Looks great (as always)! Is this going to be a commercial game?
Good luck with the project!
Good luck with the project!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Hobbes on Sun 28/10/2018 13:55:45
Really looking forward to this game! The inclusion of a day-night cycle adds a lot of manual labour but in a horror-game, it adds so much! I loved the "safe" moments in a game like Alan Wake where you explored the town during daylight. Then, when night fell, all bets were off.
Keep up the great work. Your pixel art looks amazing!
Quote from: selmiak on Sat 27/10/2018 11:36:54
this is beautiful. Only the paved path in the foreground could also be a stone wall. Maybe add some papers or other trash to make the path flat. or widen and flatten the individual stones, I think they are not in perspective. Maybe add a tree on the right that casts a shadow over the path, that should make easier to read.
Quote from: TheFrighther on Wed 24/10/2018 09:46:05
Oh, it's like the old Dark Seed!
Quote from: Matti on Tue 23/10/2018 17:23:09
Beautiful background, I'd love to see the other versions! Must indeed be a lot of work to have different day time in your game.
It's always a pleasure to see updates of your game
Quote from: TheFrighther on Tue 23/10/2018 17:56:35
Look, the chimneys are smoking!
Quote from: mkennedy on Tue 23/10/2018 18:40:07
Do the day and night versions use different rooms, or is it just the graphics that are different? And how is the passage of time handled? If you go AFK and stay in the same room will time still progress? The screenshot looks awesome. Will Walter be able to get his hands on a fishing rod, (or a skiff) and if so, can he fish anywhere with a significant body of water or just at a few locations? Plus a fishing rod can always be useful for various puzzles.
Quote from: Khris on Wed 17/10/2018 15:53:36
Instead of using eRepeat, use repeatedly_execute:
cBlacksmith.Lockview(HIT_HAMMER);
cBlacksmith.Animate(1, 2, eRepeat, eNoBlock);
AudioChannel Hammer_impact = aHammer_impact.Play(eAudioPriorityNormal, eRepeat);
Hammer_impact.SetRoomLocation (800, 180);
Quote from: mkennedy on Wed 26/09/2018 20:25:54
Some upcoming Lovecraft related titles on steam:
Stygian: Reign of the Old Ones
Call of Cthulhu
The Sinking City
Saint Kotar: The Yellow Mask
Gibbous - A Cthulhu Adventure
Quote from: Khris on Mon 24/09/2018 16:26:02
Implementing general behavior on a per hotspot basis is not just tedious but not required.
bool Update_Flashlight = false;
function late_repeatedly_execute_always() {
if(Update_Flashlight) {
Flashlight.Update();
}
}
function hCauldron_Look()
{
cFlashlight_Dummy.x = mouse.x + GetViewportX();
cFlashlight_Dummy.y = mouse.y + GetViewportY();
Update_Flashlight = true;
Flashlight.SetFollowCharacter(cFlashlight_Dummy);
player.Say("It's a large cauldron.");
Update_Flashlight = false;
Flashlight.SetFollowCharacter(null);
}
Quote from: Snarky on Mon 24/09/2018 12:53:24
In the Flashlight module (always nice to give a link to the relevant module thread when you're asking a question, BTW), near the bottom, there's a repeatedly_execute() implementation with a call to Flashlight.Update(). Change this function to late_repeatedly_execute_always().
import void Update(this FlashlightType*);
Quote from: Khris on Mon 24/09/2018 13:11:06
It seems like the module is already using _always, otherwise it incidentally would work as desired by rongel, with the blocking action also blocking the module's GUI update.
So while one could store the click coordinates, then move the mouse in rep_exe to offset the scrolling, a much easier way seems to be to change the module so it's blocked, too.
It could in theory be as simple as moving all its repeatedly_execute_always code to its repeatedly_execute.
Quote from: KyriakosCH on Fri 14/09/2018 16:51:41
Looking forward to this!!!
Have you created the main sprites?
I recall the witch from a while back.
Quote from: TheFrighther on Fri 07/09/2018 11:37:09
Nice background Rongel, so old-provincial!
Quote from: VampireWombat on Fri 07/09/2018 12:55:47
Obviously I need to read the story eventually. The Masters of Horror episode and rock opera haven't provided me with any information to have a clue about the new background.
Looks very nice.
Quote from: Mandle on Sun 09/09/2018 14:07:03
I hope you wrote the street kid's dialog in the clueless and stereotypical way that Lovecraft wrote how the kind of people he had never talked to talked!
I really strived for that tone while writing the English version of Chronicle Of Innsmouth, especially with the way the Innsmouth smugglers talked as if every day in Innsmouth was "Talk Like A Pirate Day". And the voice-actors totally understood how to pull off their lines without any direction from me at all. It was almost scary how much their performances matched the voices I heard in my head while writing the lines.
Gonna be even more interesting in the sequel now where I'm writing lines spoken as if... REDACTED
Quote from: selmiak on Sun 09/09/2018 14:42:05
this background looks very cool, I'm very excited for the full game
Quote from: Matti on Fri 07/09/2018 11:16:43
This looks very good, nice work. I love it when horror/suspense movies center around a ship and/or the (ant)arctic
Very professional indeed!
Quote from: TheFrighther on Fri 07/09/2018 11:46:05
Nice job, Rongel! Even if the idea of an annual Lovecraft festival shock me... I mean, after 5 years doesn't become monotonous?
Quote from: KyriakosCH on Fri 07/09/2018 12:28:31
Wow!
This looks amazing.
As others said, very studio-quality looking
When will it be released?
Quote from: Mandle on Fri 07/09/2018 09:37:34
Looks awesome! The trailer looks very professional and creepy!
As a fellow fan of HPL I really must see this sometime!
How long is the full movie?
Quote from: Mr Underhill on Fri 07/09/2018 09:42:11
This is very, very, very much right up my alley, and it looks great! Loved that trailer. On my to-see list, question is, where can I buy it / stream it?
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.084 seconds with 14 queries.