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Messages - tor.brandt

#21
Quote from: Mandle on Fri 16/12/2016 16:19:07
AWESOME!!!

I have only two more days until I'm off for winter holidays for a few weeks, so I can't wait to play this game then when I have the time to soak it all!

Hope you'll enjoy it :-D
#22
I released the game! *shudder* (laugh)
#23
Presenting
A Place In The Sun










Details:
320x200 resolution
32-bit colours
Original music score
Chatter-free (no speech)
30-45 minutes gameplay
Game entry page

A big thank you to my great testers, slasher, Creamy, Grok, xBRANEx & arj0n who helped make this game so much better!

DOWNLOAD NOW
DOWNLOAD MIRROR
#24
Quote from: selmiak on Thu 15/12/2016 12:27:46
looking good.

About these verbs and the placement...
you could always go this 1/3 size buttons route with icons or vertical text.

Thanks!

And thank you for your suggestion. That's a good idea.
However, I will stick with my design as it is for this game.
But I'll keep the idea in mind for future projects :-D
#25
Quote from: Danvzare on Thu 15/12/2016 11:58:39
As for halving the height, there's another problem with that, you forgot to mention. There would be a lot less space to show inventory icons.

Yeah, it would have to be a one-row inventory window.
This wouldn't be a problem, however, in and of itself... But together with the other problems, it's just way more trouble than it's worth :-D

Anyway, I've definitely learned that you should always build your GUI based on what the storyline demands.
#26
Quote from: Danvzare on Thu 15/12/2016 10:43:07
Ooh, I like that huge USE button. :-D
It better get used a lot if it's that big. (laugh)

Yeah, if I had know back then what I know now, I probably would have made the main GUI's height half of what it is now, such that the three verb buttons were in one row, BUT to do so now would require me to redo all backgrounds, hotspots, areas, etc. etc., and all in all I think this is a pretty good solution :-D
I think the size of the Use button can be justified since the Use command translates to a lot of different verbs in the action text, so it really is a universal button in that respect. And somehow I also like how it looks design-wise :)
#27
I updated the top entry today.

Oh, and here's an image showing the final interface:
#28
Thanks for your further replies, and sorry for not responding!
I've been busy, but I'm looking forward to trying out your suggestions :-D
#29
Thanks for your replies!

@Retro Wolf:
Right now I can't figure out how your suggestion is supposed to work (like in: I'm not doubting its functionality, but I just can't wrap my head around it at the moment), but when I try to apply it, it just makes the object move diagonally in one direction.
I'm probably doing it wrong :-D

@Crimson Wizard:
Thanks for the link!
I've looked at the functions in the module, but I can't figure out which one I should use for curved line movement?
#30
I want to make a firefly object that flies around randomly within a restricted area.
I'd like the movement to be 'soft' and 'rounded', such that it doesn't just fly from one random x,y coordinate to the next in a straight line, but makes more of a half-circle kind of motion between the points, to imitate the way insects move.

In principle I COULD find the needed commands in the manual myself, but I'm really not very good at understanding mathematical expressions (and I take it I will need some of those), which is why I'd like to hear if someone has an idea for how I could write such a function?

Thanks :-D
#31
Thanks for the replies!

I got to think, however, if I do something like Crimson Wizard suggests (which I would prefer over something cumbersome like what Slasher suggests), if I have a sound (Sound1, say) that is set to play at e.g. volume 30%, whereas the SFX slider starts at position 75%, and I then slide the slider to, say, 20%, won't Sound1 then be set to -45%, effectively rendering it mute?

Hmmm, may actually be much easier to just edit the sound files :-D
#32
I have assigned different volumes for each sound in my game, to make a balanced sound experience.

I have a GUI slider that allows the player to control the SFX volume of the game, and now I just noticed that (of course) when I use this slider, all the sounds are assigned the same volume, and then keeps this volume for the rest of the game (unless I slide the slider some more, of course, in which case they're all assigned this new value).

Is there a way to keep my different volumes for each sound, while still allowing the slider to control the master SFX volume?

Another solution would of course be to edit all the sound files, and make them the correct volumes relative to each other before importing them anew - but before I resort to that, I'm interested in knowing if I can fix it in some other way (although of course this might very well end up being more complicated than simply adjusting the sound files)...
#33
Quote from: Funkpanzer on Sun 04/12/2016 03:42:26
Got a simple idea for a game called 'Nightwork'.
For some reason MAGS always makes me want to force timers on players so they get a sense of what I'm going through. ;)

Really like those graphics, especially the palette! :)
#35
Can't you just use
Code: ags
textBoxName.TextColor = int color

where you switch "textBoxName" with the name of the text window, and "int color" with the number of the color you want to change to?
#36
Quote from: AnasAbdin on Sun 04/12/2016 08:06:07
I love games with personal stories like this :)
The color palette you're using is perfect for the situation I really like the style.
Good luck and hope to try it soon :)

Thanks! I'm aiming for release this December :-D

Quote from: SilverSpook on Sun 04/12/2016 08:19:29
Excellent work, and quite an original color palette!  Good luck with this.

Thanks! I usually use palettes like this one :-D

Quote from: Cassiebsg on Sun 04/12/2016 08:40:34
Looks interesting. (nod)
Good luck with it!

Thanks! :-D
#37
Quote from: ThreeOhFour on Sat 03/12/2016 02:53:29
Looks great, good luck polishing the game up for release!

Thanks!

And by the way, I've really enjoyed playing your games, especially Heed :-D
#38
Quote from: Nixxon on Thu 01/12/2016 23:03:29
Out of interest are you thinking of having speech in this game?

No, there won't be speech.
I actually often like it better without speech, and especially this game I think benefits from the silence.
#39
Quote from: Danvzare on Thu 01/12/2016 15:48:48
This looks good, I especially like the art style.
Considering the lack of verb commands, it doesn't seem as though there's anyone in the game to talk to, or anything to close either. Which is interesting.

I look forward to playing this when it's completed. :-D

Thank you!

You're right there will be no one to talk to, but the absence of a Close verb is not as intriguing as it might seem; I made the entire interface before finishing the story, so originally in place of Open there was a Talk verb, because back then I thought there would be someone to talk to...
I put in the Open button as a compromise between the options of having a totally redundant Talk button and removing the button altogether, ruining the GUI design.
At this point I'm simply too sloppy to make a total overhaul of the interface :-D

Edit: Although it still bothers me to have a practically redundant button too, so I'm still trying to think of a better solution. I might end up merging the Open and Use buttons to one big Use button...
#40
Quote from: Nixxon on Thu 01/12/2016 13:34:29
Oh man this looks sweet!

I love that colour palette and overall vibe. Can't wait to see more!

Thank you :-D
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