Point'n'click graphic adventure game

Discuss game development design and post your game ideas

Post » Wed Dec 11, 2013 9:07 am

Thanks for your feedback

Fester Mudd looks really nice indeed, the kind of thing I want to to do.

Scalling should look more like the real thing once the current beta goes live, with the new low-resolution rendering, the layout will actually be rendered in 320*200 and up-scalled, so the character sprite will pixelated as it is scalled down. But if you mean the scale ratio is wrong ( that it shrinks to much with distance or not enough), yes it probably is, it's just a test, it's just a variable that can be adjusted for each scene.
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Post » Sun Dec 15, 2013 6:59 pm

Hi @notnsane @jayderyu ,

as promissed, I worked on my game this week, trying to mimic a SCUMM based games:

SCUMM WIP

What took me the longest were the fonts. Since I want to support multiple languages, everything has to be rendered with sprite fonts (while it would have been tempting to just uses plain images for the action buttons). The are three different fonts the the moment, and except from the dialog font (the one you see if the main menu), I ended up making them from scratch in photoshop, based on screenshot of the game, a real pain in the ass.

Anyway, I manage to get the action interface behave like the real one, including the default action on right click (you can test on the windows, the only "interactive part for now, just for testing)
I also implemented the pause on space bar, and quit on alt-x. I'll take care of the save menu later when necessary.
I tried to mimic everything as close as possible, which was hard because the font actually change from a game to another, so I settle on the VGA version of the first monkey island.

More to come soonOlivierC2013-12-15 19:00:44
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Post » Mon Dec 16, 2013 2:20 am

Looking good OliverC. I'm impresed. Keep it up :)
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Post » Mon Dec 16, 2013 8:29 am

Thank you. I noticed that when you hoover the windows it says "Walk to look" while it should say "walk to sky". It used to work fine, I must have messed something up with my excessive cut/copy/paste. I'll look into it tonight.
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Post » Mon Dec 16, 2013 12:13 pm

@OlivierC
You bring back my memories. Lovely work.
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Post » Tue Dec 17, 2013 4:01 am

It's getting there. Awesome.

And as I said, I'm still very worried about the walking behaviour.

Sometimes guybrush takes a while to start walking (probably you done that, I prefer instant walking).
But I think that what bothers me the most are the smooth animations. Is there a way to lower the engine's FPS to 24 or 30 FPS? I have to make a research about that, but it should be doable and might give that 486 feeling with tons of frameskip =P
If not, create it artificially.

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Post » Tue Dec 17, 2013 7:07 am

you are right, it's not exactly the same thing. The reasonn he does not start walking right away I think is because I use he pathfinding behavior with a cell size of 1 which takes longer to find paths. If I use bigger cells, some narrow areas like the stairs don't work (the character scalling on the stairs is broken at the moment btw, I need to adjust it)

I played the real monkey island this week end to take notes on the interface and also noticed a few thing: the scrolling is a lot choppier while it's smooth in my case, and same thing with the charater. While I think I can do something for scrolling (update it every 0.2 second instead of every click) I don't know for the character, since I'm using a default behavior, I'll have to check if I can modify the stepping rate, not sure.

I worked a bit on the game last night, but nothing you can actually see, just some opimization. I decided to stop supporting touch for now and focus on mouse only. It was clunky and the events were getting really messy. So I revemped the controls for mouse only and it's a lot cleaner now. I'll make a new set of control for touch later, when I get the thing to actually work with a mouse.
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Post » Tue Dec 17, 2013 8:11 am

Nice work :)
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Post » Wed Dec 18, 2013 2:30 am

It's great work. However to play devils advocate.

If I want choppy. I'll play Monkey island on an older computer :D
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Post » Thu Dec 19, 2013 6:44 am

@notnsane, I implemented the FPS hack that Arima suggested to you in another thread and it seems to work (check my previous link, i keep updating the same folder)

i simulates 12 FPS. I could not find Monkey island actual fps, but I think it's something like that.
I don't know if I'm going to keep it because it looks like the game is running slow because of poor programming ^^

The good thing is it's done with only two events so it's easy to urn on and off. I can even make it an option

Ok, next update, I'll post in my own wIP thread and stop highjacking his one
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