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Messages - Vince Twelve

#81
Quote from: Radiant on Thu 18/07/2013 15:47:03
Okay, so is there anyone who worked for Sierra or LucasArts who has ''not'' done a kickstarter project for their favorite series recently? What's next, Infocom?

C'mon Boffo Games!
#82
Aw shucks.  Thanks Sunny P!
#83
Man, I hope he gets $800k so we can get some Badonk.  I already don't get the concept of stretch goals, but these are ridiculous.  "At this level, we'll make the game more better.  And at THIS level, we'll make it even betterer."
#84
Hint:
Spoiler
There's only one path in the game.  If you follow it, you'll eventually find everything you need up until the last bit.
[close]

Edit: Just uploaded the source code.
#85
Forest
A 48 hour game made for Molyjam 2013



Explore the Forest of People.
Talk to its residents, discover their secrets.
Come for the pseudo-3d, stay for the live-action FMV ending.



Instructions

Use the arrow keys or WASD to move. Spacebar to interact. Ctrl-Q to quit.


About Molyjam

Molyjam is a 48 hour game jam inspired by the Tweets of @petermolydeux who regularly makes fun of the real Peter Molyneux's outlandish claims about games. This year, the theme was to pick a quote from the real Peter and use it as an inspiration for a game. I chose:

Quote from: Peter MolyneuxIf you could imagine, there was this hill completely full of people, like a forest of people. It was quite scary, actually.

And 48 hours later, this experiment popped out.

This version is actually slightly edited from the original 48 hour version. I fixed a few bugs and added some extra sound by Limpingfish!  Thanks Limpy!

Source code
I'm providing the AGS project for download if anyone's curious to look at how I did anything. But a quick disclaimer: this is shitty programming. I didn't have time to sit and plan things out, so it's all slapdash thrown together. At many points during the 48 hours I was thinking to myself: "That one's going to bite me in the butt later. Oh well, it works. Moving on."

Download Source Code v1.1 (for AGS 3.2.1)





Edit: Not two hours after release, Stupot found a game breaking bug.  Version 1.1 has been uploaded.  Download the new version if you run into a crash!
#86
Quote from: LimpingFish on Mon 15/07/2013 17:55:40
[...]the title, Fly Paper, was a joke about luring the player in, in this case with a dramatic intro, before revealing the truth.

Oh, you!
#87
Hey qptain Nemo, you want to borrow some of my trophies? (nod)

Woo! Congratulations everyone! And congratulations to the organizers! You did a great job bringing this together!

Here are the reviews that I hastily typed up while playing the games:

ODOW:
Wow, I really appreciate the amount of coding that must have gone into this.  As someone who also loves doing weird experiments with AGS, this impressed me greatly! The 3D presentation was very effective. I'd love to see this expanded into a full rogue-like with randomized levels and more enemies, weapons, and magic!  Two thumbs up! (Please release your source code!!!)

The Addict:
Some cute writing and graphics here. Obviously with more time you would have gotten a walk-cycle in, but the sprite is nice as are the backgrounds.  If you continue with this, get someone to quickly proof-read and edit your writing a bit.  Lot's of people on the board willing to help with that (though I understand not doing that during the one short week you had to make this).  That being said, you committed several "cardinal sins" of Adventure Game Studio game making.  I see them in lots of first (and second and third...) games and they're easy to fix.  Fixing these things will make all your games infinitely more playable:

1) Make sure your mouse cursor is easy to see.  It doesn't stand out from the blue background enough and it's sometimes difficult to see where you're pointing.
2) Hotspot markers on your inventory items. It's really hard to tell if I'm clicking an inventory item on something because there's no clear indication of what part of the inventory item is my cursor hotspot! This issue is one of my pet peeves and it's really easy to fix!
3) Make responses to wrong combinations.  When I try to use the bar on the door, tell me why it's not a good solution.  This is especially annoying in combination with #2 because it makes it so I'm not sure if I missed when I tried to use the pink box on the hand dryer or if there was just no response to my incorrect guess.  It's very easy in AGS to put in default responses so it at least says "That doesn't work." when I try something wrong.  Make sure you add it to all your games and it will be a big improvement!
4) Too slow walking! Just a minor point, but I thought your guy walks annoyingly slow.  The default AGS speed is too low and makes a lot of people's first games annoying to play because they don't know that they can crank it up!

All of that is meant to be constructive criticism and not insults towards your game. It feels like a first game, and that's fine.  Everyone has to make one.  (Most people never even get that far.) I hope you keep at it and improve with each new game!  There are some great ideas in here, and now you've got something done.  Time to take the lessons you learned from OROW and make another short game!  Each time you learn new stuff!  Good job!

Butler:
Oh god, I was laughing from the very start when the brother was repeatedly admitting to the murder.  Great horse sound fx!  Love the cute graphics! I got stuck not noticing the individual book hotspot.  I cracked up the first time I went to the left and then came back to find the doctor dead.  Each time was funnier than the last.  Very funny writing.  A couple spelling errors to fix up, but that's no big deal.

