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Messages - Neat Fire Games

#21
Thanks CrashPL, I appreciate it :smiley:

Yeah it was a very deliberate choice, I wanted to create a tension between the visuals and the feel of the game. It also reflects my key influences, in that I wanted to create a game that was a sort of mash-up between Limbo and The Curse of Monkey Island. Strange I know, but that was my jumping off point! I hope you like the game. ;)
#23
Here's a little promo screen I put together for my upcoming release :wink:
#24
This looks really interesting, I like the feel of the teaser trailer, I got good vibes from it :smiley: best of luck with the project
#25
Some new screenshots for my upcoming release, not long now! ;)






#26
Thank you SarahLiz, I appreciate it. I hope you enjoy playing it as much as I enjoyed making it!

I'm glad you like the Spider, would it help to know that if you're not careful he can jump at you as well?! :smiley: dying at the hands of the various creatures in the world is counted in the background and is a contributing factor in determining which of the 5 endings you will recieve when the game is completed.

I will be posting more images later on, probably this evening, so watch this space! ;)
#27
Quote from: Mandle on Wed 14/02/2018 00:27:46
Looking good!

I have some small issues with the octopus' tentacles though:

* The left-hand one has one line of suckers but the right-hand one has two lines.
* The way the twist in the right-hand tentacle is drawn makes it appear that the tentacle has suckers on both sides.

Thanks Mandle :smiley:

The left hand tentacle also has two lines of suckers, it's just that one is hidden as it's a side view. I like to exaggerate certain features in some animation frames for dramatic effect, which sometimes looks a little odd when viewed in isolation.  It all makes more sense when you see it in the animation cycle, i promise! :wink:
#28
Project status update 13th February:
• Game is nearly finished and ready for release! Just doing some final playtesting, bug fixing and polishing.
• Looking at a provisional release date of Friday 23rd February, though this is subject to change.
• Putting together some marketing materials so that I can reach as many people as possible with my first release.

I'm really happy with the way the project has gone, and very thankful for all the help and support of the AGS community. You dudes/gals are pretty awesome, so thank you!

Here's the most dangerous foe you will meet on your journey, your nemesis...


And probably my favourite enemy you will have to dispatch to make it to safety...


More to follow very soon...
#29
Quote from: eri0o on Fri 22/12/2017 20:28:31
I think the room rep execute doesn't run on blocking actions, so if a player walk is blocking it won't trigger.
From what i can gather that's true of repeatedly_execute, but repeatedly_execute_always ignores the block. I will test this out tomorrow and report back.
#30
That looks like quite an elegant solution. Am I right in saying that youd put this into the room script rather than the global script? I guess you'd have to check the player room in the global script? Thanks for the suggestion :-)
#31
Hi everyone,

I'm deep into creating my first game and have reached the point where I want my character to produce different footstep noises as he walks onto different surfaces.

I was planning on using the CharacterRegionSounds module by Strazer but the code seems to relate to a much older version of AGS, so I'm reluctant to put it into my game. From a quick look around it seems like I'm right to be skeptical.

From having a look through the forums it seems like the best way to approach this is to use region Walk Onto and Walk Off to produce the different footstep noises. As far as I can tell the way to approach this is to create functions in the global script that I might call DirtStep or Woodstep for example and call these as needed.

The problem is that I am at a bit of a loss on how to code these. Am I right in saying that the Game.GetViewFrame and LinkedAudio property are central to this?

As you can probably tell, I am completely new to coding and AGS, so any and all help would be greatly appreciated!

#32
Thanks for your help Khris, I discovered that the problem was indeed with an invisible character which I was transitioning between rooms with the player. Once I stopped transitioning him back into room 3 from room 4 (which would have been a good idea seeing as he wasnt needed anymore in room 3 anyway), it has solved the problem.
#33
Hi everyone,

I wonder if you can help me with a major snag I've come across whilst developing my game. This seems a better place to post this than beginner technical, as although I am indeed a beginner I can see no rhyme or reason as to why my problem keeps happening.

Whilst in the third area of my game, the path to the next area is blocked. Once the blockage is cleared by solving the puzzle, a walkable area is enabled that allows you to go to the next area. On this area I have two regions, one below the other. The first region you reach is simply there to darken the player, and the second one is for the room transition to room 4. All works fine initially, path is cleared, walkable area is enabled, player can walk onto the region and into the next area. All good.

The problem arises when you walk back into the room. I have tested this and you can immediately go back to room 4 if you wish by clicking onto the relevant area on the path. The transition happens as expected, fade out player in room 4. The issue is that if you interact with anything in room 3 once you have gone back from room 4, you simply cannot walk onto the region that transitions you to the next room. You can walk onto the one below it, which darkens the player and is also deep onto the enabled walkable area I mentioned above, but you simply cant walk onto the region that enables you to transition to room 4.

There is zero code that would disable that region, it's on constantly, just unreachable until you solve the puzzle and enable the walkable area. I have tested this further by giving the player a colour tint as they walk onto the regions, and as expected the player just can't get onto the region on which the player transitions.

I can't think of any reason why this is happening. Has anyone else experienced anything similar? Any and all help and suggestions greatly appreciated.

(Additional info: You can also interact with any item you wish before you leave Room 3 for the first time, and the regions and walkable areas perform exactly as expected. This problem only arises once you re-enter room 3 from room 4 and do anything at all other that walk straight back into room 4. Is my game maybe corrupted in some way?)
#34
The graphics are beautiful, looks very ambitious but major props to you! Good luck with development :)
#35
Looks incredible, you guys are really inspiring :) can't wait for release
#36
AGS Games in Production / Re: Journey Home
Tue 31/10/2017 08:50:40
Project status update 31st October (Happy Halloween everyone!!!):
• Final tweaks and testing have been completed. I've decided to boost the brightness significantly in Photoshop having completed testing the game on multiple monitors and brightness settings. This should ensure that the game is comfortably playable for everyone whilst still keeping the mysterious/night-time feel I'm going for. Thank you all for your input on this so far! Thankfully the batch editing process in Photoshop will help me to brighten everything up with minimal time spent.
• I've started to wire everything up and bring it all to life. Happy with my progress so far but it's a steep learning curve! Watch this space, further updates coming soon.
#37
Looks pretty interesting, I will have to check out your old game too ;)
#38
It's looking good man, keep at it, you will get there! I'm working solo also, it can be draining at times but in the end what you create will have your unmistakable individual stamp on it :smiley: good luck with the rest of development ;)
#39
AGS Games in Production / Re: Journey Home
Thu 19/10/2017 21:43:54
Project status update 19th October:
• Sound design is now 95% complete, now moving into final testing and tweaks before beginning the coding work
• Project is still on track for a late 2017 release

Another danger lurking deep in the forest...


And here's the main character walk animation...
#40
Beautiful art style, seeing a Bill Tiller influence in there. Keep up the awesome work :smiley:
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