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Messages - SilverSpook

#961
Great job there!  Tardigrades kind of look like ant-eaters crossed with spiders, and an amoeba. :)
#962
AGS Games in Production / Re: Neofeud
Wed 03/02/2016 08:25:46


Detective Hoyt, DEA, futurecop.  Scopin' the arcade for delinquent punks, Footclan recruits, and John Connor.
#963
General Discussion / Re: I give up
Tue 02/02/2016 02:19:58
Just my 2 cents: if you did implement custom resolutions, I have to thank you CW, because I might not have chosen to produce neofeud, or at least not in AGS without the ability to set higher resolutions.

So the renderer isn't the highest quality.  At least it exists!
#964
AGS Games in Production / Re: Autoblight
Mon 01/02/2016 22:55:55
Looks really excellent.  Ditto on the greyscale colorscheme.  Gives me a slight "9" (the Tim Burton one) feel which is a good thing in my case.  I can't say no to anything involving a rogue world-dominating AI!
#965
Looks awesome!  The mood is spot on and the bloody thing in the bottom left makes it really tense.
#966
Hi, I have a part of the game when the player character is being choked by another character.  You can still click on things and use inventory items (this part of the game involves figuring a way out), but you should not be able to interact with anything that isn't right next to the player. 

For example, if you click the door while being choked it should say, "I can't do that right now!"  Or if you try to pick up a hammer that's across the room it says, "I can't get to it!"  However if you click the character on top of you then you can interact with them.

Is there a way to make interactions with all hotspots, objects, and characters in the room temporarily redirect to a "Can't do that!" event?

I was thinking of putting a boolean in each and every hotspot, object, character's every interaction to check if you're being choked or not, but I was thinking there might be a simpler way, thanks!
#967
Ok, I'll see if I can make a custom font I think.  Thanks
#968
Hi, I'm trying to set the font type for character's speech.  The resolution of the game is fairly high (1366x768) so the outline of one pixel is a bit too thin to be easily read.  Is there a way to increase the thickness of the outline?  Thanks.
#969
AGS Games in Production / Re: Neofeud
Sat 30/01/2016 22:07:56


This is the future if we don't elect Bernie Sanders in the US.

(Click for MASSIVE panoramic artwork)

In a brief update, Neofeud is coming along as fast and well as humanly possible!  Testers CassieBSG, selmiak, Frikker, Mandle(?) and Sslaxx are on the job and doing their best to shine the (hopeful) gem of this dystopic p-n-c adventure. 

This most recent screengrab might be one of the best-distilled descriptions of the spirit of Neofeud.  Maybe I'll need to throw a robot in there somewhere and call it the box-cover, printed up glossy and mailed for top-tier Kickstarters. ( In a potential future Kickstarter :) )
#970
Ok, sorry I won't have time to go into detail but here's some votes!

Best Character: Sinitrena
Best Plot: Azure
Best Atmosphere: Azure
Best Style: Sinitrena
Most Substantive: Sinitrena
#971
AGS Games in Production / Re: Neofeud
Tue 26/01/2016 20:01:29


God creates man.  Man is banished from Eden.  Man creates Machine.  Machine creates Eden.

Tentatively calling this guy, "God's Gardener."
#972
Ok, thanks for the input guys.  I'll just test out what exists and try to have an easy tutorial for novice point n clickers. 

@Mandel: Where did you here about these Uber cool cursors?  :)
#973
Thinking of it in terms of when the walk is necessary (not really ever, aside from walking on hotspots) and using a hand on a character or mouth on an object... it may be better to switch out.  One "interface-lock-in" problem I have though is since I've ben dev'ing with 4-verb, I've got a bunch of witty ripostes when the player attempts to talk to screwdrivers or put his hands on people.  :)  There is some game logic that may break if I change as well, and I have limited time so I don't want to take any cornerstones out from under at this point. 

I may have cursor "redirection" so that if you click on something you can't grab it automatically does "look" instead, or if you click on obviously blank ground with "talk" you automatically walk there, to reduce a little of the cycling time, if that makes sense.
#974
AGS Games in Production / Re: Neofeud
Mon 25/01/2016 21:58:31
Thanks guys!

@AnasAbdin: I understand :)

@Gurok: Fascinating... And amazed that the game has entered your dreams without yet being released!  Hopefully it will live up to the hype produced by one's subconscious! :)
#975
AGS Games in Production / Re: Neofeud
Mon 25/01/2016 05:45:59
First set of bug reports are in!

85-90% of levels completed at this point. 

I am holding off on the voicing for a bit until the entire script is completed and finalized (don't want to have to setup additional studio time for corrections!).

If anyone else would be interested in helping test Neofeud let me know. 

Here are a couple trailers here so you can get a little idea of what Neofeud is about:

[embed=800,450]http://www.youtube.com/watch?v=asTKrXLHbTU[/embed]

[embed=800,450]http://www.youtube.com/watch?v=VmU-h3ZP78s[/embed]
#976
Ok, thanks for this monkey0506!  It works!
#977
Hi, I'm trying to intercept clicks on certain hotspots / objects if the player attempts to click with the "walk" verb on it.  I see in the events pane for hotspots and objects you can change the "interact" "talk" "use inventory" and other interactions, but not "walk". 

Is there a way to make a custom action happen when a player clicks "walk" on a hotspot, rather than the player just walking there?

Thanks!
#978
Thanks Stupot for those examples, that does add perspective. 

I did like Gemini Rue which was a successful four-verb game so I guess I am leaning towards sticking with it, but trying to do what I can to make the cycling less frustrating and more accommodating for players.  Like if they attempt to "look" at the ground, perhaps have the game interpret that as a "walk-to" click if there's nothing to click on.
#979
Thanks for the input, guys. 

I guess when I say which is "the best" interface, that's a subjective question.

My goal here is I want to try and reach as wide an audience as possible -- without over-diluting the gameplay such that the "base" of point-and-click veterans such as the AGS community won't like it.  Are there any commercial games that use 4-verb or something like it nowadays?
#980
So I am considering revamping the existing interface for Neofeud which has been implemented thus far with a 4-verb interface, into a two-click interface.  I hadn't known about the LBASS type of interface until a good ways through the development process so was reluctant to start modifying a whole lot of code and game logic, although I liked the simplicity of it.

Would you say that having a 4-verb (walk, interact, look, talk) interface would be a big problem in a modern adventure game?  Would it turn off a lot of players or do you think most of the players could handle it?

In addition, if anyone has any experience with converting a game from four-verb to a two-click interface in a quick and easy way, or with the pitfalls of attempting to do so, I'm all ears!

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