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Messages - brushfe

#21
What a cool concept! I'd love to try a writing competition here. Thanks so much for creating such a creative challenge.

Two small questions:
1. Can the second story's additional words elaborate on the plot of the first, or does it have to retell exactly the same story?
2. To clarify, should the title of the second story also be double twice as long as the title of the first?
#22
Congratulations Misj' on your gorgeous and genius twist on a panorama! It's a fantastic reminder to keep looking for new ways to bring the worlds to life.

And thank you @Creamy for creating and moderating great challenge! Really looking forward to the next one!

The comments people left in the judging were super helpful insights for all of us to remember during the art stage. Gracias!
#23
Thank you all for such great advice!

There's a ton of great points in here that would've been easily missed on the first few attempts (cursors flashing during non-blocking bits!) like And I really appreciate the gameplay points as well, regarding the length, not skipping important info, and the very considerate point about player's short-term memory abilities!

Regarding the code, it sounds like Start/EndCutscene are the foundation. Is it safe to say that each cutscene could exist as its own function, and the code within bookended by Start/EndCutscene?
#24
Hello!

I'm planning out the introduction credits and cut-scene for my game. Before I go too far down Beginner Lane, I wondered if anyone had any guidance or tips on how to (or not to) code scenes like these?

(There will be other cut-scenes beyond these, so I'm hoping to avoid learning something useful later on and redoing everything!)

Thank you for any insight in advance!
#25
This looks and sounds phenomenal! The style is lovely, the lighting is impeccable, and the details in every scene are calling out to the cursor!
#26
Recruitment / Re: Chimney Smoke
Wed 07/05/2025 23:10:44
That's a great solution, and it's so cool to hear the process behind your gorgeous game!

On the animation front, I think creating a looping shape would help a lot. Combined with the texture you have, this could create the illusion.

You could study the looping structure of the smoke in some gifs like this one, to see how the loop is created:

https://ca.pinterest.com/pin/overlays-instagram--1013943303605022164/

#27
Congratulations! This is going to be such an incredible game! The last 10% is the hardest, but you've clearly got the endurance for the long haul  :)

I've spent half my life in marketing, and I know what you mean... it's like a whole other project just getting your game into the world. But with something as imaginative and unique as this, I'm sure it'll be worth it!
#28
Critics' Lounge / Re: My updated walk cycles
Mon 05/05/2025 03:00:59
These are so good! Is there a game these are for that I can follow?
#29
Quote from: mkennedy on Sat 03/05/2025 04:57:00Will there be multiple endings?

In a sense, yes!
#30
Quote from: agentbauer on Fri 02/05/2025 20:51:16The art really looks a lot like Manhunter 1 or 2, great work.
Keep up the good work, will the controls work like in the original?

Hope you will finish it :)

Danke! So far it keeps the same keyboard controls. I'm eager to get into testing to see how much of the clunky/slow cursor movement should be retained. I really enjoy the slow pace of the original's cursor, but maybe that's nostalgia and not a positive user experience anymore. And I'd love to ask around the forum in the future to see if there's a way to translate that Manhunter input to phone/tablet inputs.
#31
Quote from: Nahuel on Fri 02/05/2025 08:51:00Excellent! That's the spirit  :) good luck with your project! Looking really good!

Thanks a lot! I hope the spirit remains! :)


Quote from: Creamy on Fri 02/05/2025 10:23:12Interesting concept.

I love how you've kept the date of the first games (2003), even if it's now obsolete (laugh)

Haha this made a lot more sense when I started planning back in 2008... But it's incredible to compare how different both the city and the culture here today vs 2003!

Quote from: heltenjon on Fri 02/05/2025 12:28:54That's really close to the original style of art. Cool! I had Manhunter: New York on my Atari ST back in the day, but never managed to beat the final arcade sequence. Best of luck with the production!

It's a relief to hear the art feels close! Dee Dee Murry is a legend, and I have no idea how she created such a unique style with so many restrictions. The arcade sequences will definitely be easier in this game—I share your pain! :-[
#32
AGS Games in Production / Manhunter: Toronto
Fri 02/05/2025 05:27:29










Manhunter: Toronto is an unofficial prequel to Sierra's cult classic Manhunter series.

The year is 2003. Earth is under the control of the Orbs: floating, eyeball-like alien invaders with an army of deadly robots. The surviving humans are implanted with tracking chips, forced into identical robes, and forbidden from communicating under penalty of death.

When an Orb ship is shot down over Toronto, you are recruited as a Manhunter: a human spy ordered to track down the culprits by infiltrating your fellow citizens and reporting them to your alien masters. The trail leads you deeper through strange cults, deranged survivors, and impossibly violent murders, as you begin to question your orders... and your allegiance. With certain death closing in, you must fight for your survival—and the survival of humanity—in a city that's becoming more alien every day.

In Manhunter: Toronto, you'll navigate the twisted remains of the city and its people, unravelling macabre mysteries that could threaten the Orb invasion itself, and ultimately setting off a chain of events that lead directly to Manhunter: New York and Manhunter: San Francisco.


Story 80%
Graphics 20%
Puzzles 20%
Scripting 15%
Music/sound 50%


-------

(Hi! I'm very excited to properly attempt this project, which began as a text file back in 2008. The amazing games you've all created, and the unending magic of the AGS developers, have kept this dream alive throughout the years. While it won't be my full-time job, I've made a lot of progress since starting this year, and I'm determined to complete it!)
#33
@Misj' Stunning work! Your style is wonderfully unique. And this scene really makes you want to find a way into that castle!

And three cheers for Camelot  ;-D  ;-D  ;-D
#34
Quote from: Creamy on Tue 29/04/2025 18:19:13Last day for submission tomorrow.



This is lovely! The perfect place to start an adventure. Perhaps that sailboat just arrived in the harbour, and with it, trouble...

And the composition is fantastic! Is there a place to see more of your art?
#35
Woah, that is next level math! Thank you very much, this is such a cool solution and it will certainly help me get into the numeric side of animation. I can't wait to try it out! Gracias!
#36
Hello!

I wondered if anyone has a more efficient way of making an object 'hover' or 'float' than the current plan of using animation frames.

The objects are static, and only really need to move up a couple of pixels, then down a couple of pixels, in an endless loop. I figured animation could solve it, but it feels like a waste of space to keep duplicating sprites and shifting them up/down.

I'm still getting the hang of AGS, but perhaps there's a bit of math or a tween that could take care of it?

Thank you very much!
#38
Do you mean you'd like a way to deselect the currently selected item without leaving the inventory screen? If so, some games add a button in the inventory menu that returns the cursor to the default mode.
#39
Critics' Lounge / Re: First EGA attempt
Sat 05/04/2025 15:10:53
That second version is awesome! Great additions!
#40
Fantastic work! The mood you've captured is incredible. And what a great trailer... That old lady gave me the chills!
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