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Messages - Secret Fawful

#41
There was only one thing I didn't like in the game. I hated the main villain's actual face and design at the end so much it took me out of the game. It didn't fit his voice and presence at all, and no, that wasn't ironic or meaningful, it was awful.

Everything else was really, really good. The final gunfight is my favorite part, especially the dialogue beforehand. It really felt like it took inspiration- good inspiration- from Bebop.
#42
Whoa, thanks for pointing that out. I'll make sure that gets fixed.

When I put the demo together, I didn't have a functional middle mouse wheel.
#43
Thanks, Daniel!

Quote from: Armageddon on Wed 15/01/2014 22:37:19
Why not just go for something you know will work well and has been proven for the UI and controls?

Blech. I like to experiment. Using something exactly how everyone else did just bores me. Either way, Hit the Road made icons work. I know I can too.

Quote from: Abisso on Wed 15/01/2014 23:32:42
It's great news but... I want to sneak! I want to run! How am I supposed to do that now?!?! ;)

I'm working on that. :P

...

[I completely forgot about it]

Quote from: Grim on Wed 15/01/2014 23:14:18
That screenshot looks trippy as hell and I love it:)

I'm sure it can't be that hard to come up with a puzzle involving a blue devil bartender, a guy with an eyeball for a head and an angry chimp with a lizard's tail!;) The possibilities are endless!;)

That's not even every creature or object of interest in the room.
#44
Hey, just a small update.

I uh....I'm bad about doing updates. After the feedback I got on the SCUMM interface in the demo not working well due to the way I implemented it, I decided to try something a little different.



I changed it to an ICON-BASED interface, similar to one Brian Moriarty wanted to implement into the Dig. You click on an icon, the cursor changes to the icon, and then you can click on anything in the environment. Unlike, say, Sam and Max Hit the Road, there is still a description bar to tell you what you're clicking on, and this applies to the icons as well. It still needs some tweaks- the inventory still doesn't work quite right, but it's much better than it was, and much more streamlined. Also, there is a new icon- a Walkie Talkie - which serves as a New Kid icon, that will let you select a new scout- after a certain point in the story- from a list of portraits. The look of the interface is still subject to change, as I'm not happy with how the Walkie Talkie looks- and I may change how the Walkie Talkie works, but this should be the final thing, so get your howls of disappointment out of the way now, because I don't plan to go back to verbs.

Happy January!

Oh, and as far as the game itself, it's going, although I'm having trouble with puzzle design. Which is weird, because I have no shortage of creepy and weird ideas and concepts, my brain just struggles with putting them together into a solvable puzzle. So, who knows how that will go, but I'm going to keep going regardless.
#45
It's fine, I suppose, but I wish it would stump me on a puzzle eventually. My guess is they've got harder puzzles in the full game. My HOPE is that they have harder puzzles in the full game.
#46
Quote from: Peder Johnsen+ on Fri 03/01/2014 20:00:46
Game looks amazing! I tried playing it but eventually got stuck (most likely because of a bug). Also why did you only upload the .exe file?
It's better to compress (zip) the contents of the "compiled" folder, then we are able to change the settings etc too.

I'd suggest you find some people to help test and find bugs, then fix them and release an update. It seems it could potentially be impossible to finish with the "bug" I encountered, and it would be sad to see people put off by the bugs when the game itself looks so good! :).

Spoiler

The bug I encountered that seems to stop me from playing anymore is when I go to "home" and walk into the building, I am then unable to leave! Also the room where you have to use the ticket, you don't actually have to do it as you can just walk right past the "pole" thingie.
[close]

There is an exit, but it's in the black space underneath the room. To the left of the southeast corner. I would have put some light or something there to signify an exit.

The game is very pretty, and stays somehow intriguing in spite of it's total lack of direction for the player, and limited animation. I don't mind limited animation, though. I'm stuck right now, as I have no idea what I'm doing.

I
Spoiler
had sex with Syph, and mixed the Four Horsemen. I have the pills, the drink, the remote, and the Kama Sutra.
[close]
#47
Monkey, start telling people why they shouldn't write code a certain way, or help them understand their mistakes, instead of just telling them what to do. Otherwise you're unhelpful and rude and you're just tearing people down.
#48
There are a few QueuedSpeech modules out there. The one I use is by monkey_05_06.

You can find it here.
#50
Hey, Corby, if I beat the game on the hardest difficulty, do I get a Vag of Honor?

#51
Thanks for pointing out the link error in my signature! I've been so focused on the game itself I never even thought about it.
#52


YES! I do want to be a Heroine!
#53
Oh man, you even added in something special for playing on Christmas Day? That attention to detail: WOW.
#54
OH MY GAWWWWD, I know what I'm doing Christmas evening.
#55
You guys deserve a medal for getting this gauntlet interface to work so flawlessly in AGS. I'm racking my brains trying to figure out how you coded it. It's great.
#57
All of that stuff is working properly. Repeatedly_execute does not have any lines of code in it related to the GUIs. The GUIs are set to normally on. I still haven't found the root of the problem.
#58
I'll help out with this. I love playing AGS games. Graphics don't matter to me. I just love them all. The first thing I did, though, was rate Wretcher five cups as it definitely deserves to be rated more.
#59
If you're talking about a character not stopping when you switch to a character in another room, but continuing to walk so that if you switch back he's still doing what you're wanting him to do, I don't know how possible that is, because I haven't tested it-- but the first place I would look is the Character Control module. This lets you set non-blocking paths for a character to walk whether you're in the room or not.
#60
Anytime I click on a GUI in my game, the screen flashes black for a split second. This has not always happened. I've looked through all instances of ProcessClick, eMouseLeft, on_mouse_click, etc. that I can think of. I've deleted extra GUIs I was experimenting with. I've checked all of my modules' code. I can not, for the life of me, figure out what is causing this, or how to stop it. Any suggestions at all where to look or things to try? At first, I thought it was just my new iconbar doing it, but I tested the other GUIs, and they all do it.
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