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#461
I made a walkthrough in the hints & tips forum. I'd rather people finish the game then give up in frustration.  :)  Hopefully everything makes sense and doesn't slip into "moon logic."

https://www.adventuregamestudio.co.uk/forums/hints-tips/tunnel-vision-walkthrough/msg636657167/#new
#462
Hints & Tips / Tunnel Vision Walkthrough
Mon 21/08/2023 02:32:55
It seems like a number of people are getting stuck in various places, so here's a walkthrough for anyone who finds the game frustrating. The hardcore among you should feel free to disregard.  :)

I'm also happy to provide hints here if that's preferable. :)

Puzzle 1:
Spoiler
Patch the stab wound:
1. Use pain reliever and then lipstick on arrow.
2. Pull out arrow.
3. Use hand sanitizer and then tissues.
4. Use tissue wrapper and then phone charger.
[close]
Puzzle 2:
Spoiler
Open the locker:
1.Use lipstick on poster and on left-side window.
2. Use lipstick/screwdriver on locker door.
3. Use arrow on locker door.
[close]
Puzzle 3:
Spoiler
Pull out the wrench:
1. Use Windex on wrench.
2. Use fire extinguisher on wrench.
3. Collect crowbar and pliers from locker.
4. Pull lever.
[close]
Puzzle 4:
Spoiler
Escape the train car:
1. Use crowbar on left seat.
2. Use pliers on left seat.
3. Use locker door on far-right floor hatch (using it on center aisle will go nowhere).
4. Use cushion on locker door.
5. Use wrench on roof hatch repeatedly until it opens.
[close]
Puzzle 5:
Spoiler
Get down from the roof:
1. Use crowbar on mystery component.
2. Use wires on hatch handle.
3. Use pliers on wires.
4. Use lasso on passing pole with horizontal beam repeatedly until it catches.
[close]
Puzzle 6:
Spoiler
Open the suitcase:
1. Use crowbar on floor vent.
2. Use pliers or arrow on seat rip.
3. Use necklace on floor vent.
4. Find suitcase in top left corner.
5. Use key on suitcase and collect suitcase contents.
[close]
Puzzle 7:
Spoiler
Open the door to the cab:
1. Use screwdriver on ceiling electrical panel.
2. Use pliers on ceiling electrical panel.
3. Go back up to roof and use wires on electric sparks.
4. Go back down and use t-shirt on live wire.
5. Use crowbar on flaming t-shirt.
6. Use flaming crowbar on ceiling sprinkler head.
7. BEFORE GOING INTO THE CAB, DO THE FOLLOWING:
Spoiler
Collect the wires. If you do not do this, there is NO WAY TO WIN once you are inside the cab!
[close]
[close]
Puzzle 8:
Spoiler
Stop the train!
1. Wedge left window open with wad of cash.
2. Tie wires to lefthand emergency brake.
3. Tie gun or crowbar to wires.
4. Use screwdriver on damage under console.
5. Prop broken brake with gun or crowbar.
6. Pull righthand emergency brake.
7. YOU WIN!!  :)
[close]
#463
@Creamy thanks so much for playing!

Spoiler
there's a red herring in this puzzle. You might be falling for it. Kind of evil on my part lol
[close]
#464
Wow. Looks like a huge game!  8-0  I wouldn't know how to keep track of it all.
#465
Hey @CaptainD , thanks for playing!

Spoiler
I'll check out that hotspot and see what's up. And the solution to the second puzzle involves lipstick.
[close]
#466
Minor bug reported with regard to using inventory in a certain situation. Should be fixed in the Windows and Linux versions now, and shouldn't break saves I believe.  :)  Waiting on uploading a fix for the Mac versions in case other issues come up. EDIT: bug fix for Mac versions now uploaded.

Thanks for all the downloads so far!  ;-D
#468
What's the status here? Should I go ahead and pick a theme for next time at this point?
#469
THE GAME IS RELEASED!  ;-D  (And yes, I changed my profile picture. Been meaning to for a while and it felt like an appropriate time).

