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Messages - thecatamites

#41
oh, i finished it now! uh, yeah, that was some pixel hunt. i really liked the graphics though!

but yeah im voting for the creature from beneath the sea because i really liked the (literally) multiple endings.
#42
Quote from: Bulbapuck on Sat 17/10/2009 20:26:17
The mustasch is the brown thing, he has spiderlegs. Thanks though  :)

i still can't see it! i can see a cut-off piece of brown near the top of the mouth but that's it. i must need to update my moustache drivers. still, i will give you the benefit of the doubt and add 5 "tachepoints" to your gamer club card.

anyway i really liked the graphics and atmosphere of seasorrow but i'm not sure if it's finished or not? it's quite hard to click on things (well, the fish, anyway). it got my attention though. the creature from beneath the sea is my favourite entry so far due to services rendered in the field of extremely perverse game design choices.
#43
finished cutoff and the original version of monster in the sea. the latter is ahead of everyone else in terms of actually including gameplay but lost points because i thought the moustache was just a set of giant spider legs. the good ending was cool though. also gonna give props to cutoff for the nice touch of having everyone arbitrarily speak like nineteenth century english gentlemen. nice work both of you!  ;)

gonna play seasorrow now!
#44
finished, uploading now

EDIT http://www.mediafire.com/?sharekey=9f10c900240ae4286e7203eb87368129e04e75f6e8ebb871

title: a squid with a view

this is possibly the worst thing ive ever done and not just w.r.t. games either but it was completed in 58 minutes so. although 10 of that was finding the digital camera from my brothers room.

current activity: strangling brother with phonecord
music: toto-africa  8) 8) 8)
#45
Quote from: bicilotti on Sat 17/10/2009 18:40:59
(what abou 9/11?)

never forget

EDIT: also if you run out of time and aren't able to finish the game should you still post it?
#46
i dont go on irc at all (security concerns - 9/11 never forget), but if you post the theme here ill try to get something done whether or not it ends up being eligible
#47
I had a small problem with this with the Paul Moose In Space World soundtrack, which was made up of tracks I didn't get permission for. A gaming magazine wanted to distribute it on a software cover disc but they needed to affirm I had copyright on everything used. I asked the people at the label who released the album and they were willing to let the music be used but some of the tracks were owned by another company, and rather than try to negotiate with even more people (who may not be quite as generous/forgiving and could reasonably ask to take the game down) I talked to a composer friend and am hoping to replace the music soon with a custom soundtrack.

There's no particular moral to this but basically these things can come back to haunt you unexpectedly so if you don't want to get custom music I'd personally recommend either looking for creative commons stuff (there's a lot of cool material on archive.org and freemusicarchive.org) or talking to the label beforehand. Reactions probably vary with how big they are or how popular/recent the material is but for amateur freeware videogames I'd say they'd tend towards leniency. Besides, even if they don't you can just look for alternatives without having to worry about changing it after release.
#48
christ these smilies are terrible. ags forums step ya game up  :-* :-*
#49
the idea was to make a kind of perverse game where you just wouldn't have enough time to complete any of the puzzles before being hurled forward another ten years. i thought it would be funny to set up like some gabriel knight world of HINTS AND LEADS and stuff and then before you could follow through on them you  suddenly just wake up ten years in the future and you're stuck. On reflection I should have tried to set up something where the game becomes unplayable after you finish it the first time, both for comedy value and to fit the 'experimental game' criteria of mixing cheap gimmicks with trite, sophomoric metaphors of mortality.

