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Messages - Vince Twelve

#301
Completed Game Announcements / Re: ∞ bit
Tue 10/08/2010 19:11:02
Haha.  It is difficult, yeah.  I know, I'm evil!  :=

One thing: when you start flying, you're always going at the lowest speed.  After getting the speed upgrades, you still have to push the up key to speed up the ship.  Look in the bottom right corner to see the speed you're currently at.

This allows you to slow down during tricky parts and speed up when the path is clear.  When you're going faster, you use less gas, so you'll have to go as fast as you can between way stations.  They're all measured out so that you have to go fast for most of the way, but you can slow down in the tricky bits and still make it!

There are some very hard ship parts yet to come!   :P  Where's the evil emoticon?  ;)

Good luck!
#302
Completed Game Announcements / Re: ∞ bit
Tue 10/08/2010 01:38:19
Quote from: tzachs on Mon 09/08/2010 22:17:07
took me a lot of dying to get through the second level...

A couple people have complained about the second level.  I thought it would be too easy.  There's a way to figure out where each doors lead.  And you can use the mouse to line up the doors to figure out which one to go through.

Anyways, it shouldn't take too long to brute force your way through!

Quote from: Wyz on Mon 09/08/2010 23:43:03
Btw, the sound effects turned out really well!

Oh yeah! I found this tool sfxr that makes 8 bit sounds.  It's pretty sweet.  I just hit random until I heard a sound similar to what I was shooting for and then tweaked it.  Fast and easy!  It did all the sound. (except your awesome music of course!)
#303
I have only had a problem with lack of seeds from eztv when trying to download a show from more than six months ago.  And even then, I've still managed to dl most shows I've wanted to watch.  Sherlock will be fine. 

On a note completely unrelated to "downloading television from the internet in regions where you're not supposed to": The first two episodes of Sherlock were great.  Haven't watched the third one yet, but will do so soon.  I had no idea that this was only going to be a three episode gig!  Are they hoping to be popular enough to get an order for more?  I thought I had just found a new addition to my regular watching schedule!  :'(
#304
Completed Game Announcements / Re: ∞ bit
Mon 09/08/2010 19:33:54
Quote from: Snake on Mon 09/08/2010 19:19:52
Vince In-fucking-credible Twelve. That is your new name.

That's actually my old name.  My dad gave it to me after I did a backflip into my highchair once.

I will release the source code soon, then you can check it out.  I want to make sure any bugs that might be found are out first.
#305
Completed Game Announcements / Re: ∞ bit
Mon 09/08/2010 19:17:04
Yeah, that door doesn't open.  It was meant to be unlocked by some achievement in the game, but I didn't have enough time to put that in.  So for now it's just there to bug you! 

I might put it in if I go back to fix some bugs or something.

Glad somebody made it all the way through!
#306
AGS Games in Production / Re: ∞ Bit
Mon 09/08/2010 13:01:11
Hah, that'd be nice!  Right now it's just "Infinity" bit.

Game's finished by the way.  This thread can be locked.  Head on over here:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=41576.0
#307
Completed Game Announcements / ∞ bit
Sun 08/08/2010 08:11:51
∞ bit





Description

Travel from waystation to waystation along the unending corridor of the ∞ bit.  Fly your escape pod, run and jump, collect upgrades.  Reach infinity!

Features

-Two gameplay modes
-Puzzle Platforming
-Arcade action flight
-Upgrades to collect
-Awesome music

Download

Download ∞ bit for Windows

Download source code
(Requires at least AGS 3.2 Final 5)

             

             



How to play


There are two modes of play: Hero and Escape Pod.

===Hero===

As hero, you must run around the waystations of the Infinity Bit's cooridor collecting upgrades that will help your escape pod make it to the next waystation.

Left & Right/A & D keys: Move Hero around.

Up/W keys: Jump.

Down/S keys: Enter or Unlock a door.

Left Mouse button: Fire the gun (once you have collected it).

Move the mouse: "Bend" your shots by moving the Infinity Cooridor.

