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Messages - TurduckenMan

#1
Hey everyone! Just so you're all aware, Projector Face is currently 50 percent off for the Steam Summer Sale. Now's your chance to grab it if you haven't already! :)
#2
Unfortunately the company I was working for during the game's creation own the rights to it, so any alternate plans for release are entirely up to them.
#3
Projector Face is a point and click adventure game following the peculiar actions of a voiceless protagonist, trying to communicate in the only way he knows how. Solve a variety of puzzles and help Projector Face befriend the local kids by creating new things for them to play with and doing what you do best: playing movies on whatever surface you can find.

Featuring a beautiful art style, Projector Face is an interesting experience set in an odd town forgotten to time. Players will need to gather items needed to solve a variety of puzzles, as well as create and repair old film reels and the surfaces they can be projected onto. Put yourself in the shoes of a misunderstood creature, and discover the odd world of Projector Face.

Game Features:

- Repair old films found throughout the town
- Mouse-only controls
- Interact with, pick up, and combine items to solve various puzzles throughout the game
- 100% hand drawn characters and environments
- "Silent Film" style narration

http://store.steampowered.com/app/431850

Projector Face was created on and off over the course of 7-8 months. I'd like to mention that the animations seem to be low frame numbers, and I want to be clear that this was an intentional decision: based off of budget woes and team size. We decided having consistent, low frame count animations would be more reliable than some animations that were higher quality than others.

I also want to give a very huge thanks to the people of these forums, for being hands down the nicest and most helpful online community I've ever had the pleasure to work with. I look forward to beginning another project with this program in the future. I hope you all enjoy the game, a lot of love went into it from myself, the other developer, and the insanely talented artists.









#4
AGS Games in Production / Re: Projector Face
Thu 24/12/2015 03:34:02
We've been greenlit! Thank you all so much for your support. I hope you all love the game when it's finished. :)
#5
AGS Games in Production / Re: Projector Face
Mon 14/12/2015 16:44:20
Hey folks,

We made it into the top 100 games on Steam Greenlight over the weekend!
I'm going to start tracking our position in the original post, for anyone that's interested.

If you guys haven't yet, please go vote "Yes", and get anyone you that would be interested to go do so as well!

Thanks so much :)
#6
AGS Games in Production / Re: Projector Face
Fri 11/12/2015 19:43:28
Hey everyone! Here's an AGS Forums-exclusive screenshot for any of you interested :)
Thanks again for all of the support.

#7
AGS Games in Production / Re: Projector Face
Thu 10/12/2015 17:06:08
Thanks a lot for all the kind words, everyone!

Unfortunately our publisher is postponing production until the game is greenlit, but we're good to go full force on getting it done once it's been approved. So spread the word around if you can! :)
#8
AGS Games in Production / Re: Projector Face
Thu 10/12/2015 04:17:11
Well I'm fortunate enough that I actually work at a company where I'm essentially employed to create my own content, so all of the artists I have available are industry professionals. I can say though that previously I've found luck in getting in touch with other people who've released projects and gotten recommendations on artists that way. :)
#9
AGS Games in Production / Re: Projector Face
Thu 10/12/2015 00:09:56
Thanks a lot! It's my first time doing anything with AGS so it's definitely been interesting figuring out what I'm doing haha. Thankfully I've had three ridiculously talented artists carrying me through :P
#10
AGS Games in Production / Re: Projector Face
Wed 09/12/2015 23:27:53
My apologies, I'll edit in a description and progress report.

The game is being made in AGS! :)

Thanks so much!
#11
AGS Games in Production / Projector Face
Wed 09/12/2015 22:12:13
Hello everyone!

The game I've been working on for the last few months has recently gone live to steam greenlight. If you could all go check it out, that would be awesome! I'm hoping to release January/February of 2016.

http://steamcommunity.com/sharedfiles/filedetails/?id=556564685

We're currently sitting at Rank #17 out of 1,894 games on greenlight, with over 1,750 yes votes! Wow!

Projector Face is a point and click adventure game following the peculiar actions of a voiceless protagonist, trying to communicate in the only way he knows how.
Help Projector Face befriend the local kids by creating new things for them to play with and doing what you do best: playing movies on whatever surface you can find.

Game Features:

- Repair old films found throughout the town
- Interact with, pick up, and combine items to solve various puzzles throughout the game
- 100% hand drawn characters and environments
- "Silent Film" style narration
- Find hidden collectables throughout the town

Progress:

Art Assets
Backgrounds - 100%
Character art + animations - 85%
GUI - 100%
Objects + animations - 90%

Gameplay
Puzzles - 100%
Scripting - 100%

Audio
Music - 0%
SFX - 75%

Here are some screenshots:










#12
Ah, IgnoreWalkbehinds was causing the issue.

Thanks so much!
#13
Hello! Quick question, I've currently switched the game's default graphic driver from DirectDraw 5 to Direct3D 9. This was awesome because it fixed a couple graphical issues that were coming up with sprites being scaled in locations, but suddenly a sprite of mine has stopped appearing!