I'm going to harp on the hotspots for the inventory cursors again.  It wasn't a huge deal here since the characters were pretty big and easy to hit and there was the hotspot label at the bottom of the screen making it easier.  But still, make a little arrow on the inventory cursors or something! 

It's also a little bit tricky to walk left and right in the room without clicking on something else.  And you have to walk away from the center of the room and then walk back to it if you want to go to the other side which is a little annoying.  That could be polished up a bit.  Maybe just have an arrow on screen that you click to walk to one side or another instead of using a walkto cursor at all.

Overall, a well-concieved, hilarious short game.  Very impressed!

(Edit: I'll tip my hand. I voted for Butler for best game.  Something about it! I hope it gets polished up a bit and given a proper release!)

The Crystal Ball:
Very nice atmosphere and implementation of the verb coin (Although it took me a little bit clicking around before I figured out it was a verb coin. They always trip me up!)  Good writing.  I liked how you can look at the cop and get a bunch of details from his physical features and then use those in conversation.  I didn't try to say different things in the conversations, so I'm not sure if there are any branches or not.  But I hope there are!  I wish there was some kind of conversation with the cop at the end to wrap things up or a twist or something.  But it ended alright.  Well done!

Mi:
Loved the presentation.  Great color pallete on the backgrounds and awesome Anime-dub voices!  At the start I thought it was going to be some kind of action platformer.  The puzzles were alright.  Psychicly sending items to Akemi from her cat was a cute idea.  It was a short, but nice experience.  Great job for one week!  I will take a moment to again wish that there were hotspot indicators on the inventory items! But at least there was a mouseover indicator label, so it wasn't so bad.

Great job!

Flypaper:
LOL. I was like "Man, I am into this! This dude spent some time on these graphics, I- oh wait..."

Kanji Gakusei:
Very cute little game.  I'm also going to pick on this one for not having hotspot indicators on your inventory items.  It's my pet peeve!  Hard to hit a three pixel duck with a stick when you're not sure which pixel of the stick is the pointy part!  Other than that it had cute simple puzzles and a nice idea.  Kawaii, etc.  I would have liked to have some kanji lesson in there, like someone explaining how the tree kanji looks like a tree and if you draw three of them it means forest, etc.  Could be expanded into a nice educational game.  Well done!

Sinking:
Very nice idea!  It took me a couple rounds to figure out exactly what was going on and what I was supposed to do.  But I think I figured it out.  Never managed to beat it on Normal though.  THings go to shit really fast!  I think falling off stuff might be a little too sensitive.  Especially when something's broken but you don't know where and have to go looking all around for it.  I fall off stuff a lot!  Very cool stuff though.  It's really fun and challenging (I never even bothered attempting hard mode!).  There's a nice variety of stuff to do.  It becomes a nice little time-management thing.  Too bad the other crew are useless and there's no reason to keep them around.  Or is there?  Two thumbs up!  Great job!

Jack Trekker:
Now that's how you fucking make an introduction.  Great stuff.  Love the guitar riff.  Great graphics in the room.  Love the out-of-focus foreground.  Hilarious writing.  Cracked up at "French or somethin'."  And OH SHIT, LOOK OUT NOW! INVENTORY CURSOR HOTSPOTS. THAT'S WHAT I'M TALKING ABOUT! TAKE NOTES Y'ALL.  Ahem. Sorry.  Well done on that.  Great polish all around.  Couple a' decent puzzles and some great style and junk.  Well done.  Two thumbs up!

Draconis:
Some more great scripting on display here!  It took me a while to get used to the rule set.  It seemed weird that falling gems would kill you and you could only collect them while they were still.  Using fire was a little weird too.  But the concept is good!  I liked the first two levels, but they were a bit hard.  I'd like to have a couple simple ones to teach the basics as you build up to the harder ones with lots of ways to die.  It also feels really bad when you get really far in a level and then make a dumb mistake and have to start over.  Bad enough to make me not try that second level for the fourth time!  But I felt like I played enough to get it and it's pretty great.  This could be refined into a very cool thing.  And you have a custom level editor text file!  That's pretty great!  A little more and it could be an in-game editor!  Sweet!  Good job!

Girl and Rabbit:
Hooray! I'm now marginally better prepared to face the challenges of the world.  I loved the hand-drawn-but-pixels look on the backgrounds.  The character sprites were great, too.  Right off the bat, I just sat there talking to the rabbit to hear all the funny shit he said.  Loved the score going increasingly negative.  Some decent dialog puzzles.  Liked the shooting thing at the end.  Bam. Serial killer out the door.  Well done!