But yeah being made in a week meant I had to replace most of that stuff with obvious red herrings and french jokes (also bubsy the bobcat mysteriously became involved for reasons that aren't quite as funny in retrospect) and what came out was...... this. :-\ :-\ :-\

#50
Hey everyone this game was made in seven days for a contest at experimentalgameplay.com because i felt like lowering the tone of the proceedings. this game follows bubsy t. bobcat as he returns home from another adventure and goes to bed, however when he wakes up it is ten years later! bubsy must find out what is happening but the twist is there is a SLEEP GAUGE and whenever it reaches zero bubsy falls asleep for another ten years. can you solve the puzzle of time.........before it solves you??



the 'new' button sends you to a world of mystery and adventure while the 'quit' button returns you to boring nerd existence



there are many reasons to dislike this game and duck higgins is just one



bubsy ages and dies in real time. its the bleeding edge of gaming immersion

CONTROLS
leftclick - walk, interact
rightclick - look
esc - menu
clicking bubsy brings up inventory

heres the download link http://gamejolt.com/freeware/games/bubsy-the-bobcat-in-rip-van-bubsy-starring-bubsy/download/809/

well happy playing and hope you have a 'bubs' of a time!!!!! =l:^)-I--<
#51
Ah, that works perfectly, thank you! I knew there was some better way to do it but GUIs are still kind of a closed book to me for the most part  ;D
#52
Hello,
I'm trying to implement a kind of visible timer in a game I'm working on; that is, a thin horizontal bar stretching the whole length of the screen while a small sprite moves to the left every few seconds. Here's a picture:



I did it by making the bar and the cursor both seperate GUIs, setting them on top of each other, and using a small script for the movement. The movement part works fine, but I want to have the cursor GUI start at the very right-hand edge of the screen; at the moment if I set the x-coordinate to anything above 319 it says it's out of range but if I set it less it comes up too short, starting at the position in the picture. The game is 800x600, and I used the 400x300-res coordinates for the bar GUI and it worked out fine, but I can't get the bar GUI where I want it!

I'm sure there's an obvious reason I'm missing but at the moment i got nothin  :P
Thanks!
#53
you should definitely see the threepenny opera dude, it's more a kind of satire on opera than some humourless indiction of the middle-class or whatever and really is quite funny. also the music for it is excellent and it's worth going for that alone
#54
i was just messing with you man i don't know much brecht outside of the early operas he did with kurt weill. i remember reading them and thinking hmm that wasn't too didactic and was actually pretty funny and then i glanced at one of his later works and it was all THE MOTHER SELLS WEAPONS WHILE HER CHILDREN DIE IN THE WAR and thinking oh yeah that's a little less subtle all right. the early stuff is really good though. also beckett rules. you should make a krapps last tape game where you dodge banana peels while trying to escape the crushing futility of existence~~
#55
i want to make a bertolt brecht mario hack which is exactly like regular mario except all the sprites are labelled things like WORKERS and TOOLS OF THE BOURGEOISE. mario would be the bloated coin-obsessed upper class and yoshi would represent the proletariat. the 'enemy' koopas, who actually have more in common with yoshi than mario, show how capitalist culture breaks up the working class with arbitrary distinctions such as race and nationality in order to weaken them and stop them from uniting against their human oppressors. i am not sure how the apples yoshi eats fit into this analogy but i will work on it (possibly the gradualist gains in a corrupt system that serve only to placate the masses?? idk). bowser would represent trotskyism or something.

basically i will play this now

EDIT: welpI'm not sure what to say now. i liked the voices and music. the puzzle was very direct but i guess that ties into the agitprop thing too. the stuff with the manual felt cheap and kind of awkward from a gameplay pov but you said the game was made in 2 days so that explains it. i dunno though i was expecting to actually use the stuff about repitition and shoutiness to solve it instead of
Spoiler
answering a test
[close]
. maybe it was trying to make a point about the need to appreciate the history of this stuff before gains can be made??? congrats i am not sure how deep to go into this, i predict you willl have agreat future in academia. i did learn some stuff though and the agitprop pieces in the game were p interesting so good job man :)
#56
Thanks! I did actually make a walk cycle but when I saw it in action it looked kind of strange considering how lo-fi the rest of the game was and thought it suited the mood better to have him just glide oddly.

I actually didn't consider the robots thing for some reason, I made them stop following you there just to make it easier for me to work out some of the cutscenes in that room and didn't consider that the player might see this as a glitch! I'll try to work on that later today.

