem offers him freedom if Matone meets the tough mission
    to infiltrate the dangerous Muzzarelli Family, in order to save his kidnapped daughter.
    Therefore, Joe will get involved in a great adventure, with many plot twists, difficult decisions, lies, betrayals and violence.

    Featuring:

    • Over 100 rooms
    • Tons of characters
    • Minigames
    • Intuitive interface
    • Music from the '30 era!



    Steal!

    Kill!

    Blackmail!

    Earn your freedom!

    This is the webpage:
    http://pizzanostra.webs.com/

    Game page:


    For Hints & Tips: HERE

    Screenshots


    [imgzoom]http://d2bm3ljpacyxu8.cloudfront.net/width/680/pizzanostra.webs.com/PizzaNostra%202013-02-10%2016-52-37-62.jpg[/imgzoom]
    [/list]
    #46
    I can't see the option to add a screenshot a while I'm uploading my game to AGS Database..
    Perhaps the system has changed and the moderators choose it??
    #47
    24/06/13  (Tomorrow)
    Release date!
    #48
    New trailer uploaded!
    Just a few weeks and my game will be released.. thanks for watching it!
    #49
    Quote from: Crimson Wizard on Tue 14/05/2013 21:59:56
    Quote from: Khristian Cammilleri on Tue 14/05/2013 21:12:44
    What I was trying to say (In my rather poor English) is that it could be nice to have an autosave function integrated in the 3.3.0 version
    This, in theory, should make game experience more streamlined, but don't confuse with simple ;)
    There's SetRestartPoint and RestartGame functions that allow to make self-overwriting autosave.
    Ups! I wasn't aware of that function
    #50
    Quote from: Crimson Wizard on Mon 13/05/2013 21:11:38
    Quote from: Khristian Cammilleri on Mon 13/05/2013 02:36:47
    Let's hope that in AGS 3.3.0 this feature could be implemented

    What feature?  :confused:

    If there's a bug, it would really help to have more details on it, because the engine code is big and I doubt we will find the possible root of problem easily without known steps to reproduce it or a crash dump.
    Well, ofc, I cannot force you on doing that ;).
    Maybe "feature" wasn't the word I was looking for!
    What I was trying to say (In my rather poor English) is that it could be nice to have an autosave function integrated in the 3.3.0 version
    This, in theory, should make game experience more streamlined, but don't confuse with simple ;)

    About the crash dump... I didn't know about how that thing works, that's why I included that just in case. Thanks for explaining it to me.

    I think that's all. Case closed  (laugh)
    Thank you all again
    #51
    Quote from: Khris on Mon 13/05/2013 02:49:19
    Try removing the SayBackground.
    Or try setting a variable like this:

    Code: ags
    // above repeatedly_execute & on_key_press
    int quick_save_load;
    
      // in on_key_press
      if (keycode == eKeyF5) quick_save_load = 1; // F5
      if (keycode == eKeyF7) quick_save_load = -1; // F7
    
      // in repeatedly_execute
      if (quick_save_load == 1) {
        quick_save_load = 0;
        SaveGameSlot(19, "QuickSave");
      }
      if (quick_save_load == -1) {
        Game.StopAudio(eAudioTypeSound);
        RestoreGameSlot(19);
      }

    :grin:
    I'm going to try it
    Thanks (as always) Khris!
    #52
    Well..
    The bug isn't very common but I don't want it to happen in the released game anyway,
    because it could put in risk the user's save games!

    It isn't a crucial feature for my game, so I'm going to delete it once for all
    I will just use de F5 key to show save dialog and the F7 key to show the load diag.
    Let's hope that in AGS 3.3.0 this feature could be implemented
    Thanks for the help Phemar and Crimson Wizard! ;D
    #53
    The code works well in almost all the game
    But sometimes the game crashes randomly...  That's why I won't include that feature

    #54
    Any idea how to script a bug-free quicksave function?
    #55
    Wow Khris, That was fast!
    Thank you for being in the other side of the screen answering all my silly questions :) :grin:
    #56
    Hi AGS community
    I think that the title is pretty much self-explanatory, but I will explain it anyways:
    I've created the following function:
    Code: AGS
    function PlayerLookThings ()
    {player.FaceLocation(mouse.x, mouse.y, eBlock);}


    So everytime I run the interaction ''Look'', the player will face automaticaly the hotspot/object
    Everything works fine in the non-scrolling rooms, because the mouse coordinates are 320x200..
    My question is:
    How could be a similar script for the scrolling rooms?? (more than 320x200 px)
    #57
    Hi everyone!

    I've coded a simple quicksave function:
    Code: AGS
      if (keycode == eKeyF5) {player.SayBackground("Quicksave");SaveGameSlot(19, "QuickSave");} // F5
      if (keycode == eKeyF7) { Game.StopAudio(eAudioTypeSound);RestoreGameSlot(19); } // F7



    Sometimes, when I try to load the game crashes with this error:

    CrashInfo.dmp
    http://www.mediafire.com/?mugyit363l2gfj7

    Before my head explodes trying to solve this (apparently unsolvable) bug, I would like to ask to the AGS community :

    Do you have a better way of scripting the Quicksave or the Auto-save?

    Someone else had the same problem?
    Many thanks for reading :smiley:
    #58
    My choice would be GIMP
    Is pretty much like Photoshop but free and open source
    Personally I think that the tool doesn't make the man, it doesn't matter which program you use,
    Just do it with effort and dedication
    Good luck with your game!
    http://www.gimp.org/
    #59
    I promise that next week I will release a trailer or something
    But for now I will release more screenshots
    Hope you like them

    By the way I can say that the game progress is almost done, but I have to correct some things and it may take a while...
    Goodbye and thank you for visiting the post! :) :smiley: :smiley:
    #60
    New screenshots uploaded 7/01/2013
    Hope you like it!
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