On the main menu, when hovering over any of the buttons, a spotlight is supposed to point at the button, like such:


However, once I switched the graphics driver, this is what happens now:


Any ideas why the sprite has suddenly stopped appearing?
Any help is much appreciated. :)

(Also, here's a screencap of the game so far in case anyone was interested!)
#14
Hey, thanks a lot for the response!

Me and my friend were actually thinking about just adding 100 but it didn't feel right haha. Also, I don't really know how to change the numbers for my sprites without just reimporting them all, so we weren't sure it would work too well.

Fortunately, I got it to work using a semi-interesting method, and it seems to be working very well so far! I'll post what I did here just in case anyone else ever wants to try it out.

In the Properties Schema, I created two properties that could only apply to inventory items. I named them "ColouredID" and "GreyedID". For each inventory item, I assigned the ColouredID as the sprite number for the item's sprite, and I assigned GreyedID as the greyed out sprite's number. Then, in "repeatedly_execute" I just put this code:

Code: ags

function UpdateInventoryIcons () {
  if (player.ActiveInventory != null) {
    player.ActiveInventory.Graphic = player.ActiveInventory.GetProperty ("GreyedID");
  } else {
    if (lastItem != null) {
      lastItem.Graphic = lastItem.GetProperty ("ColouredID");
    }
  }
}


"lastItem" is just an InventoryItem I declared at the top, which I assign the player's active inventory to whenever they useInv or dismiss their inventory. Funny, never thought the properties would come up for me but now I'm thinking of all kinds of ways I can use them!

Thanks again for the response, much appreciated!
#15
Hello everyone! Quick question from me, I'm currently trying to make it so that when the player has clicked an item in their inventory, the graphic is swapped to a "greyed out" version.

I'm mostly curious how you guys go about doing this? I'm aware of the InventoryItem.graphic feature, but it's more so the overarching system than doing it on a single case basis that I'm stuck with. By this I mean that I'm unsure as to whether or not there's a simple way to swap all of my inventory items graphics with a function or two, or if I have to manually code the change for every possible item.

Is there a way I can associate a graphic with another graphic? Because currently the only thing I can think to do is to say "If X is equipped, change X graphic to Y; if Z is equipped, change Z graphic to A" etc etc and it just seems totally unrealistic based on how many items there are in my game. I feel like there's a way I could say "If an item is equipped, change its graphic to the associated greyout graphic" but my inexperience with coding is making it hard for me to find a solution.

Sorry if that comes across as confusing at all, hopefully you sort of understand what I'm trying to do.
Any help is much appreciated!
#16
Hey, thanks slasher, snarky and Khris for your responses!

I've used the code Khris provided and it worked completely flawlessly. Thanks a ton man, definitely going to credit you as you've helped me with two extremely frustrating things now haha.
Now I have a decent idea on how lockview works as well!

The response time on this forum never ceases to amaze me, thanks a lot you guys.
#17
Hello everyone!

I'm currently working on a project, and in this project there's a room where my character is meant to pick up and use a hose to spray a couple of things. However, the player doesn't get to keep the hose, so I only want it to be usable in this one location.

I've tried adding a blank inventory item when the player interacts with the hose, and then removing it when they dismiss it. This actually worked decently, however as I don't want some sort of dynamic-moving hose, I need the player to be locked into that position while using the hose. Using the hose on any hotspots cause the character to walk over to the hotspot even though I've disabled his walk option, and I'm having difficulties preventing such a thing from happening. I feel I may be missing something fairly obvious, but after checking the manual and looking for similar threads I'm not entirely sure what to do. (I've thought of setting the walkto point for all the hotspots to 0 and then manually making the character walk there any other situation where it's needed, but that just feels too janky to be proper or reasonable.)

If there's an easier way to temporarily "equip" something to the player then I'd love to hear it, or if there's a way to make my attempted method described above work properly that would be perfect as well. Is it maybe possible to create a new cursormode?

Any help is much appreciated!
#18
Aha, it works perfectly!

Thanks so much for the time spent helping, I really appreciate it.
#19
Right, my bad I didn't mention the difference.
Now, the cursor changes to the cursor I've set for location and hotspots immediately, rather than when I hover over them. Hovering somewhere other than there does nothing. Basically the interact sprite is always being used, and never the no location sprite.
And yes I have added the function call to repeatedly_execute, and I've also set the mouse mode to interact in game_start.




#20
Thanks a lot for taking the time to reply! I've implemented the code you've posted and for some reason the cursor defaults to the graphic used for interact no matter where on the screen it is. So a couple of questions on my end:
1. Am I supposed to set the default graphics as blank for my cursor modes?
2. May have been a faulty assumption on my end, but the number used in this code for each graphic is supposed to be the number that goes with the sprite when viewing all of my sprites, correct?

Thanks again
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