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Messages - QCPolmer

#1


Available on steam:
https://store.steampowered.com/app/1371510/This_Game_Might_Improve_Your_Memory/

So yeah...
I made a educational game with a content-warning...
(The warning is mostly for one gory scene at the end and language)
More information can be found on steam.

It's roughly 3 hours play time, and a mix between a short mnemonics course and a weird comedy-horror mashup.
The focus was to be more 'entertaining' then 'educational' (though I'm not sure how well that worked)
It is point and click, and runs on Windows only (for now)

EDIT:
Now it's free
#2
Thank you so much for responding!

Point taken on the suit, will lighten it up.
#3
Critics' Lounge / Re: Background feedback
Sun 21/10/2018 06:57:53
Consoles look better. :)

I'm not sure about the ring (as the walls have moved) but it doesn't really feel wrong on the eye to me.


#4
Critics' Lounge / Re: Background feedback
Sun 21/10/2018 01:02:14
First off, good job!

That said, it looks like the one point perspective is off.

Original with a one point overlay:
[imgzoom]https://i.imgur.com/g2BJrAb.png[/imgzoom]

Altered original with lines fitting one point overlay:
[imgzoom]https://i.imgur.com/EoWzIho.png[/imgzoom]

Altered original:
[imgzoom]https://i.imgur.com/4JWfEv4.png[/imgzoom]
(I think the altered version's countertop looks a bit off though. )

Still, I think the original is good, if you wanted to leave it that way.
#5
AGA and Crimsom Wizard: thank you so much, that solved the problem!

I was using triple and double dashes for marking indentations.
(I got into the habit by writing out lists in notepad)
#6
A few months ago, I posted a demo here about an adventure game prototype designed to teach memory techniques.
(Link)

The following are pretty much ALL the puzzles/tutorials pertaining to memory techniques I plan to use in the game.





( game file ) ( ~25 MB )
https://drive.google.com/file/d/1JyUIWsX5EEFi16etBIXmuDBj3VtjqJnh/view?usp=sharing
( I apologize for the file size and download speed. )

KNOWN ISSUES:
the dialog for the clicker training has a typo,
clicking on the dog or the box in the clicker training one will pull up the generic 'pick up item' interaction.
The numbers sections are NOT random. (that is also a typo)
The first numbers puzzle, the answer that works ends with an 6, not a 8(also a typo)
The Memory Palace will be used as an in game inventory, so picking up thoughts and using them where applicable.

HELPFUL FEEDBACK:
This is the experimental part of this project, so I'm trying to find what works and what doesn't.

Thanks in advance.

EDIT:
Choppy video footage (the actual game play is much smoother) for those who don't want the trouble of downloading:
https://www.youtube.com/embed/60eJulFzsx4
#7
I have been trying to post a new topic in the Critics' Lounge, and I keep getting a '403 forbidden' error.
I thought it was a thing with my browser, so I tried it on chrome, internet explorer, and links, still didn't work.

I apologize if I posted this in the wrong spot.
#8
Critics' Lounge / Re: Combat interface
Sun 10/06/2018 01:09:53
Hm... sounds a little like the Quest for Glory battle system.

In terms of the aiming system, I could see it working either with or without aiming.

If you go with the mouse aiming route, it looks like you could have multiple enemies as well, if you wanted, or objects that would partially hide the enemy from view, etc. That would be harder to code, though.

If you want to stick with just using the keyboard, one option would be to hide the mouse and use the right click to fire, left click to reload. Also, one option for key binding could be direction keys for hide/ moving (move in up key, move back down key, hold left or right keys to cover).

Another option would be to have the enemy show when it is about to fire or hide with an an animation playing, so the player has time to dodge.
#9
Quote from: Pling! on Fri 08/06/2018 10:40:18
The new tutorial is much better, gets to the point quicker. What would really add to it is little scribbled visualisations for even quicker grasping.

I made up my mind about the concept, it is a cool and interesting theme for a game and I think you're approaching it nicely. I'm looking forward to see you progress with the game. But: please don't make it much scarier than it already is, the 'charming elderly woman' creeps me out already... :P

A really practical use for these techniques would be vocabulary of a foreign language if it's possible imo.
Thanks again for trying it out!

As far as the scribbled visualizations, agreed, that would be preferable.
I think I am going to have a drag and drop mini game with that, as I can think of a practical way of doing it.

The horror elements... Yeah... I'm sorry to inform you but it's going to get pretty dark (not particularly gory, though).

I wasn't planning on doing bits for a foreign language, but I've heard that it works.
I don't use that technique myself for languages, but I'll look into seeing if I can describe how memorizing vocabulary would work.
If your interested, the following is an article on how it basically done, (the actual method is under the "The right way: have fun and use your imagination!" heading)
https://www.fluentin3months.com/imagination-your-key-to-memorizing-hundreds-of-words-quickly/
There are a lot of variations of this same method.
Also, it is best used to vastly speed up a regular study session, so some basic studying will probably be needed.
#10
Quote from: VampireWombat on Thu 07/06/2018 12:29:40
You're welcome.

And it's alright. It just needs to be done differently. Maybe by example instead of by questions.

And I guess I assumed kids since learning like that tends to be targeted towards kids.

You could still use the mnemonic stuff as game play, just be more subtle about it.
The game could still work, it just needs some changes and polishing.

As far as the target audience, I can completely see how you got there.
I had a 'your learning to tie your shoes' line in there...

And yes, a different type of tutorial (point and click mini game or something) is definitely needed.
I want the project to be a game FIRST, teaching tool second, but I do want it to be a valid way to learn something.

