Recent posts

#81
Hints & Tips / Re: Gateway Remake - Advancing...
Last post by HandsFree - Thu 17/07/2025 10:40:33
It is already a few weeks old, but as I'm seeing it now: time only advances at specific points of progress. I don't remember exactly, but there may be a point where you are in hiding and have to wait for a number of seconds, but otherwise time advances only when you finish a specific task.

The flow of the game is the same as in the original version, so a walkthrough should indicate what you may have missed.
I have no idea if android scummvm has any impact on this situation. But many players have played beyond that point so I don't think it is a bug in the original code.
#82
Completed Game Announcements / Re: Flight
Last post by Mehrdad - Thu 17/07/2025 08:28:22
A very beautiful and impressive game. ukz530's games are truly top-notch. It took me about half an hour to finish it, and I didn't move during those hours.
#83
Completed Game Announcements / Flight
Last post by ukz530 - Thu 17/07/2025 06:29:37

*STORY*

The protagonist was talking with a strange old man inside the plane.
Suddenly, the aircraft stops, and the old man vanishes without a trace.
Amid strange marks scattered throughout the cabin and an unbelievable view outside, the protagonist must find a way to survive this mysterious situation.
Unknown monsters, corpses, and fear. Can he escape from this stark white hell?



Screenshots :

Play & Download : https://ukz530.itch.io/flight
#84
Competitions & Activities / Re: MAGS June "Home Country" (...
Last post by cat - Wed 16/07/2025 21:28:44
First of all, I want to say that all games hit the theme, each in their own way.

Vasile the Templar
Spoiler
Wow, this game is huge! The demo alone is already almost one gig. How big is the full version going to be?
I like the graphics and the voice acting. However, the concept didn't work for me at all. It's not how learning a language works for me.
You should decide if you want to tell a story or teach a language. Reading the sentence first and then hearing it again was weird. Why not just have Romanian voice acting with English or Romanian subtitles?
The intro sequence and dialog was fun but the cooking was so boring, I just clicked through all the dialog and didn't listen to it.
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The Vasa Fasa
Spoiler
I remember visiting the Vasa museum many many years ago. It is indeed an impressive ship and museum. However, this does not really show in the game. The room is very limited and most of the time I didn't know what I was doing. I shot the barrel just because and only later realized what I was supposed to do.
The graphics are nice and the animations really smooth.
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Three Lions
Spoiler
A blast from the past. For someone living in England in 1996 this must be a trip down memory lane. I didn't, so I probably missed quite a few references. Fun nonetheless! The intro and outro with the music and the photos are a nice touch.
The graphics are nice and there is a surprisingly large number of locations to visit. Very classic adventure game puzzling.
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Tauno
Spoiler
A deep and complex game. An unexpected protagonist from a person that does not drink alcohol at all, if I remember correctly.
The graphics are clean and consistent, there was a lot of effort put into sound effects.
There is a plethora of different puzzles, some involving quite some coding. I loved the one where you have to wait for the old lady to finish. The maze was actually quite clever, but I didn't get it myself, I needed a hint. Same applies for the beer can puzzle. The problem with the game is, that all the thoughts that went into it are somewhat hidden and not obvious (like the secret alcoholism stat, just way too subtle for me to get), so if I hadn't read your commentary, what remains is doors that are super annoying to open.
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I still have to ponder for which game to vote.
#85
Competitions & Activities / Re: Background Blitz: Safe Spa...
Last post by Misj' - Wed 16/07/2025 20:23:24
It's time to vote.

Quote from: Creamy on Sun 29/06/2025 21:14:58

Quote from: ildu on Mon 14/07/2025 00:15:20

Two fun interpretations of the theme.
So it's time to vote.


Usual voting criteria:
- Concept: Is it a creative interpretation of the theme that also tells us something about the world in which it takes place.
- Playability: Does it have clear walkable areas, things to interact with, etc?
- Artistic Execution: How well was the chosen style executed? - What's the feeling of the place? - Does the image convey the wanted atmosphere?

Voting ends the 23th (or later...basically it ends when I call it; which will be after the 23th).
#86
Picking a higher resolution means the game is upscaled in its entirety. Why would you want to disable that?