Save tiles: Stand on one to automatically save your game.  You will continue here if you die.

Gas tiles: Fill up your ship while standing on one of these.  Wait until it's full before boarding, you may need that gas!

Jump into your escape pod when you're ready to fly to the next waystation!

===Escape Pod===

Once you're in your pod, you have no defenses.  You have to avoid all obstacles.

Move the mouse: Steer the ship.  Your ships maneuverability can be upgraded.

Up & Down/W & S keys: Increase or decrease speed, respectively.  You may need to go faster to make your destination before your gas runs out.  But maneuvering will become more difficult at high speeds.

Gas: Watch your gas level.  If you run out, you can only drift a short distance before crashing.




Video


Screenshots



#308
AGS Games in Production / Re: ∞ Bit
Sat 07/08/2010 15:09:35
Forgot to mention:  Music by Wyz!
#309
AGS Games in Production / Re: ∞ Bit
Sat 07/08/2010 14:41:44


Little youtube preview of what to expect when I release later today.
#310
Fantastic stuff.  I really appreciate the video.  That is so cool.  You packed a lot of work into those seven days!
#311
Boiler Room Blues
This was a cute little game.  I liked the unique visual style.  Gameplay was nothing to hoot and holler about, but it did what it set out to do!

By the Numbers
Very cool visual style.  I'm also really looking forward to seeing your workflow on this.  The facial expressions were so awesome that I wish the gameplay incorporated them.  Like interrogating a suspect and having a grimace or the eyes moving to the left to help you guess when they're lying.  The moment that sold the game for me was when the bad guy did a half smile and raised one eyebrow at me.  Very evocative.  The voice acting was OK and I still don't really get what hints were supposed to lead me to the conclusion.  I didn't have time to pay close attention so on my second and third attempts I was ESCing through most of the dialog, so maybe I just didn't have the patience.  There wasn't a whole lot of gameplay, so it wasn't my top pick of the litter, but it was a fun experiment.

Congrats to the king of the OROW!  What is that, four wins now?  ;D

Delerium
I liked the idea of sticking a hidden item game into a 360 panoramic game.  Too bad the items got offset as you spun, that made it a bit easy!  With some polish to the graphics and some more (and more logical) adventure puzzles, this could be a good basis for a great game.

Disquiet
Very depressing.  Nice little dark vignettes.  It achieved what it set out to do, which was, I presume, make me super depressed!  :-*  Nice style!

Don't Worry Baby
Pretty clever with decent execution.  It was very funny to watch it play out at the end!

One Room
I quite liked this one!  The puzzles were a bit abstract, I wish that failing at some of the other puzzles resulted in increasingly blunt hints like the dictionary puzzle at the beginning.  I wasn't at all sure what I was supposed to be doing with the colored balls.  Loved the sound and graphics!

Electronic Tax Administration Advisory Committee
Short but oh-so-slow paced.  Does that guy at the start really have to walk all the way across the room at a snails pace and then all the way back?  Up the walk speed!  Other than that, the graphics are charming and this could probably be expanded into a fun game.  Not enough parser games out there!

Well, Well, Well, What Have We Here?
I quite liked the graphics and the first puzzle.  After that it seemed like you ran out of time and things didn't quite connect for me.  I'll definitely try it out after you have some more time to clean it up.

A Woman For All Seasons
This was very cool.  I really liked it despite the few bugs.  I agree with the suggestions so far about having some stars follow the cursor so we can see the shapes we're drawing.  I had trouble some times with the circles.  But I liked how we used them in the puzzles and I loved the writing and graphics!  I think that it could use a bit of polish and a re-release, but this was my pick for best game!  Well done, Joel!  Seriously, looking back at all the games you've done, you've been steadily improving throughout the years.  Cool stuff.


Congrats to all the participants!  Just releasing something is an amazing achievement!
#312
AGS Games in Production / Re: ∞ Bit
Mon 02/08/2010 04:52:22
Thanks DrWhite!

ProgZ: I like bitfinity, too.  But ∞ bit has grown on me!  I didn't have to let the cart dictate the title, but I liked this one!