Also yes I put in the wrong readme (some kind of font one I think) so I'm updating the .rar file now. Anyway, the tracks used in order of appearance were:
Portofino 1
Twilight In Turkey
Lady Gaylord
Portofino 2
Gmgm 1a
Night And Day
#57

Meet amazing alien species and explore deadly planets as Paul Moose in Paul Moose In Space World.

This is a short game made for the ‘Axioms’ contest on Gamejolt. The axiom used is “a picture is worth a thousand words”.




Paul Moose meets the President Of Earth




Paul Moose on another planet




Paul Moose and his robot friends


Controls:
Left click to walk.
Right click to bring up verb coin.
Esc to bring up menu.

The music is all taken from Raymond Scott’s Manhattan Research Inc. There’s a full track listing in the readme file.


DOWNLOAD LINK:
http://gamejolt.com/freeware/games/paul-moose-in-space-world/download/675/

#58
I added the 'else' and it works perfectly now, thank you! And Ghost, I'll keep that in mind for when I start trying to make the GUI :)
#59
Hello,
I'm trying to set up a basic main menu controlled by keyboard presses: the 'new game', 'load game', 'quit' options are arranged vertically and selected by the up and down arrows. The way I've tried to do it is with three 'arrow' objects, one next to each option, whose visibility is controlled by an on_key_press function in the room script. The problem is that I can't get the script to work, and my three attempts to rewrite it have resulted in the exact same problem: the first arrow moves to the second when the 'up' key is pressed and does nothing when the 'down' key is pressed; the second arrow goes back to the first when either the 'up' or 'down' arrows are pressed; the third arrow remains invisible at all times. I'm sure there's something simple I'm missing but I can't seem to get it!

Here's the script (I think I'm using AGS 3.1). The first 'arrow' object is set to visible in the main room editor, the other two are set to invisible, but fiddling with this does nothing to help. '372' is the keycode for the 'up' arrow, '380' the keycode for the 'down' one, the first, second and third objects are represented as object[0], object[1] and object[2] respectively.

function on_key_press(int keycode)
{
if (keycode == 372)
{
 if (object[0].Visible == true)
 {
   object[0].Visible = false;
   object[2].Visible = true;
 }
 if (object[1].Visible == true)
 {
   object[1].Visible = false;
   object[0].Visible = true;
 }
 if (object[2].Visible == true)
 {
   object[2].Visible = false;
   object[1].Visible = true;
   }
}
if (keycode == 380)
{
 if (object[0].Visible == true)
 {
   object[0].Visible = false;
   object[1].Visible = true;
 }
 if (object[1].Visible == true)
 {
   object[1].Visible = false;
   object[2].Visible = true;
 }
 if (object[2].Visible == true)
 {
   object[2].Visible = false;
   object[0].Visible = true;
   }
 }
}
#60
Ahhhh whoops I uploaded a new version of the game after someone found a bug but forgot to put the readme in! I'll do it later on tonight.

Anyway, here's the tracklist. I don't know much about most of the original artists except for Moondog but like I said most of it comes from the Ren and Stimpy production music which some guy uploaded to a blog. I'm not sure if I'm able to post the link to it here but if you want I can PM you or just upload the stuff here.
Anyway, in rough order of appearance:
Saw Theme - William Trytel
News Flash - Sam Fonteyn
South Side Shuffle - Keith Nichols
The Eternal Loser - Paddy Kingsland
Ray Malone's Softshoe - Moondog
Inferno - Frederic Bayco
The March Of The Ants - Sidney Crooke
Big Bad Giant - Paddy Kingsland
Sugar Beat - Sid Phillips
Gumby Theme - Sneaky Pete Kleinow (of the Flying Burrito Brothers!)
Hit And Run - Ralph Dollimore
FF7 Victory Theme - Nobuo Uematsu, MIDI by Aaron Walz
Life Or Death - Jack Beaver
Chicago Stomp - Keith Nichols
Knight Errant - Sam Fonteyn
Creole Clarinet - Keith Nichols
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