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Messages - Monsieur OUXX

#341
Hi everyone! This is more for sharing than for receiving criticism.
Selmiak found this excellent video that could probably boost the productivity and results of some of you out there :

Making animated PIXEL ART with Blender 2.8 in 12 Minutes
[imgzoom]https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi1.ytimg.com%2Fvi%2FcLnyKRfBFsQ%2Fmqdefault.jpg&f=1[/imgzoom]


https://www.youtube.com/watch?v=cLnyKRfBFsQ
#342
I'm looking for an AGS engine plugin that would let me use any third-party language, do do stuff that I can't do with AGS.
There use to be quite a few : Lua, Python, C#...
However it seems that all of them are now lost, broken or not compatible with the latest AGS.

Does anyone have a suggestion?
#343
Quote from: morganw on Tue 06/08/2019 18:43:57
The person who made Camp 1 also ported the whole thing directly to Godot, I think. I got the impression they just made their own small framework to do it and didn't have too many issues.

OK. Thanks for the tip. I'll contact them and see what's their advice.
I really really wanted to try Escoria and it annoys me that it crashes straight away.

Also, Problem is indeed unreachable at the moment.
#344
I would suggest releasing a few tutorials, maybe in the form of videos?

EDIT: Found it. The official website is very slick. But if I recall you wanted to sell licenses to your engine, am I correct?

I would like to try porting my game using the closed alpha. What says you?
#345
Could you clarify in your first post that you mean keyboard arrow keys? I was very confused at first read, I thought your module was replacing the game's mouse icons with the same icon, just with an added arrow
#346
Hey I said I wouldn't make it. Are you crazy?  ;-D  (roll)

Apart from that, yes, that's how it should be made!
#347
Quote from: Crimson Wizard on Tue 06/08/2019 17:44:48
Well, since there are games where computer generate worlds and history of the worlds, including character relations (see Dwarf Fortress), I don't see why full adventure game plot could be generated.

IMHO generating "meta data" would be the first step. By "meta data" I mean, an abstract description of a game, not connected to particular engine.

Yep that's how it would work. The difficulty with an adventure game is to generate the proper ratio of dialogs, locations, "locked" locations, going back-and-forth, and puzzles to unlock the story. Dwarf fortress puts together bits and pieces of story but it doesn't have to make sense, because it doesn't impact the gameplay. In an adventure game, the tool would be more like "do you want to generate a plot twist towards the end? YES/NO" "How many rooms do you want after the plot twist?" "How many rooms do you want re-used in two different parts fo the story?" etc.
#348
Quote from: notarobotyet on Tue 06/08/2019 16:40:43
Is that why you started this thread:-D

No it's the other way around : I started that thread, and then internally to our project I had several other similar epiphanies. After that I started putting two and two together. "Hm, a computer could have done all that".
#349
(This is meant to be a funny thread in reference to a funny fictional feature of the late AGS 2.x)

So at the moment I'm really, really studying the underlying construction principles of point-n-click games. I mean I'm going beyond writing roadmaps with the number of rooms, the connections between rooms, the number of objects and that sort of standard planning.

I've extracted some very abstract core principles that end up being pretty much a bunch of lists. These are lists of entities types : types of puzzles, types of areas in a game with several locations, types of obstacles, etc.

I've reached the point where I'm thinking "If I had too much time on my hands I could create an adventure game generator". Of course I'm saying that as a joke, as the task would be HUGE, programming wise. But it's the first time that I'm thinking it could be done with a sufficient level of quality (the player wouldn't notice). With the help of those lists and metrics, the game could be randomized and generated by a computer, and still be fun -- just the same way a computer can already build a (good) randomized dungeon and looting system in an action-RPG, or just the same way some games have simple randomized quests, as in the old "desktop adventures" series from the 90's or many games today.

Imagine the face of the wannabe point-n'-click creator if he could actually create a full-length point-n-click game by just clicking a button! Then of course he/she would still need to apply a "skin" to it (well-written dialogs and nice graphics), but the underlying game would be there, would be entertaining, and would be solid (well-balanced in difficulty, clues-dropping, no dead ends, and all that).