Zyargelkunn:  Yup, getting more levels in there now.  The goal is six levels plus, if there's time, a boss.  The new version below has the first three levels revamped to flow much better, plus a new fourth level.  The fifth is underway, but not in this alpha.

Download Alpha 9

New Features

  • Revamped levels 1-3

    • Use number keys 1, 2, and 3 as quick shortcuts to jump to the level
    • There's no flying challenges after level 3 yet.
  • New level 4

    • Press the 4 key to skip to it.
    • Moving platforms!
  • Level names
  • Bunch of new in-game text

It still needs some speed tweaking.  Levels 5 and 6 underway now.
#313
You deleted it?!  At least comment it out so it can live on in hiding instead of being removed from existence!  :)

Trust me, if that slider puzzle could have been programmed in a way that didn't use 15 walkable areas and... I don't remember, 9 or 10 characters (visible and invisible) it would have been!
#314
Got my vote in!

Intense Degree:
Spoiler
I think the third stone is just a hint leading you to the white stone on the well.  Unless I'm mistaken, the game is just unfinished here.  Anyways, I felt informed enough to vote!  I'll try it again when they finish it.
[close]
#315
AGS Games in Production / Re: ∞ Bit
Wed 28/07/2010 16:38:48
    Download Alpha 8

    New Features

    • The gun

      • Mouse button to fire
      • Move mouse to "bend" the shots
      • Use it to destroy green blocks
      • Currently, it just lets you shoot whenever.  In final game, you'll only be able to shoot after collecting the gun in level three.
    • Debug hotkeys to jump to a level and try it out:

      • Press the 1, 2, or 3 keys to load the respective levels.
    • Toyed with depth transparency to make the game much easier to read. 

      • Front level is now much easier to distinguish.
      • While shooting, the front level fades out to let us see what we're shooting.
      • Level 3 - It's in, but it needs lots of tweaking.  Actually, I'm thinking all the levels might be too hard. :(
      .

      If there's no extension to the competition time limit, the game might end up with just these three levels.  With an extension, I hope for several more plus a boss fight.  I also still want to find the time to improve the frame rate.  We'll see!
    #316
    One Room:
    Spoiler
    It's a g
    [close]
    #317
    Yup, pretty much the same reason you talked about in your edit led me down that path.  The problem with using invisible blocking characters is getting other playable characters stuck on them.  Since I had to use move (or walk, or just updating the x/y coords, can't remember how i did it) commands that ignore walkable areas when moving the objects around the room, it becomes very possible to set one down on top of another bot and leave them stuck.  I had to ninja around some of that and it got messy. 

    With walkable areas, I could tell more easily if a bot was going to get stuck and move them before the pushing stuff took place. 

    It also allowed more nice smooth walkable areas around the object rather than big honking blocking squares which, when placed next to each other, would often block a whole row, making it impossible to walk around the desk.  ???
    #318
    Well well well is the only one I haven't beaten yet.  Any help on my above question?
    #319
    I ran into this same programming problem (using more than 15 walkable areas) in both Nanobots and Puzzlebots.  The problem with having the same walkable area in two parts of the room and then turning them on/off in rep_ex_always is that you have to also force the character to stop, and walk again to get a new path when they cross over to the other side of the room otherwise they might calculate a path through one of the walkable areas that is on now, but will turn off when you get closer, or around one that is off now, but will turn on.  If that makes sense...   :P  It wouldn't really matter if the areas were far enough away on a scrolling room, but in Nanobots' case, they were not.

    Puzzlebots wound up having a number of invisible blocking characters in one scene that had a very complicated walkable-area-intense puzzle (before the puzzle was later redesigned to be way easier ;)).  Fun times.
    #320
    Bah, thanks Wyz.  I didn't have a lot of time today, so I was just quitting as soon as I got remotely stuck.  Still don't see the logic to By the Numbers and
    Spoiler
    I thought I tried all three and got the explosion all three times, maybe something is randomized?  I just didn't have the time to sit through the long dialog again.
    [close]
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