Quote from: Pling! on Thu 07/06/2018 13:33:00
Hi, i have played the demo yesterday up to the point where you have to repeat words in order to proceed, but I got stuck in a loop there. I think your design shows potential, personally I'd prefer a more subtle approach. Like designing more of a test-your-memory-skills game where the memorizing element is just a tool to provide immersion to the story than the actual learning device. With the memory techniques being more of a hint if you fail. I myself didn't even learn properly at school, I only remember what is interesting to me so I have less information to organize in my brain :-D So to me memory techniques are too specific, I can always take notes ;)

One idea I have is a glimpse at a (crime)scene for a short period of time where you have to put together elements of it afterwards. A collegue or a boss who is questioning you afterwards could work, maybe a notebook you need to keep could do the job, too.
The remembering of words could fit in a scenario where you listen to suspects talking or a phone call. Describing features of a suspect for a phantom image is another possibility.
Coming up with enough scenarios for a whole game where memory techniques are the main theme is tough though.

All in all I think it is a good idea for a game, and fits well with the genre, the art is to not break immersion too much if you choose to create tension with a story.

About the question of it being worth being worked on further: if it's fun for you and you learn things that are interesting to you along the way then yes. A creative project you are working on is a great way to structure your creative flow per se.

First, thanks for trying it out!
Second: sorry about the tutorial, it needs replacement. (I did cut it back a lot in the current download as a temporary fix.)

As far as the memory techniques being used a motif used for immersion, 
I do want to genuinely give the player something they can use after playing.
(That being said, if someone wants to write stuff down to just get to the story, that's cool... )

As far as puzzles go:
Yeah, I have plans for using a basic memory palace (for taking notes on stuff like a crime scene).
Coming up with scenarios is really not much of an issue.
Memory Sports competitions already did that for tasks: https://en.wikipedia.org/wiki/Memory_sport
Those guys are nuts, memorizing decks of shuffled playing cards in under a minute nuts.
#11
Thank you so much for trying it out!

As far as tutorial, I'm sorry for the unpleasant experience.
If I pursue this project further, I will probably merge it with the first direction memorization exercise.

The demographic... oh... I actually was planning on targeting a somewhat older audience. (as what I had planned involved some horror elements...)

What I was going for was a game worth playing that happened to have some learning elements ( as the core gameplay mechanic. )
Hence, I'm not sure if it's possible to get this game to work.
I have already learned a lot involving the art and from using AGS, so I figured it might be a good idea to change projects sooner rather than after building a full game.
#12
I have recently finished making a prototype of a game designed to teach memory techniques ( to quote the title... )
Wikipedia article on one such technique

[





DOWNLOAD PROTOTYPE: (8mb, .zip, 10-30 minutes playtime ) (EDIT: reduced tutorial to 1/3 its original size, still not perfect)
DOWNLOAD (old, ignore)
DOWNLOAD (current)


The game is quite experimental, and all feedback is welcome.
My big question is, though:
IS THIS GAME WORTH WORKING ON TO CREATE A FULL GAME?
I thought it was a good idea to get feedback before I make any more of it.

#13
animObjs




Here is an animation system I rigged together because wanted to animate layers of mist easily.
Incidentally, I over-built it.



HOW TO USE:
Put one or more of these functions in a repeated_execute function:

Code: ags
animObjs( animObjs_Objs( object1.ID, object2.ID, ... ), 
    //Don't use the same location twice
            animObjs_SXYs( speed1, x1, y1,
                speed2, x2, y2,
                speed3, x3, y3
                speed4, x4, y4 ), 
            animObjs_SXYs( speed5, x5, y5,
                etc., etc., etc ),  
        animObjs_SXYs( ));


The above will cause object1 and object2 to go to points x1 y1 at speed1,
then, once that is reached, x2 y2 at speed2
etc. etc.

The minimum needed to run this is:

Code: ags
animObjs( animObjs_Objs( object1.ID), 
    //Don't use the same location twice
            animObjs_SXYs( speed1, x1, y1 ), 
            animObjs_SXYs(  ),  
        animObjs_SXYs( ));


It also includes 'animObjs_relativeToObjStrt()' which works like animObjs
but moves the objects relative to objects start
(this one won't work for solid objects, but can make a roomful of clocks in minutes.)

More instructions can be found on the readme on github.

Enjoy!
(written in (AGS 3.3)

#14
Quote from: Monsieur OUXX on Thu 27/04/2017 10:46:19
I strongly support the appearence of such modules  ;)

Glad to be of help.
#15

sHash




sHash is a simple module that allows a string to act like a dictionary.

It works like this:
Code: ags

someString = sHashSet( someString , "key1", "subject"); // adds key ''key1" to string
sHashGet( someString , "key1"); // gets ''subject"
someString = sHashRemove( someString , "key1"); // Removes "key1"


This can take strings, ints, and floats ( sHashSetFloat, sHashSetInt, etc. )

Also, here is another, similar script:

sList




This is similar to the above, but it allows strings to act like lists.

Here is how to use it:

Code: ags

someString = sListInsertItem( someString, "ListName", "Text To Add", 0); // adds Text To Add
sListGetItem( someString, "ListName", 0); // fetches "Text To Add"
someString = sListRemoveItems( someString, "ListName", 0, 1); // removes  list item 0


and, best of all, the sList can be shuffled with a single function.

someString = sListShuffle( someString, "ListName");



These two scripts work together fairly well ( they can be nested ).

The one exception is if a key name or list name is inside a sList or sHash with the same key or listname.
In those cases, it starts botching up.

EG:
Code: ags
someString = sHashSet( someString , "key1", "subject"); // adds key "key1" to string
someOtherString = sHashSet( someOtherString , "key1", someString ); // getting "key1" will be a problem



A list of all functions can be found on the github page:
https://github.com/QCPolmer/AdventureGameStudio_sHash

Both scripts are under MIT license.

Enjoy!

( written in AGS 3.3.0 )
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