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Messages - Secret Fawful

#61
The Legend of the Lost Lagoon, The Forgotten Element, and Leitor's Edge are all pretty sad, because I'll never get to play them. :cry:
#62
I get an idea in my head, and usually one revolving around a character. Then I hash out story scenes in my head, usually synced to music. Most often Ennio Morricone soundtracks. I work on figuring out an art style next. Then I make some backgrounds and sprites to get an idea of how the game will look. I write some dialogue and put some early rooms together. Then I start working on design and code, which is where the cursing begins. I scream at AGS for months while I try my hardest to figure out the code, and the puzzles, and I bug monkey_05_06 a lot. Then eventually, sometimes with his help, and sometimes not, I figure out what I'm trying to do, and wait to curse the engine another day. Alcohol and a lot of whining mixes in there somewhere.

It's fun. I like it.
#63
Thanks for this! Thanks to these, I can finally fulfill my dreams of ripping off every LucasArts game ever made and having no original ideas whatsoever. :=
#64
I want to join and work on art as well, but your profile picture intimidates me. :D You don't even look like Ben Jordan anymore!
#65
It's great to see that you've gotten the most important aspect - movement - really, really precise. It looks fun to control.
#66
I hate the gameplay, but I really love the narrative and characters. It's an old fashioned detective mystery pulp adventure story. I can't say it's more explicit or violent than any of those because the pulp novels back in the 50s could get pretty gruesome.

I think the story is more worthwhile than the Walking BOREDOM lolololo anyway.
#67
I joined, saw no one was there, then ate my food for several minutes in it for no reason, and left.
#68
Wow. This is uh...this is super weird, man. I really appreciate the thought, though. Monkey did this because I'm going through a rough time right now, creatively and mentally.

But now I can't make the pretend serious topic "I have decided to murder Monkey_05_06 in cold blood. I need the help of Alan V Drake, Calin Leafshade, and Ryan Timothy." we had planned, man.

Calin, I know you're super butthurt/exhausted deep down about my Lua comments, but...no hard feelings, man. I'm butthurt you haven't made another McCarthy Chronicles.

But no, I appreciate Monkey a lot, in spite of being a dick and making horrendously offensive comments about women, homosexuals, ethnicities, and everything else under the sun which drives me CRAZY. I also recognize that he's basically living his life like Andy Kaufman, he's a genuinely sweet guy deep down, and he's done a lot for this community (except for accidentally destroying the AGS repository or whatever he did what the HELL, MONKEY) all because he wants to help other people be the "next Ron Gilbert" while watching us all burn. Even if we were screaming at each other just this morning, we're the bestest buddies ever. I still HATE MY LITTLE PONY, YOU BRONY WEIRDEE.
#69
It's a puzzle.
Spoiler
Open the middle window.
[close]

Sorry for taking so long to respond. I've been incredibly busy.
#70
Oh, look, an unsuccessful Sierra designer. What a surprise.
#71
Testing was me sending the 'demo' to three of my friends, and M0ds. :P I was rushing for the Release Something thread, so I decided not to worry too hard about it, but I was also continually tweaking it up until the very last second. I won't let the final game go through without some form of serious beta testing. I've been working on assets and areas mostly up til now, and now I'm working on puzzles and plugging them in.

I completely missed the mouse wheel problems because my mouse has had a broken middle wheel for months. Might be time to invest in a new one. Thanks, though. Positive feedback is great, but negative feedback helps me improve. I knew going into this tech demo that it would be faced with some problems, but that's just due to my own inexperience. I'm pretty happy with the feedback so far. I don't like making mistakes, but I like knowing they're there. Thanks for the well wishes. :)

Now I'm going to drink some booze and relax, while my brain processes my next steps.
#72
In this demo, the inventory was a right-click to open. I'm actually really surprised, but you aren't the only one to have trouble with that. Also, what specific verbs did you have the most trouble with? I'm guessing Check and Move.
#73
Quote from: Trapezoid on Fri 02/08/2013 20:17:44
Seconding what's been said so far.
Also:
-The status bar font is kind of hard to read. Go with a pixel font designed for that resolution.
-A clickable/interactable player character always seems like a fun idea, but usually ends up being not worth it. It just gets in the way of more important hotspots.
-I feel like the normal walk speed is a little too slow-- people will just end up running everywhere.
-Use AGS's skippable cutscene features.

Awesome graphics and AMAZING ADLIB MUSIC omg

I'm already stuck at the axe murderer trying to bust the door down, but I'm not sure if I'm missing something, there's a bug, or if that's just where the demo ends.

Spoiler
I need to add a hint somewhere for this probably, and whenever the puzzle shows up in the full game, there'll be one so it's not so cruel, but try opening the door while he's running.
[close]

Thanks, guys. I'm taking all of the feedback into account and I'm working on a more professional interface. Keep in mind, I don't want to go over eight verbs. I've streamlined it to six and I'm working on movement outside of the verb bar. I'm also working on getting an inventory put down in the bottom bar, or as a popup. Move is Push/Pull, and Check is Look at, in, under, behind, etc. Next time I put together a demo, I'll also put in a README for a short summary of controls and such.

Thing is, the demo was me taking a gamble on two puzzles that were pretty hard for me to code. I'll cut down the swearing, or at least use censors.
#74
Nope, that's what the demo is for. I need to know how people need to/want to play, and any difficulties in the design. I appreciate the feedback!
#75
From Screen 7 and moi: A Night At Camp Ravenwood: The Tech Demo




Link

Made in a month, it'll either be your dreams come true, or your worst nightmare.

Any issues with scenarios in the demo will be fixed in the full game. Scenarios may be rearranged in the full game.

I just want to apologize for the game taking so long. It's really down to my own ineptitude, and I appreciate any patience people have had. I'm trying really hard to make something good and memorable here, and I run into a problem at every step it seems. Bear with me. The game may not be out this year, but I'm trying really hard to make that happen.

Bonus points if you are able to pick out references to horror movies and games I've thrown in. Points that don't matter, but hey, FREE POINTS!

EDIT: Fixed.
#76
From Screen 7 and moi: A Night At Camp Ravenwood: The Tech Demo




Download:
Link

Made in a month, it'll either be your dreams come true, or your worst nightmare.

Any issues with scenarios in the demo will be fixed in the full game. Scenarios may be rearranged in the full game.
#77
I have to agree. It does seem to lack a lot of freedom, and that is a problem for me.
#78
Adventure Related Talk & Chat / Re: Face Noir
Thu 25/07/2013 23:00:15
Or did you turn them down because you didn't want that Bioshock logo ripoff on your website? That would have been my reason.
#79
I want Jim Walls to succeed so bad. I tend to strongly identify with adventure game developers who do poorly and just want to do what they love.
#80
Quote from: Chicky on Tue 23/07/2013 19:29:24
He does indeed have a rather badass moustache!

I think the main problem with the Police Quest games (from what i remember) was the obsessive focus on realism and subsequent neglect to include anything fun. Paperwork is never fun, even in a video game! I remember a lot of walking, talking and failure.

Running the cursor around scenery must be a pretty common pastime between adventure gamers :)

Oh, by obsessive focus on realism and neglect to include anything "fun", you mean unique mechanics that set it apart from the crowd and a true-to-detail experience. Okay. At least it wasn't fuckin Minecraft.
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