The Rebirth:
To be continued! Great stuff here! Loved the character animations. Especially THAT animation.  The backgrounds were great as well.  An interesting plot that only HINTS at a grand conspiracy with mass casualties and world-wide implications?!?! That's right up my alley.  If I had one complaint it's that the main character walked a bit too slow for me.  That and the fuse puzzle should have involved on over-complicated wiring task that involves math and requires people to take notes so that everyone gets pissed off and hates you.  Two thumbs way up!

The Tatoo Room:
Really clever idea! Could be expanded with more customer requests and pictures to choose from!  Great art.  I love the creepy guy's face, though the audio grated a bit.  Took me a couple tries to figure out exactly what I was doing, but I was able to satisfy the dude on my fourth try.  Neat concept.  Good job!

The Reaper:
Whoah.  A far-future sequel to The Rebirth, perhaps?  Did you two work together? :) Great stuff here, obv.  Art is all around stunning.  The raven flying away was tops.  And how did you do that refraction effect on the jars? That's awesome.  If I had to come up with a complaint, it would be that you have to walk back and forth from the panel to the pump one too many times and the walk speed is too slow.  Or maybe that removing the rubble hotspot after getting a piece would have made walking easier.  But you know I'm just nitpicking there.  Groovy stuff.  Super creepy ending!  Two thumbs up!

Betrayal:
Damn, that was disorienting.  And I mean that in a good way.  The whole thing is supposed to be that way.  The perspective, the weird audio near the start.  The doors.  That was a great effect.  Some clever scripting to make that work, I imagine.  Well done.  Interesting way of rolling out the story in glimpses and hints.  The art isn't great obviously, but you make up for it with lots of other stuff.  It was unique!  Great job! Just slap some hotspot indicators on those inventory graphics and you get two thumbs up!

Did the game end with the Dick quote?  I couldn't get anything to happen on that screen, and never had a use for the pendant, so I just quit.  Was there something else?
#88
Damn, Ian and Ben's stuff work perfectly together. Gorgeous screens.
#89
Linus Bruckman was an OREM game.  (That's One Room Eight Months for you philistines.)

I fell asleep last night listening to the podcast and had visions of Ben304s and Grudislavs dancing in my head.
#90
Done!  My first finished game was an OROW game, so I look forward to playing the games each time it's held!  Played through all the games this evening, pausing only to eat.  What a great time!  I can't remember another OROW with such great output.  Some people know how to take advantage of AGS's strengths!  Man.  Good job everybody!  I got my votes in.  Some of them were really hard.  I hope people don't just vote their favorite across the board and actually put some thought into the voting.  Because there are some in here that probably deserve some recognition that may not get included if that happens.

I've written mini-reviews for each game and I'll post them all after the results are up!

Again, congrats to everyone who participated.  If it was your first game, double congrats.  You've now finished something.  You know what it takes to finish something.  Now go finish more things!!!
#91
Can't wait. Tomorrow is OROW playing day for me!
#92
Man, I think I'm going to buy me some Resonance. What a steal!!!

(I bought Antichamber, and will buy Dishonored as soon as it wins this Community's Choice vote.)
#94
Last weekend, I finished a short horror adventure game (playable here) in 48 hours for the Molyjam game jam.  I'm going to polish it up just a little and give it an official release, but I need some spooky sounds.

-Whispering SFX: I need several whisper sound effects that sound like a person whispering something unintelligible. 1-3 seconds each.  Would like to have at least 5 different tracks so they don't get too repetitive.
-Some kind of tone to sound when you solve a puzzle or find something.  Nothing too happy, obviously, it has to fit the mood.  Just something to give an auditory indication that you are progressing in the game.
-A background ambient track.  This could be spooky music, but nothing too melodic.  Or it could just be ambient sounds, like an eerie wind through the trees or some hushed static or tones.

If you're interested in helping out, let me know! I'd like this as soon as possible. The game is ready to go other than these few things.
#95
I actually checked flight prices when you told me you were coming to the country.  Sadly, they were a bit too pricey for a quick trip to Texas to visit a good friend.  Next time, do a concert closer to Omaha.
#96
Congrats to everyone who participated!  OROW is an awesome chance to just get something done.  I wound up not submitting my 48 hour Molyjam game because it broke the anonymity rules.  I had been Tweeting and Vining about it all weekend, and had to post it to the Molyjam site.

I'm really looking forward to playing these games this week and voting!
#97
Here's my follow up to Resonance in its current form:



It's not a direct sequel or a spin off.  It's set 30 years after the events of Resonance.  The ramifications of the first game are felt and some familiar characters and locations may be making appearances, but the story stands on its own.
#98
I think I'm in, but I'm going to double-duty my game with Molyjam.  So, I'm starting on the 5th, and trying to make a game in two days that fits both competition themes.   (nod)

Good luck everyone!
#99
Daaaamn, great job Ghost!  Can't wait to read the final product!
#100
Ooh, I was going to do the Molyjam that weekend, but this is better! (Though, I may only have time to work on the weekend anyways, so maybe my game can be both? :))
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