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Messages - WHAM

#1061
The thread is pretty quiet, any votes so far?
#1062
The Rumpus Room / Re: Happy Birthday Thread!
Sun 28/07/2013 10:46:22
Awww, I didn' think anyone would remember! (so I crept into this thread to stare at it and repeatedly smash F5 just in case ;) )
Thanks Stupot+!
#1063
My workplace web-filter (fortiguard) says your site is malicious. Looks like I'll vote when I get home... :)
#1064
I could never decide if the game was too naughty or not naughty enough. Probably the latter. :)
Anyway, liked the game a lot!
#1065




Sinking is a short minigame conceived and produced for the AGS Forum's One Room One Week -competition in 2013.

The game came in second place in the programming category.

In Sinking the player takes on the near-impossible task of escaping with a stolen submarine, while your pursuers attempt to sink you. Avoid obstacles, patch leaks and ensure your crew stays alive, all within a very strict time limit.


"Fun, confident, easy gameplay. (but I'm sure the engineering was not easy!) Nice to have difficulty levels, a timer, and timed events. Easy to navigate and understand. Lots going on and constant, varied things to do. Attractive characters and background. Fun replay value."
-oraxon
#1066
Word on Sinking:

Since everyone seems to think the NPC's are useless, here's what they actually do:
Cap'n: warns you when an obstacle is coming up and you need to avoid it (no warning if he is down or dead)
Gunny: loads the torpedoes for you automatically
Pump man: enhances water pumps so you can survive 3 simultaneous leaks instead of just 2
Engie: increases engine power, making you travel faster and thus win the game faster

The scoring was a bit odd, I admint, but I didn't have time to playtest enough to fine-tune it.

If you want to see how my game was made, you can see the whole process (in high speed, accompanied by silly music) here: http://youtu.be/BW5tVf3VQEA
(The video is still uploading as I post this, but should be viewable in a while)'

Final note: Sinking will not be developed further, but might act as a base for future games. The platforming worked surprisingly well despite basically being made in a few hours and I can definitely expand on it to deliver a platforming adventure game one day. Thanks to everyone for playing and voting! Me being second only to Khris is a pretty big honor, actually. :)
#1067
Quote from: cat on Tue 09/07/2013 13:42:11
Because then some people will be honest and vote vote for the games that they think deserve it most and others will be the usual assholes and only vote for their games in all categories.

Harsh way to say it, but I agree. If the developer has so little faith in his/her own creation that they feel the need to vote for themselves, then the developer is in the wrong.
With things like political elections the gesture is a bit different, as there are millions of voters, so voting for yourself is more of a gesture and has little effect. I am guessing OROW will have less than a hundred voters, so even a single vote CAN change the game and has a far higher likelihood of doing so.
#1068
Played all of 'em, finished most of 'em. Got stuck in a couple, got bored of a couple more. All in all a very cool contest lineup. Hells, before today I thought I was a strong competitor, but now that I see the whole lineup I feel far less confident... Can't wait to vote!
#1069
Game could have done with some more polish, but I am tired and I am sick and I have sent it to Cat. Gods help us all!
#1070
Day 6 and a half, the game is now finished. I even made music for it (first time I ever made music :/).
I'll take a rest and test the game a bit more, and will send it out to Cat some time tomorrow.
#1071
Five days done and game can now be played from start to finish. Tomorrow I test and add cutscenes to ensure the game isn't a crashfest.
#1072
I have now poured something like 20+ hours into the game so far. The prototype is working (not going to say "well) but I am lagging behind plans a bit. No idea where I'll come up with time to make music, but we'll cross that obstacle when we come to it. If all goes well, tomorrow I'll be able to play the game from start to finish for the first time.

Also I think I'm becoming ill, sore throat, runny nose, the usual flu symptoms. Crappy timing, though.

Now SLEEEEEP!
#1073
Quote from: calicoreverie on Thu 04/07/2013 19:17:02
I'm aware the rules in the first post imply you can't but I have played other OROW games with custom fonts (so I just wanted to clarify 100%). In either case, apologies in advance for bringing up what you can and can't use yet again!

Seconded, or are we expected to learn font-editing as well in a week? (I'll do it, if need be, watch me!)
#1074
Owch! 3rd day and we have, what, three people dropping out. :(
But someone is also joining, albeit late (I don't think we'll mind, though): welcome aboard Calicoreverie!
#1075
Well that sums up day three.
Lost of fiddling around, basic user interface elements implemented and tested, more animations, more sprites, more features, more everything. I could say more but that would be spoiling the game :)

Oh, and also it is apparently on the 3rd day of 7 that I just glance at my design doc and go "yeah, eff that, I'm doing something else today!", so no more plans, just insane keyboard smashing.
#1076
Yesterday (day 2) saw about a half of the in-game art assets done.
Today I will be implementing them, adding some actual gameplay (not just walking around anymore) and, maybe, some cutscene-writing.
When I started I had one plan for the story of the game, now that plan has changed completely, so there's that to work on...

If all goes to plan I should have the game 100% playable on friday and all artwork done. This would permit 2 days for testing and creating additional storytelling elements.
#1077
First day of OROW.
Time spent on project 4,5 hours (4,5 hours total).
Nervous breakdowns: 0
Mood: cheerful

Day 1 milestones completed according to plan, I have a working prototype running with placeholder sprites.
Tomorrow's agenda: animate main character, draw a first draft of the background, fiddle around with code.
#1078
Oh dear, looks like the dev-time is starting soon. First sleep, then, first thing in the morning: GAME DEV-TIME!
#1079
I had originally thought of going the way I go with my MAGS games, and using freesoundproject for sound effects.
However, now that I think of it and read the thread, I can see this is not acceptable. Thinking a bit further, I can find a freeware synth keyboard on the internet and make a short looping tune in audacity and I have a microphone for sound effects, so hells, this might turn out to actually be a lot of fun after all, despite the restrictions!

#1080
I had exactly the same thing happen a couple of months ago. Managed to mostly recover my website despite some missing backups (whooops).
Only thing I can suggest is increase password complexity up to something like a randomly generater 24+ characters long password. My old password was random-generated, so the only way someone got it was through hacking the host (not impossible, but unlikely) or by guessing via bruteforce methods. Longers password = harder to bruteforce.

-W
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