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Messages - isatche

#1
I absolutely adore this art style to say the least. Illustrations are beautiful!
#2
Thank you all for your kind words.
I am currently in the process of developing another planet and thinking of the puzzles that can work with this new world.
#3
The artwork is stunning.
This game is definitely on my radar now!
#4
Talk about commitment.
New background looks great, but keep in mind it doesn't have to be perfect, you can always make a sequel ;)
Good luck!
#5
Thanks Chomba.
I really appreciate the effort you put in your post.

I agree with all your points. There are some things that are still looking for it's place and some things that are not decided yet.

My original idea was to have a screen without any HUD elements so a player can get immersed in the illustration. Menu on the top is not ideal, but I worry it will cover half of playable area if it's on the bottom. I don't wish to bring the playable area to the middle of the screen because I wish to present the scale of the environment. That's also one of the reasons characters are smaller than usual. I guess I have to think of some way to make it comfortable for the player to interact with menu without compromising the initial direction. Maybe I can call it on right click and it will appear in the middle of the screen?

During the larger walking distances, the player will be able to run. This is something I plan to implement in the next iteration.

You are right about the dialogue position. I was thinking the same thing but I didn't know how to adjust it so I was working on other things until I come back to it :)

Thanks again, I really appreciate it!
#7
Can't wait.
Congratulations!!!
#8
Love the style. It reminds me of the underground comics scene. Will there be some band music tracks for the gigs?
#9
Quote from: TheFrighter on Wed 17/02/2021 18:05:11

Those tents looks mongolian!

_
That was the inspiration since they live in a stepe and move a lot. Good catch!
#10
Thank you, I appreciate it!
It took surprisingly long time and unexpected number of itterations to make these backgrounds!  :shocked:
But, I am glad the way they turned out. They are still rough around the edges and lack finer detail, but I will fix them as I polish the game.
#11
Quote from: Cassiebsg on Sun 14/02/2021 09:59:59
I kind of feel like starting with an empty template for someone who hasn't made a game yet and/or has no experience in coding, can be very overwhelming.
I would take either the BASS or the one click template (depending if you want to use 1 or 2 mouse buttons) to start with, and then adapt to your needs. Reason for this, is that a bunch of stuff is already done and it's easier to understand and change this code, than it is to start with a blank canvas, IMHO.

I agree. I started with BASS template as a COMPLETE newbie and I think it's a great introduction into Adventure Games Studio and it's inner workings. I think if I started from blank template, I just wouldn't know what to do.
#12
Thank you.
I updated the zip file with winsetup.exe
#13
Hello,
I would like to introduce the passion project of mine,
Stranded Worlds

Humanity was once interstellar civilization living in habitable planets scattered all over the galaxy and connected via single hub accessed through portal gates.

They developed AI located in said hub which helped them make strides in communication, technology and understanding of physics. AI was self-improving and controlled everything. System maintenance, energy control, managing the portal gates, scientific exploration, technology production and more. Humans, no matter how well organized can not follow billions of decisions that AI makes in a single second and in time they completely relied on it. AI optimized itself for peak efficiency and people weren't able to understand the inner workings of such a powerful AI.

Disaster struck. AI shut down. No matter how hard people tried, they were not able to bring it back to life. With it all the production stopped, all advanced scientific discoveries lost in a second and all portal gates shut down, people were stranded on their own worlds left to manage on their own.

Around 20,000 years passed. Civilizations crumbled. Some degraded to stone age and built themselves up, some flourished and some perished.
One of the least affected civilizations finally managed to find a way to open the gate and enter the main hub. There they found thousands of closed gates and a barren world. They also find "vehicles" capable of moving through space without being affected by restrictions of known physics.
You play as a nameless starman discovering stranded worlds and connecting them back to the main hub. Connecting the civilization back... What's left of it.



The game starts in a second view perspective and you play as a wildling living in one of those stranded worlds and meeting the starman.





I want to keep it episodic, optimistic, amusing and (more-less)light.

Simple demo can be downloaded from https://drive.google.com/file/d/1P7XSoC2e1tXhjmMOsE_UaFVcmAn2qjkX/view?usp=sharing
This demo is planned to be something like a tutorial section to introduce the player with core game mechanics, that's why there is a lot of hand-helding.

I have a full time job and this is a side project. It means there will be long periods without an update unfortunately.

Graphics: 20%
Sound: 0% (music is a placeholder made by our Eric Matyas, downloaded from www.soundimage.org)
Puzzles: 20%

Thank you!
#14
That's awesome, thank you very much!
#15
I have NO idea what any of it means, but it seems like a great starting point to begin exploring.
Thank you!
#16
 Hello,

I am trying to style the dialog options selection with GUI.

Is it possible to have GUI adjusting height depending on how much dialog options I have?
Sometimes I have a lot of space below and sometimes the options go out of GUI frame.

I am sorry if it's an obvious question, but I tried searching the forum and consulting the help in the engine and couldn't find and answer.

Thank you.
#17
Hello,
I would like the player to be able to click on the small panel in the scene, then the GUI with detailed zoomed panel will open and I could use inventory item at the right place in the GUI.

To simplify the question, imagine something like this on the floor:

when you click on it, it zooms to the top and you can use inventory items at the correct place.
Is there alternative to the "hotspot" that I can use on GUI?

Thank you :)
#18
I would use variables here. Add something like: int look=0; at the very top
When the character looks at that something, add this line below the look description: look=1;
The you just check if (look==1) {dKing2.Start();} else {dKing1.Start();}

I hope it helps :)

P.S. I didn't test the code, it's just the path I would take.
#19
Some time when I compile a game for testing, Windows Defender gets triggered. It happens often, but not every time which makes it very annoying when I try to figure what triggers it. I just learned to ignore it since it doesn't have any impact on workflow or playeability.
#20
Quote from: morganw on Sun 27/09/2020 17:09:01
Just to note, I thought it looked pretty good with the extra animation (as shown in the YouTube video).
Since both you and Snarky had the same comment, I'll include one extra tumble. But on my terms, because I want to, not because of the bug :D
Thank you all again!
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