Also from a more serious perspective, if I was making adventure games for a living I would seriously consider implementing that tool, for quality control of full-length adventure games. The tool could in turn produce the actual roadmaps (meant for developers and artists) like the ones that are normally hand-made by the project manager or the game designer. That would probably save one to two months of planning and design at the beginning of every new game.
#350
Quote from: Cassiebsg on Tue 06/08/2019 12:34:29
Try talking to Problem, if you can get a hold of him. Last I heard he was building a game with Godot.
Thanks a bunch!
#351
I'm pretty pissed off that the Escoria demo game crashes on me... I wrote this : https://github.com/godotengine/escoria/issues/270
Anyone else has this issue ?

I'm too new to Godot and it scares me to try and making a point-n'-click prototype without building on a dedicated code base like Escoria -- I feel like I'd overlook something obvious and yet hard to implement, like saving games, and then be stuck.

#352
Here is some non-trivial information about this attempt:
- Godot recently got a big boost (both in features and popularity and visibility) which made it move from "promising" to "the main 100% free rival to Unity".
- Escoria is a library/framework written in Godot script that implements in Godot all the tedious things expected in an adventure game (save/restore games + actions verbs + high level scripting language ("Esc" language) to script dialogs and custscenes).

The mild weakness of this is that Escoria had a flamboyant start but then became immediately obsolete when Godot moved up to Godot 3.0 and then 3.1. It broke some things.
The guys behind Escoria made it (mostly) work with Godot 3.0. There's a branch for that in their github, conveniently named "Escoria 3.0". It's good enough for any adventure game, really. Escoria also has a branch for Godot 3.1 and 3.1.1. But they're not actively developing those ones.

I've been trying to run the demo game of Escoria 3.0 in Godot 3.0.x (3.0.6) and I got a crash after a few clicks  :( But maybe it's just me who doesn't know enough yet. I'll keep you updated on that.

If anyone has a suggestion for another set of tools to develop a point n click game in Godot, then they're welcome to reply here.

#353
Convince/beg/trick remotely
You send another character into another room and you can only hear their voice and talk to them. You must convince to accomplish an action through any kind of dialog-based puzzle even though they're impossibly reluctant to do it.
Seen in : Fate of Atlantis (convince Sophia to crawl into creepy tunnel and pull lever to unlock gate for you)

Unlock the steering wheel to unlock the speed lever
You have this big "machine" or vehicle which has several independent controls (forward, backwards, left, right, up, down...). Unlocking one of the controls (let's say : "switch between forward and backwards") lets you act on the game's universe (let's say: the sudden braking makes everyone on-board the vehicle lose balance and fall down) which in turn allows you to unlock the next control (let's say : you get access to the steering wheel aka left/right lever). Repeat until you have access to all controls.
Seen in : Fate of Atlantis (take control of the nazi submarine, bit by bit)

Close this end to open the other end
Closing a door automatically opens another door, otherwise permanently locked.
Seen in : Foa, on Thera ( "wits" path)

#354
Quote from: notarobotyet on Wed 03/07/2019 14:06:03
not even Monsieur OUXX :-D
That's because when I registered on the forums about 4 billion years ago I didn't live there.


Quote from: man n fist on Wed 03/07/2019 19:35:12
building little games from deserted islands and weathered rafts. Bless their devoted hearts.  :~(
Lol
#355
I've come to the conclusion that it's very hard to coordinate a project consisting of a team of several people when everything is made over the Internet.
I'd like to try the experience of making a game with someone that I can meet physically on a regular basis.

So... Anyone from Örebro, Sweden?
#356
The Rumpus Room / Re: What grinds my gears!
Wed 03/07/2019 08:48:45
Quote from: notarobotyet on Wed 03/07/2019 06:34:16
If your game needs such restrictive conditions to be enjoyable, it probably isn't too good to begin with.

You do not talk shit about Cyan. YOU. DO. NOT. TALK. SHIT. ABOUT. CYAN.
(The entire Myst series had a monitor calibration screen)  ;)
#357
Quote from: Sinitrena on Tue 02/07/2019 16:35:58
St John's Dance and St Vitus's Dance.[/url]
Funny, in French we called it St. Guy's dance.
#358
The "latest news" on the site home page are from 2014. Ouch!
If there aren't any news then they should be removed altogether.

By the way I'm a web developer so I can pimp up the site a little bit (it's not even smartphones-compatible) (I'm not saying that condescendingly)


#359
This is made with AGS?
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