Here's the announcement thread: https://www.adventuregamestudio.co.uk/forums/completed-game-announcements/tunnel-vision/
#470
Completed Game Announcements / Tunnel Vision
Sat 19/08/2023 22:59:19
It's finally done!  ;-D  I've been working on this game for a year (I started it before both of my MAGS entries), and I'm excited it's time to share it! It's been so much work, but I am very proud of the result.  :)
-------------------

Trapped on a sabotaged train speeding toward a tunnel with a bomb, an heiress struggles to stop the train in time. Save the passengers and escape the train car before it's too late! A first-person game with nostalgic low-res CGA 4-color graphics.

TUNNEL VISION is a first-person point-and-click action adventure puzzle survival game.

FEATURES:
-Multiple animated cutscenes
-All original artwork and music
-Short-to-medium playtime (30-60 minutes)
-Simple one-click interface
-Toggle timed puzzles on or off
-Save points

AGS Database Entry with Download Links

Special credit goes to @Nahuel for very thorough playtesting and MacOS conversion. Huge thanks!





#471
UPDATE: RELEASING AUGUST 20!

Playtesting is done and the game is ready for release! Just a few details to take care of (like preparing the itch.io page) and Tunnel Vision will go out into the world.

Thanks everyone for your interest here, and HUGE thanks to @Nahuel for doing an AMAZING job playtesting as well as compiling the MacOS versions for me!

Stay tuned for a Completed Games thread in the next few days. :) :)
#472
Evidently Ctrl+[ is being received as keycode 27 which according to the table at https://adventuregamestudio.github.io/ags-manual/Keycodes.html is Escape. This explains why the game is pausing since Escape is one of my chosen pause keys. But why would Ctrl+[ trigger escape?  :-\ 

This is 3.5.1.22
#473
Understood. Will try this. Thank you
#474
Thanks. I'm not sure how to print the received code, though. Where would I be able to do that?
#475
Advanced Technical Forum / Ctrl+[ pauses game
Sun 13/08/2023 16:31:29
Odd discovery here. @Nahuel found while playtesting my game (AGS 3.5.1) that pressing Ctrl+[ pauses the game.

This combination does not even seem to be an option in the drop-down list under on_key_press, and there also doesn't seem to be a game.pause_key listed in the game variables like there is with game.abort_key.

Is this a hard-coded debug feature? Ctrl+P is one of my pause keys in the game, and the [ key is right next to P, as Nahuel pointed out to me, but maybe that's unrelated.

This isn't necessarily a problem, but I couldn't find an explanation for it anywhere, so I figured I'd ask in case it needs to be documented somewhere.

Thanks!
#476
UPDATE: GAME IS FINISHED AND NOW IN PLAYTESTING! ;-D  ;-D  ;-D  8-0

Nahuel has already graciously offered to test it for me, but if anyone else is interested, just let me know! If so, you will be credited.  :)
#477
UPDATE 9 AUGUST 2023

The game is fully playable all the way through!  ;-D  Art, music, and puzzles are complete. Just a little work left to do on GUIs and the save/load system, and it will be ready for playtesting.  :)

In the meantime, I've uploaded a teaser music clip so you can get a feel for the tone/atmosphere. I've put a lot of work into writing, arranging, and mixing the music for this game, and I'm very proud of it.  :-D

Music clip available here:
https://rootbound.itch.io/tunnel-vision

#478
Still trying to finish one of my bigger games this month, so probably won't enter, but it's great to see engagement with the prompt!
#479
Played and finished both games!

My vote went to:
Spoiler
Forgotten Tavern. Definitely a more fully-realized work, with a well-developed story.

Horror, Naturally had some good points, but had overall less immersion for me.
[close]
#480
Not sure how to do the fade non blocking except maybe using the tween module's tween transparency command. That's probably the easiest.

For not having to copy and paste the code, you could put the custom fadein and fadeout functions in the global script and then export the functions so that you can call them from any room.

If you're using a GUI for the black screen it should work fine. If you are using a room object for the black screen you probably would need to use a global object pointer (I think that's an option) instead of referring directly to the in room object. Then you define the global object pointer in each room as referring to the room object you're using.

(Hopefully I am not out of my depth here as I am away from the computer and unable to test this method. It will result in a null pointer error if the function is called before the pointer is defined. There might be other pitfalls I'm not thinking of too).

The change room command would stay in the room script, after the fadeout.
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