(Unless your AGS version is really really old and you aren't talking about x2 / x3 / x4 filters but switching the actual resolution, in which case you should upgrade your game to a more recent version of AGS.)
#87
Competitions & Activities / Re: MAGS June "Home Country" (...
Last post by WHAM - Wed 16/07/2025 10:33:54
Quote from: cat on Wed 16/07/2025 10:18:41
Spoiler
I have not returned the cans. He says there are not enough of them. I still have one half-empty can in my inventory, but if I drink it it's too much and the game ends.
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Spoiler
Take some time, walk around a bit, and the buzz from the previous cans will wear off. Drinking too much too fast will get Tauno drunk all over again, so he needs to be paced out a little. There is also a hidden benefit to having him buzzed earlier in the game that can make some frustrating actions easier to deal with if you figure it out, though now it's probably a little too late in the game to really benefit from it.
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Mechanics explanation:
Spoiler
There is an alcoholism stat that increases whenever you drink and decreases on every room transition. But as long as you have some, you can just USE most doors that would require complex fiddling around with the handles to get through otherwise and Tauno will channel that buzz to make his life a little easier and more functional. He drinks because things are just simpler for him when he does...
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#88
Competitions & Activities / Re: MAGS June "Home Country" (...
Last post by cat - Wed 16/07/2025 10:18:41
Spoiler
I have not returned the cans. He says there are not enough of them. I still have one half-empty can in my inventory, but if I drink it it's too much and the game ends.
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#89
Competitions & Activities / Re: MAGS June "Home Country" (...
Last post by WHAM - Wed 16/07/2025 09:34:18
Quote from: cat on Wed 16/07/2025 07:29:11
Spoiler
I made my bed right at the beginning. I think I found the wallet but he just kept the coins from it. I got more money from the teens, IIRC, and spent some in the pharmacy and for the beer. I still have a few coins, but the cashier says it's not enough.

Btw, I enountered a bug: In the supermarket, my inventory was already full so I didn't see the beer I took from the shelf and was caught shoplifting. Only when I drank some of the half-empty cans the pack of beer showed up in the inventory. I think there should be arrows to navigate the inventory.
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Regarding being stuck with no money (spoilery):
Spoiler
If you got the money from the wallet and from returning the cans, is it possible you didn't actually talk to the teenagers before buying the beer? That is: is it possible you just gave them some beer for no reason? I tried to fix this bug in a minor update later on, but at least the first release builds of the game had it possible to give the kids the beers without having talked to them first, in which case you never got the money from them for buying the beers in the first place.

Not very Tauno-like to give away free beers, and thus a poorly designed (albeit realistic and thematically appropriate) game over situation if this is the case. The three ways to get money in the game are the wallet, the teenagers and the cans and all three must be found in order to win, otherwise Tauno will be out of money. Current version should have Tauno refusing to pick up the beers if he hasn't talked to the kids, which should prevent this.

Another fun way to lose the game, and not necessarily realize this, is to pay for your groceries at the shop and not pick them up before leaving. Someone else will nab them off the counter while you're away and there are no refunds, so this would also be a way to lose money and thus lose the game without Tauno ever realizing what he'd done wrong.

Just stuck in an endless loop of hangover...
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As for the minor inventory bug:
Spoiler
Yeah, the inventory space carries a small risk of running out of space to display all items if the player doesn't drink their beers, never have Tauno put aside the empty wallet and especially if they also pick up the coffee filter before leaving home. I tried to design the game so that a scrolling inventory wasn't necessary, but just barely ran out of space for it. None of the playtesters I had run the game ever encountered this issue, but I should have known someone eventually would. I think my eventual fix will be to adjust the verb button sizes down enough to make space for 12 inventory items displayed instead of 10 and try to design any sequels better in this regard.

Missing the wallet even after making the bed was the main cause for my playtesters getting stuck this way. The item is a bit small and easy to miss when it falls to the floor, but I felt it wasn't unfairly so, especially since it has an animation for keen-eyed players to spot.
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#90
Adventure Related Talk & Chat / Re: Lighting in 2D games
Last post by eri0o - Wed 16/07/2025 09:19:48
They mention they are faking, so my guess for ags equivalent is you have a set of images that are these highlights only (you could draw like a different layer on top in your favorite pixel drawing software and export just that layer) and then you either have a table where for whatever is the character sprite you put the matching sprite in a room overlay and adjust its position to match the one of the character in rep-exerc-always or you have a view that matches the player walk view (and another one for how many different views you need for your player character) and then have a cHighlight character where you set the view to match and have it using follow exactly.

Then you adjust the Transparency of either the overlay or cHighlight depending of the player x and y position.

This is how I did the above effect in my game - I used the overlay method. In my game though instead of manually drawing the highlights for each frame (which is what I believe was done in the drifter) I came up with some way to dynamically draw using a dynamic sprite and it's surface and then set the resulting sprite to the overlay. A simple way to draw using dynamic sprites is to get a copy of the current sprite of the character, tint it so it becomes a silhouette, then you use two draws, one you draw the highlight color and the other you move 1 pixel left and up to carve out the the rest, then you can do adjustments (like carving out at the height of the feet and head) and it should work. A bit character design with darker colors help sell the highlight a bit more.

In AGS 4 we have shaders so if someone comes up with a math for shaders one could use that.
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