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Messages - Ultra Magnus

#361
Hey all.

Thanks for all the comments and feedback. Sorry I didn't reply sooner but I thought I had this place sending me email alerts whenever anyone posted in this thread. I guess not.

Also, sorry for the lack of screenshots, I was not aware it was common practice. Will do better next time. As long as they're okay where they are, I think I'll leave them in Ghosts's post. Is that cool? (And thanks to Ghost for doing that for me.)

I've been working of the game some more, so the first post has been updated with a new link to version 1.2.
You can get it at http://www.mediafire.com/?eqxgrekxxnj.
One thing is that on the previous version I forgot to turn off the option to save games in My Docs, so anyone who's played it may well have a new empty saves folder courtesy of myself. Sorry about that. :-[

I also realised that this should probably technically be referred to as a demo, as I intend to build off of it into a bigger game.
Would it be possible to shunt this over into the demos forum?

Aaaannyway...
On to the feedback...

Quote from: Leon- It would be more obvious if there were arrows to the left and right indicating you can move a screen to the left or right. That way it's more clear that you can't move further. Or make the screens repeating (you are standing on a square so you can keep turning around...)
This is true, and a good suggestion. Thanks.

Quote from: Leon- I miss the sound...  It would add a lot to the attraction (certainly for kids). It would be an idea to add speech to the game and let Stephanie tell her story. But like you said, something for future work.
Version 1.2 now has music. Still no voices or sfx, but it's better than nothing, right?
The looping midi could possibly drive you insane, but still... I think it's worth it. :)

Quote from: Leon- The text speed is a bit fast. Kids don't read that fast, also people who don't have the English as native language might need a bit longer. Why not make it clickable so everyone can read at his/her own speed?
I didn't know that was possible. I'll look into that. Thanks.

Quote from: Leon- The style of the text-boxes don't match the graphics style. The high-res images are great but the low-res text was disappointing. Maybe another font might do a lot? Or create Lazy-town style balloon-boxes?
I know, but I don't know how to customise text boxes and the like just yet. I'll look it up.
Maybe you're right, and it would be as simple as changing the font. I'll have a play around while I'm at it.

And lastly, thanks to everyone for the kind words and encouragement. :)
#362
Quote from: GarageGothic
<snip>
An excellent first game, good luck with your future projects!

Thanks for the feedback.

Yeah, I was initially planning to make it longer as well as bigger (more rooms, characters, puzzle elements etc.) that's why the inventory is there, and why the GUI is so big. But somewhere between putting the GUIs together and actually scripting the game I thought it would be better to start with something basic so as to reduce the risk of me giving up halfway through making it.

I kept it pretty close to the canon of the show, again because using pre-established characters and situations made it that bit easier for me. It's not really my place to say, but I could probably come up with something better/more interesting if I gave myself the freedom that comes with doing something more original.

As for the technical issues you raised :-
It is just a rehash of the basic interface. I was just building off of the default template to start with.
The automatic cursor changing idea sounds good, but seems like it might be a little out of my depth.
I must admit that the mousewheel scrolling thing was nothing to do with me, it's from the default template again. Or maybe I stole it from DemoQuest, I'm not sure. Either way, it was not my idea.

Quote from: egamerThe graphics are nice.  The thing that most struck me was the first-person viewpoint.
<snip>

As GarageGothic picked up on, most of the graphics are stolen. Actually, it's only the objects that I made myself.
In truth I spent the first day making it Monkey Island style, but decided to give up on that and go with the first-person aspect because of how much I suck at pixel art. (A lot.)

Thanks for the feedback.
#363
Hello people.

I've just spent the past few days learning AGS.
I'd appreciate some feedback on my first attempt at a game, as I'm sure I went round three sides of the square at various points.

Anyway, here it is.
http://www.mediafire.com/?eqxgrekxxnj - Updated with v1.2

It's roughly 14.8MB unpacked due to the (somewhat) high quality graphics.

As I said, I'd appreciate some tips on how I could make it (or my next game) better.
I do intend to add some music later, but I couldn't be bothered to put off releasing it until I could be bothered to make the midi files, seeing as there aren't any already available that I know of.

I'll shut up now.

Thanks.
J.

Note: This game may not be suitable for those who are offended by children's TV.
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